skara-brae-common/docs/game/lore-world-building.md
Jan-Peter von Hunnius 7a9a5a3e7b docs(game): migrate game-design canon notes from Joplin into docs/game/
Eight canon notes (Game Concept Overview, Mechanics Source Mapping,
Combat System & Stat Scaling Design, Skill & Magic System, Medals &
Honours System, Lore & World Building, Idle Fantasy Inspirations,
Tech Stack & Architecture) as markdown, note title as H1, with source
line citing the Joplin note ID. Joplin keeps status notes.
2026-10-03 17:27:43 +02:00

8.4 KiB

Skara Brae — Lore & World Building

Source: Joplin note 867bdc9845624908a90928887a71c4c9, migrated 2026-10-03

The City of Skara Brae

Skara Brae sits on a rocky wind-swept coast, where the Old Kingdom once held sway. The city is ancient — its lowest foundations predate recorded history, carved from living stone by hands unknown. Above, generations have built layer upon layer: crooked timber houses, cobblestone squares, towering keeps, and the ever-present stench of the harbor.

Districts

District Description Game Function
The Harbor Fish markets, smuggler coves, foreign traders, ship berths Black market, rare imports, sea adventures, travel to offshore locations
The Lower City Slums, street markets, thieves' dens Pickpocketing, fencing, cheap lodging
The Market Square Bazaar, auctions, money changers, Garth's Equipment Shoppe Main marketplace, bank, player shops/stalls
The Crafters' Quarter Smithies, alchemy labs, tailor shops Crafting, education (trades)
Temple Row Shrines to the Old Gods, healing houses Cleric education, healing, divine quests, blessings, pet resurrection
The Academy Mage towers, libraries, lecture halls Magic education, enchanting, spell learning
The Arena Blood-stained sand, cheering crowds PvP combat, tournaments, betting
The Noble Quarter Manors, gardens, the City Watch HQ Properties, burglary targets, politics, high-stakes gambling
The Undercity Ancient catacombs, sewers, forgotten vaults High-level dungeons, rare loot, slayer tasks
The Wilds Forests, roads, ruins beyond the walls Adventures, ambushes, gathering
The Adventurers' Guild Unmarked building — must be discovered Review Board: Level up, learn spells, switch spell schools, LFG board

Key Locations

Location District Function
The Singing Tavern Lower City Social hub, gambling (dice, cards, arm wrestling), hire workers, daily quests from Madame Sylara, LFG board, rumors
Garth's Equipment Shoppe Market Square NPC shop: buy/sell basic equipment. Always open. Buys at 40% value.
The Adventurers' Guild (Hidden — discover via quest) Review Board: level up, learn spells, switch magic schools. Looking for Group board. Party formation.
The Bank of Skara Brae Market Square Deposits, interest (0.5%/day), loans (collateral required)
Temple of the Dawn Temple Row Healing, cleric training, blessings, pet resurrection
The Arena Arena PvP duels, tournaments (Arena Day), ranked matchmaking, spectating
City Watch HQ Noble Quarter Bounty board (Captain Rennick), slayer tasks, wanted posters
The Beggar King's Lair Lower City sewers Thieves' Guild contact, rogue training, underground slayer tasks

Travel Destinations (Offshore)

Ships depart from the Harbor. Each trip costs gold + takes real time. Travel time = risk of pirate/sea monster encounter.

Destination Travel Time Description Function
The Iron Islands 1 hour Mining colony, volcanic forges Rare ores, high-level blacksmithing, mining adventures
Stormwatch Keep 2 hours Military outpost on contested coast PvP zone, mercenary contracts, rare weapon drops
The Lost Tombs 3 hours Ancient ruins on a jungle island High-level dungeon, rare loot, puzzle content
The Free Ports 4 hours Neutral trade hub, no PvP Cross-faction trading, rare imports, auction house access
Seasonal locations Varies Event-specific destinations Festival of Lights → Frozen Lake, Mangar's Eve → Shadow Realm, etc.

Key NPCs

NPC Location Function
Mangar the Dark (Hidden — storyline) Main antagonist. Ancient sorcerer seeking to unseal the Old Kingdom's power beneath the city.
Guildmaster Bron Fighters' Academy Combat training, warrior education
Madame Sylara The Singing Tavern Quest giver, information broker, daily quest board
Old Grist Harbor Fence (buys stolen goods, no questions asked), black market dealer
High Priestess Vaela Temple of the Dawn Healing, cleric training, divine quests, blessings, pet resurrection
Archmage Therion The Academy Magic education, enchanting instructor
Captain Rennick City Watch HQ Bounty board, slayer tasks, wanted posters
The Beggar King Lower City sewers Thieves' Guild contact, rogue training, underground slayer tasks
Garth Garth's Equipment Shoppe NPC shopkeeper. Buys and sells equipment.
The Review Board Examiner Adventurers' Guild Levels up characters, administers spell exams, allows school switching
Harbormaster Kael Harbor Travel booking, ship departures, sea event rumors

The Main Storyline

Mirrors Bard's Tale I's dungeon progression structure:

Act I — Arrival: The player arrives in Skara Brae as a nobody. Tutorials, basic adventures, introduction to guilds and the city's districts. Discover the Adventurers' Guild (hidden building). Clear the Wine Cellar beneath The Singing Tavern.

Act II — Whispers: Strange occurrences — undead sightings in the Undercity, magical anomalies near the Academy. Players investigate the Sewers. Introduction of Mangar as a shadowy threat. Find hints about the Mad God.

Act III — The Catacombs: Players venture into the Catacombs beneath the Temple of the Mad God (must learn the god's name first). Defeat the Spectre, obtain the Eye. Deeper mysteries of the Old Kingdom emerge.

Act IV — Harkyn's Castle: Using the Eye, players access the northeastern city via Baron Harkyn's Castle. Guilds must choose sides — the city fractures. PvP becomes narratively meaningful. Alliance warfare over territory.

Act V — The Deep: Kylearan's Tower (archmage ally) provides the key to Mangar's Tower. Final dungeon: 5 levels beneath the city. Requires coordinated guild effort. Rotating challenges. Defeat Mangar — or discover he was merely a servant of something worse.


Day/Night Cycle

Time Effects
Dawn (06:00-08:00) Markets open, energy refresh bonus, temple blessings available
Day (08:00-18:00) Normal gameplay, crafting bonuses, education available, safe street travel
Dusk (18:00-20:00) Arena tournaments, market closing deals, reduced listing fees
Night (20:00-06:00) Stealth adventures bonus, certain NPCs appear, danger increases, random encounters when traveling between districts

The cycle runs on a compressed game clock (e.g., 1 game day = 4 real hours) to ensure all time zones experience all phases.

Navigation model: District-based for the city (click to navigate). Room-by-room exploration for dungeons (with minimap). Night travel between districts triggers random encounter chance.


Calendar & Events

Weekly

  • Moonday — Magic bonuses (+10% spell effectiveness)
  • Tidesday — Harbor events, rare imports, travel discounts
  • Market Day — Reduced listing fees, special vendors at Market Square
  • Arena Day — Tournament with prizes, betting
  • Rest Day — Energy recovery doubled

Monthly

  • Full Moon — Undercity opens new passages, were-creatures appear
  • New Moon — Thieves' Guild special contracts

Seasonal (with temporary locations)

  • Festival of Lights (Winter) — Frozen Lake: Ice fishing, ice dungeon, cosmetic rewards
  • The Hunt (Spring) — The Dark Forest: World boss hunt, rare pet drops
  • Mangar's Eve (Autumn) — Shadow Realm: Special dungeon, exclusive loot
  • The Great Market (Summer) — Bazaar of Wonders: Rare vendors, limited-time recipes