I. The Cycle of the Round
— from the shrine to the dark, and home again —
Every descent follows the same shape. The player wakes upon the Extraction Shrine, reads the night's Quota writ in light upon its altar, and steps into the ruin. Coin sits in chests, ore lies in seams, rope hangs from rafters — but so too do the dwellers of the place stir from their slumber. To leave: pile the tribute upon the shrine and walk through the homeward door.
The Flow
The Danger Curve
A sketch of how the level's threat thickens as the minutes drag on.
Materials of the Field
| Material | Found in | Forge Use |
|---|---|---|
| Iron Ore | Seams in cellar walls | Blades, plate |
| Coal | Hearths, scuttles | Smelting fuel |
| Rope | Rafters, wells | Bindings, traps |
| Cloth / Wick | Bedding, drapery | Lantern fittings |
| Tanned Hide | Stables, packs | Straps, light armour |
| Sigil-Stone | Rare — chapel altars | Illuminating Stone |
The Stakes
Fall in the dark — and you drop all you carried that was not yet laid upon the shrine. You wake in the Hub with only what coin you had banked before.
Fail the Quota — and the run is ended. The ledger closes. A new run begins from Round I.
Round-to-Round Pacing — a working table
| Round | Setting | Quota | Calm Window | Notes |
|---|---|---|---|---|
| I | Cottage Ruin | ~ 100 g | ≈ 2 min | Teaches: carry, place, extract. |
| II | Forsaken Manor | ~ 200 g | ≈ 90 s | First true monsters. Lanterns matter. |
| III | Old Chapel | ~ 350 g | ≈ 75 s | Sigil-Stones first appear. |
| IV | Watchtower | ~ 550 g | ≈ 60 s | Vertical play — Double Jump rewarded. |
| V+ | Castle proper | scaling | shrinking | Multi-room sweeps; heavy beasts. |