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Building Guidelines

Lean initial build contract and standards for builders.

THERYN

BUILDER GUIDELINES & WORLD DESIGN BIBLE

Version: 1.0

Purpose: This document defines requirements for the initial lean build contract on Theryn.

Builders are creating reusable templates plus one bespoke capital city — not the full endgame world in a single pass.

Core Philosophy

Every build should support one of two themes:

  1. Civilization
  2. Mystery

Nothing should feel random.

Nothing should feel decorative without purpose.

Players should constantly ask:

"What was this place for?"

The 70 / 20 / 10 Rule

Every region should consist of:

  • 70% Believable World
  • 20% Mystery
  • 10% Spectacle

Examples

Good:

  • Roads
  • Farms
  • Houses
  • Watchtowers
  • Ruins
  • Archives

Rare:

  • Floating Islands
  • Ancient Towers
  • Remote Shrines

World Scale Goals

This is a lean initial build contract — enough world to feel alive and mysterious without over-scoping the first production pass.

QuantityTemplate
1Capital City (Dawnreach)
1Player Market
1Starter Cave Zone
6Minor Ruin Templates
3Major Ruin Templates
6Floating Island Templates
3Ancient Tower Templates
2Ancient Tower Variants
6Small Discovery Templates

Not in scope for this contract: sanctuaries, prime archives, puzzle-heavy repositories, bridge/gate/observatory template families, and large multi-template discovery sets.

Structure Size Reference

Use relative size labels for most structures. Final block dimensions will be confirmed in person. Player Market stall footprints are specified below.

Structure TypeRelative SizeComplexityRequired Features
Minor RuinSmallLowCrumbled shrine or building; book stand focal point; knowledge book placement
Major RuinMediumLow–MediumDestroyed ancient small/medium structure; optional light parkour; book stand focal point
Floating IslandSmallLowIsland footprint sized for one ruin; unique ancient ruin per island
Ancient TowerMediumMediumDilapidated but usable; optional book stand or lore focal point
Ancient Tower VariantMediumMediumAlternate tower silhouette; same usability expectations as base towers
Small DiscoverySmallLowEnvironmental storytelling only; camps, journals, altars, observation posts
Starter Cave ShrineMediumMediumIntact ancient shrine; decorated cave approach; quest entry framing
Capital — ResidentialMediumMediumLived-in interior; believable room layout
Capital — BlacksmithMediumMediumForge workspace; vendor counter area; complete interior
Capital — TavernMedium–LargeMediumCommon room; bar area; seating; complete interior
Capital — StableMediumMediumStalls; tack storage; complete interior
Capital — TailorSmall–MediumMediumWorkshop; fabric storage; vendor area
Capital — Fishing ShopSmall–MediumLow–MediumDock-adjacent preferred; gear storage; vendor area
Capital — ButcherSmall–MediumMediumPrep area; cold storage feel; vendor counter
Capital — Cook / RestaurantMediumMediumKitchen; dining area; vendor/service layout
Capital — Harbor / DockLargeMediumWorking dock; pier structures; access to water
Capital — Scholar DistrictMediumMediumStudy spaces; archive-adjacent feel
Capital — Guild HallLargeMedium–HighMeeting hall; notice boards; functional rooms
Capital — Central PlazaLarge–XLMediumOpen plaza; city navigation anchor
Player Market (building)Large–XLMedium–HighPolished market hall or pavilion; 20 player stall bays
Player Market — Stall10×10LowNPC counter spot; countertop; remaining space left for player decoration
Dawnreach (overall)XLHighFull city with districts, roads, harbor, player market, and cave path connection

NPC note: Builders do not create NPCs. Interiors should be laid out as if a vendor or service NPC occupies the building where applicable.

Modular Design Requirement

Templates should be reusable where noted below.

Builders should assume:

A ruin, island, tower, or discovery template may be copied and placed multiple times across the world.

Every template (ruins, islands, towers, discoveries) should include:

  • Rotation Support
  • Mirror Support
  • Lore Placement Locations (book stand / knowledge book hook where applicable)

Capital city buildings are unique placements, not copy-paste templates.

Interior Rule

NO EMPTY SHELLS — but complexity scales by structure type.

Capital City Buildings

Every city building must have:

  • Complete Interior
  • Functional Layout for its purpose
  • Environmental Storytelling
  • Vendor-ready layout where applicable (counter, workspace, or service area)

A player should believe someone lives or works there.

Player Market Stalls

The market building must be polished and finished. Individual stalls are a hybrid:

  • Builders provide a clean, attractive stall bay within the market
  • Each stall includes a defined NPC spot and countertop
  • Remaining stall space is intentionally left open for player decoration — do not over-furnish

Ancient Structures (Ruins, Towers, Starter Shrine)

Interiors should match the structure's role:

  • Minor Ruins: Simple — one focal room or alcove with a book stand is sufficient.
  • Major Ruins: Small interior spaces; traversal can be exterior parkour leading to the book stand.
  • Ancient Towers: Usable floors or landings; does not need puzzle rooms.
  • Starter Cave Shrine: Intact, well-maintained interior — the exception to "destroyed ancient" styling.

Bad Example

  • Large city shop with hollow interior and no purpose

Good Example

  • Blacksmith with forge, storage, and a clear vendor counter area
  • Minor ruin — collapsed shrine with a single book stand as the clear focal point

Capital City Requirements

Working Name: Dawnreach

Purpose: Player Hub

Theme: Civilization Reborn

World Anchor: Capital city centered at coordinates 0, 0

Environment Template

Dawnreach sits on a stone beach with a forest nearby and a large mountain rising behind the city. Beneath the mountain is a massive cave system — this cave becomes the starter zone where players begin their quest journey.

Builders may modify terrain. However, the terrain should appear naturally generated.

Avoid:

  • Giant flat platforms
  • Artificial cliffs
  • Obvious worldedit scars

Required Terrain Features:

  • Stone Beach at the city front
  • Natural Harbor with working dock
  • Coastal access for fishing and harbor activity
  • Forest adjacent to the city
  • Large mountain behind the city
  • Cave entrance path from behind the city into the mountain cave system
  • Road exits leading out of the city

Capital City Scale

Target:

  • Reasonably large — enough districts, shops, and streets to feel like a real capital.

Required Shops and Services

Each building below must have a complete interior sized for its role. Layouts should assume an NPC vendor or service role inside where applicable — builders provide the space, not the NPCs.

BuildingVendor / Role
BlacksmithWeapons, tools, repairs
TavernFood, drink, gathering
StableHorses, mounts, tack
TailorArmor, clothing
Fishing ShopRods, bait, coastal goods
ButcherMeats, animal products
CookPrepared food, ingredients
RestaurantSeated dining, meals

Player Market

Quantity: 1 market building containing 20 stalls

Purpose: Player-run vending — players decorate their own stalls; NPCs handle sales at the counter

Market building:

  • Nice, polished, finished construction (hall, pavilion, or covered market — fit the capital style)
  • Clear layout with aisles or paths between stall bays
  • Feels like a premium civic space, not a temporary tent row

Each stall (×20):

  • Footprint: 10×10 blocks
  • Required: NPC placement spot + countertop facing customers
  • Optional for builders: minimal framing (walls, awning, floor) — keep it clean
  • Not required: full shop inventory layout, display cases, or themed decor — players customize everything beyond the counter

Builders do not create NPCs or player assignment logic.

Supporting districts and landmarks:

  • Market District
  • Player Market (within or adjacent to Market District)
  • Scholar District
  • Harbor District (dock, piers, waterfront access)
  • Residential District
  • Guild Hall
  • Central Plaza
  • Adventurer's Guild (lore-facing hub role)
  • Cartographer's Hall (lore-facing hub role)

Harbor and Dock

The city requires a working harbor:

  • Dock structures and pier access
  • Clear connection between harbor, Market District, Player Market, and Fishing Shop
  • Space for future boat or travel hooks (builders do not implement mechanics)

Starter Zone Connection

Behind the city, build a path that leads from the mountain base into the cave system underneath.

Starter Cave Zone requirements:

  • Path from the city into the cave entrance
  • Decorated cave interior (lighting, natural variation, intentional placement — not a raw tunnel)
  • One ancient shrine in good condition (intact, not destroyed) as the focal point
  • Clear sense that this is where players begin their quest journey

This starter zone is a single bespoke build, not a copy-paste template.

Starter Cave Zone

Quantity: 1

Location: Inside the mountain cave system behind Dawnreach

Purpose: First quest entry point; tone-setter for ancient mystery without ruin decay

Requirements:

  • Approach path from the capital city
  • Cave decoration that feels intentional but natural
  • Intact ancient shrine (well preserved, sacred, usable)
  • Space for future quest scripting (builders place structure only)
  • No puzzles required in this contract

Minor Ruin Templates

Quantity: 6 templates

Purpose: Simple knowledge discovery points scattered across the world

Design:

  • Small crumbled building or shrine
  • Destroyed / ancient aesthetic
  • Not large or complex
  • No puzzles

Required focal point:

  • Book stand with a knowledge book placement location
  • Designed so reading the book grants skill points (mechanic added later by dev team)

Each template should be visually distinct enough to avoid repetition when copied.

Major Ruin Templates

Quantity: 3 templates

Purpose: Slightly larger discovery points with optional traversal

Design:

  • Small-to-medium destroyed ancient building or shrine
  • Same simplicity principles as minor ruins
  • Optional light parkour to reach the book stand
  • Book stand remains the clear focal point

Required focal point:

  • Book stand with knowledge book placement location

Floating Island Templates

Quantity: 6 templates

Purpose: Mystery and remote discovery

Design:

  • Islands do not need to be large
  • Each island is only big enough to hold one ancient ruin
  • Each island gets its own unique ruin design — do not reuse a single default ruin template across all islands
  • Safe landing area required

Each island must include:

  • Visual hook
  • One unique ancient ruin
  • Book stand / knowledge focal point (same ruin principles as minor/major ruins)
  • Safe approach from landing to ruin

Ancient Tower Templates

Quantity: 3 base templates

Purpose: Landmark structures that feel ancient but still usable

Design:

  • Dilapidated but not fully ruined — still climbable and usable
  • Medium scale; not megastructures
  • Optional book stand or lore focal point on upper floors or summit

Small Discovery Templates

Quantity: 6 templates

Purpose: Lightweight environmental storytelling between major points of interest

Examples:

  • Hidden camps
  • Lost journals (placement location)
  • Small altars
  • Observation posts

Design:

  • Small footprint
  • Low complexity
  • No required book stand unless naturally fitting

Ancient Architecture Style

Theme: Dark Monument

Materials:

  • Blackstone
  • Deepslate
  • Basalt
  • Polished Blackstone
  • Gold Accents
  • Copper Accents
  • Lava Features (sparingly)

Avoid:

  • Bright Colors
  • Quartz Dominance
  • Modern Shapes
  • Cartoon Fantasy

Exception: The starter cave shrine is intact and well preserved — it may read cleaner and less decayed than surface ruins while still using ancient materials.

Environmental Storytelling Requirements

Every build must answer:

  • Who used this?
  • What was its purpose?
  • Why was it abandoned? (or why was it preserved, for intact structures like the starter cave shrine)
  • What mystery remains?

Archive Symbol Usage

The Archive Symbol should appear only where meaningful.

Every use should imply:

  • Importance
  • Purpose
  • Connection
  • Discovery

Builder Deliverables

Final Package Must Include:

  • World Files
  • Schematic Files
  • Interior Completion