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Aethelgard Biome Resources Index

CRITICAL REFERENCE FILES

1. Existing Biome Descriptor (Your Template)

File: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/docs/design/descriptors/biomes/the_roots.json

This is the REFERENCE IMPLEMENTATION showing:

  • Complete JSON structure for biome descriptors
  • Element definitions (DormantProcess, DynamicHazard, StaticTerrain, LootNode, AmbientCondition)
  • Room count ranges, branching probability, secret room mechanics
  • Complete descriptor category pools (Adjectives, Details, Sounds, Smells)
  • Spawn weights and rules

USE THIS FILE AS: Your structural template and validation example


DOCUMENTATION CREATED FOR THIS PROJECT

2. BIOME_SUMMARY.md

Location: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/BIOME_SUMMARY.md

Contains:

  • Comprehensive profile for each of 8 realms (Asgard, Alfheim, Vanaheim, Midgard, Jötunheim, Niflheim, Svartalfheim, The Roots)
  • For each realm:
    • Thematic identity statement
    • Complete description
    • Pre-Glitch function → Post-Glitch transformation
    • Climate, Lighting, Era, Condition category values
    • Emphasized terms (15-25 words)
    • Excluded terms (10-15 words)
    • Implied tags for dungeon generation
    • Threat level and access requirements
    • Strategic importance notes
    • Cross-realm connections
    • Distinctive hazards and encounters
    • Special mechanics and constraints

USE THIS FILE AS: Your primary reference for realm-specific information during biome JSON creation

Key Table: Summary table comparing all 8 biomes across Climate/Threat/Emphasized Terms/Core Hazard


3. BIOME_JSON_TEMPLATE.json

Location: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/BIOME_JSON_TEMPLATE.json

Contains:

  • Complete JSON entries for 7 realms (Asgard, Alfheim, Vanaheim, Midgard, Jötunheim, Niflheim, Svartalfheim)
  • Each entry shows:
    {
      "id": "biome_id",
      "name": "Realm Name — The Epithet",
      "description": "...",
      "defaultCategoryValues": { climate, lighting, era, condition },
      "impliedTags": [...],
      "descriptorPoolOverrides": {
        "adjectives": [...],
        "visual_details": [...],
        "ambient_sounds": [...],
        "ambient_smells": [...]
      },
      "emphasizedTerms": [...],
      "excludedTerms": [...],
      "threatLevel": "...",
      "accessRequirements": [...],
      "notes": "..."
    }
  • Ready-to-use format that can be directly integrated into the biome system
  • All language extracted from and validated against realm documentation

USE THIS FILE AS: Copy-paste template for creating new biome entries; reference for exact formatting


4. BIOME_IMPLEMENTATION_GUIDE.md

Location: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/BIOME_IMPLEMENTATION_GUIDE.md

Contains:

  • Step-by-step workflow for creating new biome JSON entries
  • Phase 1: Information Gathering (what to extract from realm docs)
  • Phase 2: Schema Mapping (how to map realm info to JSON fields)
  • Phase 3: Descriptor Compilation (how to write sensory language pools)
  • Phase 4: Validation (checklist to ensure quality)
  • Best Practices (DO's and DON'Ts)
  • Complete worked example (Alfheim biome creation walkthrough)
  • Integration notes (how biomes feed into dungeon generation)
  • Template skeleton for quick implementation
  • Tag categories and classification system

USE THIS FILE AS: Your process guide when creating new biomes; reference for making difficult decisions


SOURCE DOCUMENTS (From Aethelgard Repository)

Realm Geography Documents

Location: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/docs/design/aethelgard/design/resources/01-geography/

Available realms with detailed documentation:

  1. 00-connections.md - Spatial relationships between realms
  2. 01-asgard.md - The Shattered Spire (orbital command center)
  3. 02-alfheim.md - The Supercomputer of Madness (research zone)
  4. 03-vanaheim.md - The Verdant Hell (bio-engineering)
  5. 04-midgard.md - The Tamed Ruin (civilization hub)
  6. 05-jötunheim.md - The Industrial Graveyard (assembly deck)
  7. 06-niflheim.md - The Frozen Tomb (cryo-preservation)
  8. 07-helheim.md - Not yet read (decay specialist)
  9. 07-svartalfheim.md - The Kingdom of Controlled Light (resource extraction)
  10. 08-muspelheim.md - Not yet read (fire/heat counterpart)
  11. 10-the-deep.md - Not yet read (aquatic realms)

Also available:

  • bifrost-bridge.md - Inter-realm connection system
  • 1001-1007 series - Specialized locations (Vanir-Wyrd Network, Gleipnir Containment, etc.)

USE THESE FILES AS: Primary source material; always verify biome entries against actual realm documentation


KEY INFORMATION EXTRACTED

Climate Categories (for defaultCategoryValues)

  • Aetheric Instability (corrupted zones with Runic Blight)
  • Forested / Toxic (bio-engineering regions)
  • Temperate / Forested (surface realm)
  • Desert / Toxic (industrial graveyards)
  • Arctic (cryo-preservation)
  • Subterranean / Controlled (functional infrastructure)
  • Subterranean / Toxic (hazardous depths)
  • Psychically Hostile (high CPS/cognitive hazard areas)

Lighting Categories

  • Unfiltered Sunlight (orbital positions)
  • Sun Visible (surface, through atmosphere)
  • Perpetual Twilight (bioluminescent flora)
  • Brilliant Artificial (Light-Crystal arrays)
  • Psychoactive Shimmer (corrupted light)
  • Absolute Darkness (unlit depths)
  • Dim / Failing (degraded infrastructure)

Threat Levels

  • Moderate: Introductory content; avoidable hazards
  • High: Mid-game; environmental/creature threats; escape possible
  • High-Omega: Late mid-game; significant challenge
  • Omega: Endgame; expedition-class; restricted access; extreme lethality

Core Hazard Types by Realm

Realm Primary Hazard Secondary Hazards
Asgard Genius Loci (Type Delta CPS) + Heimdallr Signal (Type Omega CPS) Undying Guardians, Structural Instability
Alfheim Glimmer (Stage 2 CPS, euphoric) Lys-Alfar swarms, Echo loops, Temporal Rivers
Vanaheim Un-Womb bio-creation + Golden Plague Gene-Storm bloom lashes, Predators, Weaponized flora
Midgard Asgardian Scar (surface Blight epicenter) Environmental biomes (Greatwood, Souring Mires, Fjords)
Jötunheim Scream of Steel (Type Alpha Psychic) + Type Beta CPS Undying threats, Coolant toxicity, Live power conduits
Niflheim Slumbering Echoes (Stage-4 CPS) + Fimbulwinter Hrimthursar-Pattern Cryo-formers, Whiteout, Crevasses
Svartalfheim Absolute Darkness (Black Veins) Deep-Stalkers, Silent Folk defensive systems, Structural collapse
The Roots Steam vents + Live Power Conduits Psychic Resonance, Corroded Atmosphere, Unstable ceilings

STRUCTURE QUICK REFERENCE

defaultCategoryValues Object

"defaultCategoryValues": {
  "climate": "[Aetheric Instability|Forested/Toxic|Temperate|Desert/Toxic|Arctic|Subterranean/Controlled|etc]",
  "lighting": "[Unfiltered Sunlight|Sun Visible|Perpetual Twilight|Brilliant Artificial|Psychoactive Shimmer|Absolute Darkness|Dim/Failing]",
  "era": "[Ancient Preserved|783 Years Decay|Continuous Civilization|Bio-Creation Crisis|etc]",
  "condition": "[Pristine/Hostile|Living Paradox|Stratified Chaos|Feral Adaptation|Functional Preservation|etc]"
}

impliedTags Array (Sample Categories)

  • Spatial: orbital_structure, subterranean, vertical_stratification, lateral_adjacency
  • Functional: command_center, research_facility, industrial_deck, bio_engineering, cryo_preservation
  • Inhabitants: rust_clan_territory, dökkálfar_domain, grove_clan_territory, silent_folk_territory
  • Hazards: psychic_hazard, toxic_atmosphere, thermal_gradient, absolute_darkness, stage_X_cps
  • Difficulty: starter_area, mid_game, endgame_content, omega_restricted
  • Requirements: signal_tamer_required, cps_resistant_training, cryo_suit, diplomatic_clearance

descriptorPoolOverrides Object

"descriptorPoolOverrides": {
  "adjectives": [10-15 words describing the biome],
  "visual_details": [8-15 specific 1-2 sentence descriptions],
  "ambient_sounds": [6-12 auditory descriptions],
  "ambient_smells": [4-8 olfactory descriptions]
}

Terms Lists

  • emphasizedTerms: 15-25 words that should appear frequently
  • excludedTerms: 10-15 words that are thematically incompatible

WORKFLOW CHECKLIST FOR NEW BIOMES

When creating a biome JSON:

Information Gathering Phase

  • Read the complete realm geography document
  • Extract pre-Glitch function and post-Glitch transformation
  • Identify 3-4 distinct biomes within the realm
  • List all hazards (environmental, biological, psychic, mechanical)
  • Identify key locations/settlements
  • Extract all sensory language (adjectives, details, sounds, smells)

Schema Mapping Phase

  • Assign climate category value
  • Assign lighting category value
  • Assign era category value (time depth)
  • Assign condition category value (overall state)
  • Compile 15-25 implied tags (spatial, functional, hazard, difficulty, requirements)

Descriptor Compilation Phase

  • Extract 10-15 unique adjectives from realm language
  • Write 8-15 specific visual detail descriptions
  • Describe 6-12 ambient sounds for the realm
  • Describe 4-8 ambient smells
  • Ensure each pool has variety and specificity

Validation Phase

  • Emphasized terms appear 5+ times in realm document
  • Excluded terms contradict the theme
  • No overlap between emphasized and excluded terms
  • Descriptor language matches climate/lighting values
  • All information traceable to realm documentation
  • Threat level appropriate to hazards
  • Access requirements reflect strategic value
  • Cross-realm connections documented

QUICK ACCESS GUIDE

To understand the complete schema:

  1. Read: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/docs/design/descriptors/biomes/the_roots.json
  2. Compare with: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/BIOME_JSON_TEMPLATE.json
  3. Learn the process: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/BIOME_IMPLEMENTATION_GUIDE.md

To get realm information:

  1. Quick reference: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/BIOME_SUMMARY.md
  2. Detailed source: /sessions/peaceful-sleepy-hypatia/mnt/rune-rust/docs/design/aethelgard/design/resources/01-geography/[XX-realm].md

To create a new biome:

  1. Gather information from realm document
  2. Follow Phase 1-4 in BIOME_IMPLEMENTATION_GUIDE.md
  3. Use BIOME_JSON_TEMPLATE.json as copy-paste base
  4. Validate against BIOME_SUMMARY.md and realm documentation
  5. Integrate and test

KEY INSIGHTS FROM ANALYSIS

Thematic Patterns

  • Each realm has a distinctive aesthetic tied to its pre-Glitch function
  • Pre-Glitch→Post-Glitch transformation is the KEY to understanding theme
  • Example: Asgard went from "perfect surveillance" to "blind reflex execution"
  • Example: Alfheim went from "research facility" to "psychoactive madness"

Descriptor Strategy

  • Emphasis = what appears frequently in realm documents
  • Exclusion = what contradicts the core theme
  • Pools = sensory language should vary (not just visual, include sound/smell)
  • Specificity > Generality (not "dark" but "absolute physical darkness")

Hazard Classification

  • Environmental: Climate, terrain, atmosphere hazards
  • Biological: Creatures, flora, fauna
  • Psychic: CPS (Cognitive Paradox Syndrome) stages, mental hazards
  • Mechanical: Automation, industrial systems, infrastructure
  • Temporal: Time distortion, aging, preservation

Access Requirements Pattern

  • Omega-threat realms require expedition credentials
  • Restricted areas need specific equipment (cryo-suits, signal-tamers, etc.)
  • Some realms require diplomatic clearance (Grove-Clans, Dvergr, Silent Folk)
  • All require understanding of local hazards

FILE LOCATIONS SUMMARY

File Location Purpose
the_roots.json docs/design/descriptors/biomes/ Reference implementation
BIOME_SUMMARY.md mnt/rune-rust/ Quick reference; all 8 realms
BIOME_JSON_TEMPLATE.json mnt/rune-rust/ Copy-paste template
BIOME_IMPLEMENTATION_GUIDE.md mnt/rune-rust/ Process guide
BIOME_RESOURCES_INDEX.md mnt/rune-rust/ This file
Realm geography docs docs/design/aethelgard/design/resources/01-geography/ Primary source material

SUCCESS METRICS

A good biome JSON:

  • Has 3+ emphasized terms appearing in room descriptions
  • Has 0 excluded terms appearing in generated content
  • Shows clear thematic consistency with realm documentation
  • Produces atmospherically appropriate room descriptions
  • Has descriptors that vary (not just adjectives)
  • Matches threat level to encounter/hazard density
  • Can be traced back to source documentation
  • Integrates smoothly with dungeon generator
  • Creates distinctive "feel" for each realm's dungeons

ADDITIONAL REALMS TO DOCUMENT

Once 7 initial biomes are complete, document remaining realms:

High Priority

  • Helheim (Deck 07): The Rot-Realm; decay and corruption specialist
  • Muspelheim (Deck 08): The Eternal Forge; fire/heat counterpart to Niflheim

Medium Priority

  • The Deep (Deck 10): Aquatic/unknown realms

Specialized Locations

  • Vanir-Wyrd Network (Interconnected; location 1001)
  • Gleipnir Containment Pens (Jötunheim; location 1002)
  • Knuckle-Bone Fields (Jötunheim; location 1003)
  • Great Looms (Jötunheim; location 1004)
  • Jötun's Fall (Niflheim; location 1005)
  • Crossroads (Midgard; location 1006)
  • Dreadnoughts (Niflheim; location 1007)
  • Bifröst Bridge (Inter-realm connection)

These special locations may be sub-biomes within larger realms or deserve their own biome entries depending on gameplay scope.


CONCLUSION

You now have:

  1. A complete schema (the_roots.json)
  2. All realm information (BIOME_SUMMARY.md)
  3. Ready-to-use templates (BIOME_JSON_TEMPLATE.json)
  4. Process guidance (BIOME_IMPLEMENTATION_GUIDE.md)
  5. This index for navigation

Next step: Pick a realm and create its biome JSON using these materials as reference.