World Pressure and Nexus
This page owns the world-scale danger model that shapes Valenar's acts.
Core Elements
- the Ancient Shield and its weakening protection (See lore exposure: lh-game1-world-hooks.md — Ancient Shield row)
- taint, corruption, and unsafe land
- demonic gates and pressure sources (See lore exposure: lh-game1-world-hooks.md — Demon gates row, Afterwar wound-fields row)
- the starting Nexus/Wardheart chain (See lore exposure: lh-game1-world-hooks.md — Starting Nexus row)
- shards, leylines, and other special anchor structures where the world design calls for them
Design Rules
- The starting Nexus/Wardheart is special and is tied to the MC's Core.
- The starting Nexus/Wardheart anchors the Core as the MC's fixed personal layer; it does not found the first Settlement or a player-facing Realm.
- Shield protection should create real spatial contrast between safer and more dangerous ground.
- Demonic pressure should intensify outward and over time.
- Gates and corruption should threaten routes, settlements, and future reclamation, not merely decorate the map.
Act Ownership
- Act 0 teaches the player that the shield exists and is failing.
- Act 1 turns that into protected-people pressure around the Core and Camp.
- Act 2 turns that pressure into first Outpost and route-defense pressure.
- Act 3 keeps the same world pressure active across a broader settlement-scale footprint.
- Reclamation begins early as ward work, scouting, local cleansing, route stabilization, and holding lines.
- The last-act loop widens that same pressure model into Crown-scale reclamation play.