Valenar - Start Location Contract
This document defines the opening-location contract for Valenar's first-play pocket. It sits under the broader authorities in gd-world-generation-contract.md, gd-location-generation-contract.md, and gd-feature-generation-contract.md.
Role
The starting pocket must support the first three acts without pretending that Act 0 is already a settlement game.
- Act 0 needs survival pressure, partial knowledge, and a discoverable Nexus/Wardheart chain.
- Act 0 begins in a constrained arrival pocket inside the failing anchor's pull radius. The anchor chain is nearby and discoverable; it is not the default spawn tile.
- Act 1 needs enough safety and nearby value to support the first protected people around the Core.
- Act 2 needs enough outward viability to justify founding the first Outpost-tier Settlement.
Guaranteed Structure
The starting Location must be a normal generated Location with constrained story-bearing content, not a separate tutorial map.
It must guarantee:
- one viable starting land Location
- one constrained nearby-arrival pocket on traversable land within the failing anchor's pull radius
- survivable early access to water, fuel, and shelter clues
- at least one nearby lead that teaches scouting or survey value
- a dormant or damaged Nexus/Wardheart chain tied to the starting site (See lore exposure: lh-game1-world-hooks.md — Damaged Nexus row, Starting Nexus row)
- enough nearby contrast that scouting adjacent Locations changes player choice
- early pressure signs such as ash, tracks, taint, or unsafe rest conditions
What The Start Must Not Assume
- No Settlement exists at game start.
- The Core is not already established.
- The first Outpost-tier Settlement is not already founded.
- The player does not begin with complete survey knowledge.
- The start pocket is not safe forever just because shield protection exists.
- The MC does not begin exactly on the anchor by default.
Knowledge Curve
The generator must support partial knowledge.
- The player begins with readable survival clues, not full site truth.
- The ruin or stonework chain should first read as a lead, not as a fully named Nexus/Wardheart system.
- The arrival pocket should feel causally near to the anchor without exposing the anchor as solved truth on frame one.
- Nearby Locations should expose different opportunity and danger profiles so scouting is rewarded immediately.
Validation Requirements
A valid start pocket must satisfy all of the following:
- the starting Location is traversable land
- the arrival pocket is a valid near-anchor landing area inside the pull radius rather than the anchor itself
- early survival resources are reachable without impossible travel
- the anchor chain can be discovered through grounded play
- the opening pocket contains both protection and danger signals
- the generator does not require fabricated map facts or hand-authored site lists outside the published contracts