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Ecology

A living map, coast to snow line

You start on a mediterranean coast and walk into a living map. Cross a continent and the cover changes under you: grassland to broadleaf forest, savanna to taiga, on up to tundra and the snow line. The edges between biomes blur the way real ones do. No contour line where one stops and the next begins.

What grows where is decided by temperature and rainfall, not by chance. Flax and woad want temperate, moist ground; saffron and grapevine want warm and dry; willow wants the riverbank. Find the right band and the right plant is there. Strip a hillside and you learn why a herb is rare: it only lives in a few valleys.

Plants are infrastructure. Grain feeds villages, flax and hemp make cloth and rope, oak and yew build and arm. Herbs and dyes drive the apothecary and the color trade. The flora that matters for magic, ley-touched fiber and ink, takes only in saturated ground, so you go find the place rather than farm the plant.

Harvesting is free everywhere. Chop, forage, and gather across wilderness, claims, and the frontier; wilderness regrows by biome. The reward is knowing the land: which slope, which season, which band.

Strip a hillside and you learn why a herb is rare: it only lives in a few valleys.

Climate is the stored primitive; biome is a label draped over it. The generator bakes smooth temperature, rainfall, elevation, and slope fields, then runs a Whittaker-style lookup over temperature and rainfall (extended with elevation) to assign a biome. Because the inputs are continuous, transitions blur for free: forest thins to woodland to grassland with no edge, while genuine thresholds (snow line, tree line) survive as cutoffs on temperature plus an elevation lapse rate. Biome id never drives rendering; it is a convenience layer for spawn rules and the where-am-I readout.

Flora is scattered assets, not block types. The built proof-of-concept uses godot_voxel's VoxelInstancer (MultiMesh for dense ground cover, scene items with collision for trees), filtered by the climate fields. Each surface voxel carries an 8-bit biome id, and every flora layer filters on that id, so per-biome flora drops in without fighting the engine's four-channel texture limit. The catalog binds each plant to the band it tolerates: the climate gate runs first, then placement, so a plant never appears outside ground it could actually live on.

The full pipeline (per-band scatter density, cultivated-only crops in a farmland mask, hand-placed arcane flora at anomaly sites) is designed and partly proven. The capital coast is mediterranean by classification; the same fields feed farming fertility (biome, rainfall, flatness) and settlement placement, so ecology and economy read from one source.

  • Ten land biomes plus open water and ice, classified planet-wide from the climate fields.
  • Whittaker classification: temperature (latitude plus elevation lapse) and rainfall (latitude bands plus noise) map to a biome label.
  • Biome is stored as an 8-bit per-voxel id; each flora layer filters on that id for per-biome scatter.
  • Climate gate runs before rarity: a plant outside its temperature/moisture band never spawns there, regardless of how common it is elsewhere.
  • Built: the VoxelInstancer flora scatter POC and the biome classification; per-species placement is designed. Spawn weights and worldgen params are withheld.

Grains & Staples

  • BarleyExtremely Commonthe backbone grain; pottage, coarse bread, ale malt
  • WheatCommonthe prestige grain; fine white bread
  • RyeCommondense dark bread for hard country
  • OatsCommonporridge for people, fodder for horses
  • MilletRarefast drought grain of caravan cultures
  • Peas & Beans (Pulses)Commonprotein of the poor; restores tired fields
  • LentilsRarequick-cooking, storable travellers' protein

Fiber

  • Flax (Linen)Commonpremier fiber for linen and linseed oil
  • HempCommonrope, cordage, sailcloth, nets, and paper
  • NettleCommonwild hedgerow fiber and spring pot-herb
  • CottonVery Raresoft warm-region fiber, a luxury import
  • Silkimported or magically producedstatus luxury for veils and ritual garments

Dye & Ink

  • WoadCommonhomegrown blue dye, ink, and limewash
  • MadderCommoncolorfast red for cloth and banners
  • WeldCommonbrightest yellow, overdyed for greens
  • IndigoVery Raredeep blue stronger than woad
  • Saffron CrocusExtremely Raregold dye, luxury spice, and medicine
  • Oak GallsCommontannin for permanent iron-gall ink
  • Walnut HullsCommonfast brown stain and ink
  • Lichen & Moss dyesslow-growing, easily overharvestedpurple, red, brown, and grey upland dyes

Culinary Herbs

  • Garlic & Onion (Alliums)Extremely Commondaily food and folk medicine
  • MustardCommonthe common table's cheap sharp condiment
  • Sage · Thyme · Rosemary · MintCommonseason food, scent homes, preserve meat
  • Imported Spices (pepper, cinnamon, clove, ginger, nutmeg)Extremely Rareapex trade goods and wealth signal

Medicinal

  • YarrowCommonthe soldier's battlefield wound herb
  • ComfreyCommonknitbone poultices for sprains and fractures
  • Chamomile · ValerianCommoncalming tisane and sleep remedy
  • WillowbarkCommonreliable fever and pain draught
  • MandrakeRareanesthetic root steeped in folklore
  • Mint, sage, lavender, fennel, plantain, elderCommonkitchen and healer staples

Toxic & Witch-Plants

  • HemlockCommonthe executioner's and assassin's herb
  • Belladonna (Deadly Nightshade)Rarepoisoners' staple and flying ointment
  • HenbaneRaredelirium and flight for cunning-folk
  • Monkshood (Wolfsbane)Rareskin-killing toxin for blades and arrows
  • FoxgloveCommonheart medicine and deathlike sleep
  • YewRaretoxic bow tree and death symbol
  • Deathcap & grave fungilethal forest hazardslethal hazards and necromantic reagents

Timber

  • OakCommonbeams, ships, casks, charcoal, acorns, galls
  • AshCommontool handles, spear shafts, cart parts, staves
  • Pine / FirCommonplanks, masts, pitch and tar, fuel
  • ElmCommonwater pipes, well-linings, keels, wheel hubs
  • YewRarelongbows; scarcity gates military power
  • WillowCommonwithies, fine charcoal, willowbark medicine
  • BirchCommonbark sheets, birch tar, tinder, fuel
  • Alderwetlandwet-soil timber, charcoal, and dyes
  • BeechTemperate-Moistmast nuts, furniture, tool handles

Orchard & Mast

  • Apple & PearCommonfruit grown for cider and perry
  • ChestnutCommonthe bread tree; nut flour and timber
  • WalnutCommonnuts, oil, brown dye, fine cabinet timber
  • HazelCommoncoppiced rods for wattle, plus nuts
  • GrapevineRarewine, verjuice, and raisins
  • OliveVery Rareoil for food, lamps, and rites

Wild Forage

  • Wild Berries & GreensCommonthe free harvest; food, cordials, dyes
  • Chanterelle / Morelprized edibleprized edible mushrooms for foragers
  • Fly Agaric (toadstool)toxictoxic vision-inducing witch-lore ingredient

Arcane Flora (Awenflax)

  • Awenflax (Linum aweneum)Mythic / Arcanewoven magic cloth and ink that hold enchantment
  • AwenweftMythic / Arcaneenchant-ready thread and cloth
  • AwenlinenMythic / Arcanefinished warding cloth
  • AweninkMythic / Arcaneliving ink whose sigils hold a charge
  • AwenpaperMythic / Arcanescrolls and spell diagrams
  • AwencordMythic / Arcanebinding, sealing, and ward cords
  • Awenink, BlackMythic / Arcanecontracts, spellbooks, maps
  • Awenink, BlueMythic / Arcanewater wards and truth documents
  • Awenink, RedMythic / Arcaneblood oaths, martial banners, healing marks
  • Awenink, GoldMythic / Arcanetemple scripture, royal decrees, blessings
  • Awenink, PaleMythic / Arcanesecret writing, diplomatic seals, illusion audits
  • Awenink, AshMythic / Arcanefunerary rites and ancestor records

Magical Flora

  • MoonwortRare globally / Uncommon locallydream potions, prophecy ink, lunar wards, secret writing
  • SunleafUncommonyellow dye, healing oil, undead-repel incense, dawn candles
  • Whisper IvyRarememory magic, eavesdropping wards, archive restoration
  • Rowan BlueveinUncommon/Rareanti-spirit charms, staff wood, threshold branches
  • Ghost OrchidVery Rareinvisibility washes, spirit sight, mourning perfume, pale ink
  • DragonmintRarebreath draughts, fire-resistance cooking, forge incense
  • Saint's BrambleUncommon near holy routesprotective hedges, pilgrim charms, red dye, thorn relics
  • Widow's FernRarefunerary rites, ghost appeasement, mourning dye
  • GlassgrassRaretranslucent fiber, scrying screens, cutting tools, light lenses
  • HearthrootCommon in settled regionswarmth charms, soup seasoning, household wards
  • Salt-ThornUncommon in saline regionspreservation charms, anti-rot smoke, salt, ward hedges
  • Rune-MossUncommonreading weathered inscriptions, stone memory, ward repair
  • Bluecap MyceliumCommon undergroundlow light, dream brews, fungal paper, undercity food
  • Crown SaffronVery Raregolden dye, prophecy rites, royal ink, blessing oil
  • Mirror ReedRarescrying reeds, illusion pens, reflection wards
  • Bloodroot SpeargrassRarered dye, courage charms, blood magic, war banners
  • Silvercap WillowRaredream baskets, healing rods, water wards, spirit boats
  • Ash-Rot FungusRare, locally invasivecorruption detection, anti-magic reagent, blight study