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Locations, Features, Sites, and Threats

This page owns Valenar's strategic map content taxonomy.

Location

A Location is the strategic map unit.

It is what the player scouts, surveys, claims, designates, connects, and acts within.

A Location carries:

  • terrain and topology facts
  • knowledge and survey state
  • control, claim, and travel context
  • visible or hinted Features
  • discovered or enterable Sites
  • Threat state attached to the Location itself or to content inside it

Feature

A Feature is notable generated or discovered content, sign, or fact inside a Location.

A Feature explains why a Location matters before, alongside, or instead of full place access. It can stay a Feature for its whole life, or it can convert into a Site when it becomes enterable, exploitable, defensible, or developed.

Examples include:

  • springs, ore veins, or other resource nodes
  • ruined mill traces, standing stones, or ward clues
  • shrines or ruins that are known but not yet enterable
  • ambush signs, demon tracks, ash fields, or other threat signs (See lore exposure: lh-game1-world-hooks.md — Demon presence row, gate scarring/taint fields row)

Site

A Site is first-class place content inside a Location.

A Site is what the player can inspect, enter, exploit, defend, connect, or build around once it becomes discovered, enterable, or developed.

Site wording should stay explicit about state:

  • wild
  • discovered
  • secured
  • active
  • owned
  • developed
  • depleted
  • sealed
  • destroyed

Examples include:

  • mine sites and productive water sites
  • shrine interiors and ward sites
  • restored ruins and strongholds
  • dungeon sites

Threat

A Threat is danger, pressure, or hostile presence attached to a Location, Feature, or Site.

Threat is not a separate place ontology. It describes the dangerous state of a place or sign, not a parallel map object family.

Examples include:

  • corruption or route danger attached to a Location
  • hostile pressure revealed by a Feature
  • an active dungeon as a Threat Site
  • a Site with linked threats that must be cleared or contained

Dungeon Rule

Unknown dungeons begin as clues, Features, or threat signs inside a Location.

Once the player can meaningfully inspect, enter, or exploit them, they are Sites. Active dungeons are either Threat Sites or Sites with linked threats.

Design Rules

  • Location is the strategic unit; Feature, Site, and Threat all live inside or attach to that Location record.
  • Unknown or nonexistent content must not appear as a known row.
  • Resource nodes and ruins can begin as Features and convert into Sites when the world state makes them enterable, exploitable, or developed.
  • Dungeons do not create a separate top-level map ontology or top-level dungeon tab. They stay aligned with the Location Dossier and the combat/dungeon surface.
  • Threat language should stay causal. A danger can attach to a Location, Feature, or Site, but it should not replace the underlying place taxonomy.
  • Settlement designations and district logic consume Location truth rather than replacing it.