⚔ STARBORNE WIKI

ZONE & ASSET-SEGMENT BIBLE

STATUS: NEW — structural spec. Divides Starborne by ZONE (one per region/biome) and splits each zone's
assets into two segments — FIXED-POSITION (placed deterministically; only their look varies via 5 templates)
and RANDOM-POSITION (placed by seeded algorithms from per-zone pools). This is the contract the world-gen,
the starborne-zones worker, and the generative-seed system all build against. Canon: GAME1-ALIGNMENT.md (the
12-region/dungeon map), REGIONS.md, BUILDINGS.md, RESOURCES.md, ENEMIES.md, QUESTS.md, BALANCE.md.
Same dungeons / challenges / systems in every world — only which assets/tiles/equipment appear varies by
seed, within these per-zone pools. Forced conditions always hold (spawn at the cabin door by the Hearthvale farm).
Additive only; never delete. Recommend git/backup for design/.

0. WHAT IS A "ZONE"

A zone = one overworld region and the dungeon it gates (GAME1-ALIGNMENT §B/§C). Game 1 has 12 zones (Z1–Z12),

keyed to the 13 settlements + their biome theme. Every zone shares the engine's systems (survival, combat, day/night,

crafting, the taking-clock) and differs only in its asset segments below.

ZoneRegion · biome themeDungeon (book event)Tier
Z1Hearthvale · thorn/meadowD1 The Rooted Cellar (first taking)Forged-Iron
Z2Eisengrave · frostD2 The Counting WindForged-Iron
Z3Whispering Forest / Nymiria · thorn/ravenD3 The Glass CradleSmith-Steel
Z4Harmony · (copper city)D4 The Copper ChoirSmith-Steel
Z5The Coiled Hold · (dragon sanctum)D5 The Coiled HoldVeil-Touched
Z6Concordia · concordD6 The Black Glass ObservatoryVeil-Touched
Z7The Choking Vale · ash/volcanicD7 The Choking ValeVeil-Touched
Z8The Thin Mouth · (Veil edge)D8 The Thin MouthVeil-Touched
Z9The Far Side · (spirit realm)D9 The Gods' ProvingStarborne (proto)
Z10The Reclaimed Land · (cleansed)D10 The Angelic DawnStarborne
Z11The Sundered Sanctum · (lab)D11 The Sundered SanctumStarborne
Z12The Veil's Mouth · (open tear)D12 The Veil's Mouth (finale)Starborne (set)
Overworld biome themes in play (engine CITIES[i].t): thorn, raven, frost, swamp, volcanic, ash, dusk, storm,
gloam, sable, concord. Minor settlements (non-shop, non-dungeon) may be skipped for lore if a seed prefers it.

1. THE TWO ASSET SEGMENTS (every zone has exactly these)

A. FIXED-POSITION assets — deterministic placement, 5 visual templates each

Things the story/progression needs to find in a known place. Their tile/coords are fixed (or rule-placed the same

each seed); only their visual template rotates. **A template changes art only — never function, collision

footprint, interact verb, or stats. Each fixed asset class ships 5 templates** (T1–T5), chosen per-zone (or

per-seed) for visual identity.

Fixed-position classes:

flagstone (visual only; same walkable width + connectivity).

the dungeon mouth, the region landmark (BUILDINGS.md #1–#22). 5 templates = regional skins (e.g. cabin: log,

stone-base, turf-roof, lean-to, longhouse) — same door, same interact, same loop.

the shrine-keeper). 5 templates = portrait/garb variants; same dialogue role, same quests, same position.

RULE: if removing/replacing it would break a main quest, a tutorial, or traversal → it is FIXED. Templates are
a tpl: 1..5 field on the asset; the renderer switches skin, nothing else.

B. RANDOM-POSITION assets — seeded algorithmic placement from per-zone pools

Things the world can scatter freely without breaking progression. Each has its own placement algorithm and a

per-zone pool (what's eligible here). Seed varies which and where; rules below keep them sane.

Random-position classes & their algorithms:

rock tile with an open face**; heartwood in groves; forage on grass). Tier/richness scales with distance-from-home

and zone tier. Per-zone pool = the metals/gems that zone allows.

farm/road/water tiles. Pool = the biome's tree/bush species.

signature foes from the zone's ENEMIES roster (GAME1-ALIGNMENT §C/§C2). Pool = that region's bestiary slice.

the region level/difficulty (BOUNTY + SIDE + region-flavor from QUESTS.md). Pulls one quest at a time from the

pool; refreshes on completion / day-roll. Not required for the main spine (those are FIXED).

Pool = biome-appropriate animals.

algorithm** (e.g. water = lake-blob flood-fill; rock = mountain-range blob; road = Z-spline; farm = plot rect;

haze/snow/ash overlays = noise mask). Seed picks the mix + parameters within the zone's allowed pool.

RULE: if the world would still be completable with it moved, swapped, or absent → it is RANDOM. All random
placement runs through the seeded PRNG (srand(seed)), so a seed reproduces the world exactly.

2. THE KEY-ITEM ARC (per-zone progression contract)

Each zone's dungeon hides exactly one KEY ITEM (a Veil Medal or region relic):

zone). E.g. the Lantern (Z1), Frostbrand Nail (Z2), Mirror Shard (Z3) … Concord Key (Z12) — see QUESTS.md §B.

region (MENU.md), never consumed, never sold.

unlock the next zone.*

3. PER-ZONE ASSET TABLE (skeleton — the starborne-zones worker fills/expands each)

Format per zone: FIXED {roads, main buildings, progression NPCs} · RANDOM {resources, monsters, trees,
quest-buildings, animals, tile pool} · KEY ITEM. Seeds vary RANDOM within the pool; FIXED only re-skins (T1–T5).

Z1 · Hearthvale (thorn/meadow) — tutorial home

Gideon [CORE], Mara Thatch (inn/rumor), Old Bemis (farm tutor), Sister Wren (shrine).

trees {meadow/thorn forest}; quest-buildings {Bemis field, bounty board}; animals {hare, songbird}; tiles

{meadow grass, forest, dirt, water-pond, road, farm}.

Z2 · Eisengrave (frost) — the North

[CORE], Sigrún (runes), Olek (scout).

grey-coat auditor}; trees {snow-pine, sparse}; quest-buildings {ice-lake watch, bounty}; animals {elk, snow-hare};

tiles {snow, ice, rock, frozen-lake, road}.

Z3 · Whispering Forest / Nymiria (thorn/raven) — Gael's arc; Vol.1 pivot

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