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	<title>Collab session notes/2026-07-25 World foundations v0 - Revision history</title>
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		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-25_World_foundations_v0&amp;diff=51&amp;oldid=prev</id>
		<title>Tyg13: collab-chat: publish session notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-25_World_foundations_v0&amp;diff=51&amp;oldid=prev"/>
		<updated>2026-07-25T02:13:42Z</updated>

		<summary type="html">&lt;p&gt;collab-chat: publish session notes&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;Synthesized by an AI from a live Tyler ↔ Bembi design conversation on 2026-07-25. A record of what was discussed, not settled design — session notes, not canon.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This page captures the first pass at BTScape&amp;#039;s world design: the setting backbone, the reasoning behind it, and the questions still open. It is a starting seed, not settled canon — history and detail are deliberately deferred.&lt;br /&gt;
&lt;br /&gt;
== Approach ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build order:&amp;#039;&amp;#039;&amp;#039; a light top-down sketch (this page) to keep things cohesive, then build &amp;#039;&amp;#039;&amp;#039;bottom-up&amp;#039;&amp;#039;&amp;#039;, one region at a time starting from the player&amp;#039;s first area.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tone:&amp;#039;&amp;#039;&amp;#039; low-to-mid fantasy. Not high fantasy, and explicitly &amp;#039;&amp;#039;&amp;#039;not generic fantasy&amp;#039;&amp;#039;&amp;#039;. Familiar tropes may serve as a template for an original idea but never appear as the thing itself.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Guiding principle:&amp;#039;&amp;#039;&amp;#039; the world is a delivery vehicle for what players do. Lore serves the map, not the reverse. Cohesion comes from every region answering to the same underlying system ([[Pneuma]]) rather than from a pre-drawn master map.&lt;br /&gt;
&lt;br /&gt;
== Setting backbone (v0 canon) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Piece !! Decision&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Pneuma&amp;#039;&amp;#039;&amp;#039; || Life-energy; a real, harvestable resource. Everyone alive has it and regenerates it passively, so it is &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; food/water — nobody starves without a nearby source. Only rare &amp;#039;&amp;#039;&amp;#039;practitioners&amp;#039;&amp;#039;&amp;#039; can &amp;#039;&amp;#039;shape&amp;#039;&amp;#039; it (absorb, condense, use abilities). &amp;#039;&amp;#039;&amp;#039;Players are practitioners&amp;#039;&amp;#039;&amp;#039;; ordinary people are not.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elements&amp;#039;&amp;#039;&amp;#039; || Emerge from real terrain and climate (a volcano is fire, a marsh is mud, a storm-coast is lightning). Never painted onto a zone as a theme. No zone is labelled with an element — you simply notice it near the relevant terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;World shape&amp;#039;&amp;#039;&amp;#039; || A fading &amp;#039;&amp;#039;&amp;#039;pneuma-empire&amp;#039;&amp;#039;&amp;#039;. A gradient runs from a governed, settled &amp;#039;&amp;#039;&amp;#039;heartland&amp;#039;&amp;#039;&amp;#039; → a contested &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; (breakaway lords) → a &amp;#039;&amp;#039;&amp;#039;wild edge&amp;#039;&amp;#039;&amp;#039; (unclaimed, rich, dangerous). Wildness and difficulty rise together as you travel outward. Mostly wild overall, with real settled places scattered through it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Power&amp;#039;&amp;#039;&amp;#039; || Organized around control of pneuma &amp;#039;&amp;#039;&amp;#039;sites&amp;#039;&amp;#039;&amp;#039; (like mines or wells — economically valuable, not survival-critical). The empire&amp;#039;s grip on the taps weakens outward; local lords seize sites in the vacuum.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Empire&amp;#039;&amp;#039;&amp;#039; || &amp;quot;Indifferent Rome&amp;quot;: genuine past benefits (protection, upkeep) now failing, so popular loyalty fails with them. Most people are indifferent; some for, some against. No region has to declare — each has a local attitude.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Starter&amp;#039;&amp;#039;&amp;#039; || A calm working village with a small market at its heart, deep in the still-held heartland. Teaches &amp;#039;&amp;#039;do the work&amp;#039;&amp;#039; (gather/condense) and &amp;#039;&amp;#039;trade the work&amp;#039;&amp;#039; (market). One modest nearby pneuma site is the adventuring hook, not the reason the village exists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Peoples of the world ==&lt;br /&gt;
&lt;br /&gt;
Humans plus a small, deliberate set of &amp;#039;&amp;#039;&amp;#039;invented&amp;#039;&amp;#039;&amp;#039; peoples. No elves/dwarves/orcs as such.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Design rule:&amp;#039;&amp;#039;&amp;#039; every people is a different &amp;#039;&amp;#039;relationship to pneuma&amp;#039;&amp;#039;, not a different costume. If a people has no distinct pneuma-relationship, it is just a hat and should be cut.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Humans&amp;#039;&amp;#039;&amp;#039; — have pneuma, regenerate it passively, mostly cannot shape it. The ordinary baseline; the empire is theirs.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Celaborans&amp;#039;&amp;#039;&amp;#039; — ent-/tree-like wood-folk. Proposed distinct trait: unlike humans they do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; regenerate pneuma passively; they must &amp;#039;&amp;#039;draw&amp;#039;&amp;#039; it from living land to survive, like a tree drawing water. Consequences: forest-bound, cluster in rich living pneuma-forests, grow their dwellings (growing = living for them), and revile draining ([[Pneuma]] Law I — drain it and it goes still — reads to them as killing the land). Their way of life grates naturally against the human pneuma-economy, giving conflict without a cartoon war. They also blur the &amp;quot;only rare practitioners shape pneuma&amp;quot; line, which should make them feel slightly uncanny to humans.&lt;br /&gt;
* Room for 1–2 more later, each earning its place the same way.&lt;br /&gt;
&lt;br /&gt;
== Why these choices ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pneuma as the unifier&amp;#039;&amp;#039;&amp;#039; answers the cohesion worry: regions relate through one system, so they can be built one at a time without a master map.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Elements-from-terrain&amp;#039;&amp;#039;&amp;#039; avoids the theme-park / elemental-quadrant / color-coded-nation feel. The world reads as a real place first; element is the resource-and-magic layer on top.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Practitioner rarity&amp;#039;&amp;#039;&amp;#039; makes players special (the rare few who can siphon a river or throw fire) and explains why they venture to wild sites, while still letting the economy touch everyone: practitioners condense pneuma into physical goods (fuel, medicine, charms) that ordinary folk consume.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Empire decay = politics mapped onto distance&amp;#039;&amp;#039;&amp;#039; gives every region one question to answer — still held, breaking away, or never touched — which keeps the growing world consistent, and locates the rich pneuma out where the empire lost its grip.&lt;br /&gt;
&lt;br /&gt;
== Open questions / deferred ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Empire history&amp;#039;&amp;#039;&amp;#039; — what it actually was, when/why it began failing, how pneuma was first discovered. Deliberately deferred; backfill as content needs it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Additional peoples&amp;#039;&amp;#039;&amp;#039; — 1–2 more beyond humans and Celaborans, each needing a distinct pneuma-relationship.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Starter village specifics&amp;#039;&amp;#039;&amp;#039; — name, layout, what&amp;#039;s in it, exactly what the first hour teaches. This is the intended next step.&lt;br /&gt;
* An earlier idea of literally projecting the elemental &amp;quot;square&amp;quot; (allies/enemies) onto the map was &amp;#039;&amp;#039;&amp;#039;rejected&amp;#039;&amp;#039;&amp;#039; as too theme-park; retained only as the looser principle that geography = pneuma distribution via terrain.&lt;br /&gt;
&lt;br /&gt;
== Next step ==&lt;br /&gt;
&lt;br /&gt;
Take the starter village and make it concrete — name it, lay out its contents, define the first-hour tutorial (gathering + market + the nearby pneuma site hook). This is the first area to actually build.&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
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