Settlements — Overview

The Settlements layer contains buildings, landmarks, and districts — the physical fabric of a town. Every structure players can enter, reference, or interact with is a node here.

Settlement nodes are the most visible layer to players. They’re what gets described, mapped, and remembered. But they’re meaningful because of their posts — a building without faction control, geographic context, or quest relevance is just scenery.

Opposite Face: Geography

A settlement without regional context is just a map. The Geography layer is the opposite face — where the settlement sits, what surrounds it, what routes connect it. The founding resource (from Ex Novo) is the post that anchors a settlement to its geography and explains why it exists at all.

Temporal Frames

Settlement nodes carry a temporal frame inherited from Beak, Feather & Bone’s suit system:

  • Hearts — present social function (tavern, meeting hall)
  • Diamonds — present economic function (market, workshop)
  • Clubs — future purpose (under construction, preparatory)
  • Spades — past purpose (abandoned, historical, sealed)

Spades nodes are especially valuable: abandoned buildings are instant dungeon sites and mystery hooks. See Dungeons.

Node Types

(To be formalized — building types, landmark types, district-level abstraction vs. specific location)

Key Relationships

  • Posts to Factions — which faction controls or contests this building
  • Posts to Geography — where the building sits in the regional context
  • Posts to People — which NPCs are findable here
  • Posts to Quests — what leads or objectives are anchored here
  • Posts to Lore — what history is legible in the building’s bones

Generation Sources

Settlement nodes are pinned by Ex Novo (founding and development), Beak, Feather & Bone (three-layer descriptions), and Street Magic (sensory district character). The three-layer format — Beak (reputation), Feather (appearance), Bone (reality) — is the standard attribute structure for any settlement node.