⧉ FORGEFRONT WIKI

CAMPAIGNS & PROGRESSION TREE — three heroes, one world

STATUS: NEW — game-only structural spec. Defines the progression pipeline: a branching region-tree the
player travels, three playable campaigns that start in different parts of the same world, road-gating that
keeps it explorable-but-directed, the convergence at the Ministry, and the **progression-level enemy-scaling
algorithm**. Canon: ZONES.md, GAME1-ALIGNMENT.md, QUESTS.md, BALANCE.md, STARBORNE-VISION.md (the 12-medal spine).
See the rendered "Progression Tree" diagram. Additive; never delete.

0. THE TREE MODEL (explorable, not a corridor)

Think of the world as a tree, not a line:

(a) hold a thing you obtained there (a Veil Medal / key item — its verb literally opens the way), or

(b) clear an objective that lifts a road blockage (a fallen bridge, a counting-storm, a sealed gate that

only opens when the region's beat is done).

1. THE THREE CAMPAIGNS (same world, different seat)

Each is its own playable campaign with its own start point, scenario emphasis, and signature mechanic, sharing

the same map and the same 12-medal goal. (GoT-style: the same events seen from a different seat — what one plays, the

other two are NPCs.)

A. Lyra & Gideon — the hunted family. Start: Hearthvale (meadow/thorn, west). The spiritual spine; survive

the taking, forge, flee, chase medals east. Swap: Lyra ⇄ Gideon (existing dual-hero swap — child/seer + smith/father).

B. Balkan & Hakon — the North's stand. Start: Eisengrave/Frostmere (frost, north). War & holdfasts; hold the

line, carry the warning, win the cold medals. Swap: Balkan ⇄ Jarl Hakon (son + warlord father; heavier, martial feel).

C. Gael & Wild Animals — the metamorph in the wood. Start: the Whispering Forest (raven/thorn). Infiltration

& the Order. Signature mechanic: Gael can SWAP CONTROL into special wild animals — possess a scout-bird (range/

recon), a wolf (speed/combat), a burrower (reach hidden paths). The animal is his traversal/stealth toolkit; some

gated branches only open while piloting the right beast.

All three: start at the cabin/holdfast door of their home region, same forced opening (spawn safe, learn the
loop), then branch outward. Structurally similar (trunk + gates + medals), scenically distinct (different home,
different roads emphasized, different signature mechanic).

2. GATING (per region — how a road opens)

Each region's exit toward the trunk is blocked until its beat is met. Two gate types:

the road: Lantern sears a dark pass, Frostbrand crosses the ice-ledger, Tide Whistle stills a flood, etc.

when an objective completes (free the village, ring the true bell, break the auditor's tally).

Side branches are ungated (free to explore). Only trunk roads gate. A blocked trunk road shows a clear,

diegetic marker (chain, storm-wall, grey-coat checkpoint) + the requirement on approach — never a dead end with no hint.

3. CONVERGENCE — the Ministry (Concordia)

All three campaigns end at Concordia, the Ministry (far east, the final town). Its door is **sealed until 12/12

Veil Medals are bound (the Pokémon payoff). At the threshold, the two heroes you did NOT pick appear as NPCs and

open the door** for you (e.g. play Lyra → Balkan & Gael work the seal; play Balkan → Lyra & Gael; play Gael → Lyra &

Balkan). Then the finale: the descent to the Veil's Mouth and Evil Alex. The three campaigns are the same war won

from three seats; they literally unlock each other at the end.

4. ENEMY SCALING — by PROGRESSION LEVEL, not strict region

Enemies scale to how far the player has come, so a region reads right whether reached early or late, and the three

campaigns (which overlap the map differently) stay fair.

the true milestones.) P grows ~0→26 across a campaign.

enemy stat = clamp(base T, base(1+0.075floorP), base(1+0.075*ceilP)). So a frost region you wander into early

won't be trivial, and one you backtrack to late won't be a pushover — but it never spikes past its band.

assumes near-max P regardless of route. Record floor/ceil P per zone in zones[] (gamedata).

4b. REVISION — coherent spawns & survival (in-game 2026-06-29)

NORTH in snow; survival by the hunt (a camp + campfire for warmth, no farm).

special wild beasts too). Spawn SOUTH, inside a treehouse in the forest; survive by foraging berries, a

small forest farm, and hunting.

city grid. Roster anchor/ward: Lyra{Gideon/Lyra} · Balkan{Astrid/Balkan} · Gael{Bran/Gael}.

5. WHAT THE WORKERS BUILD (added to INTEGRATION-BACKLOG.md)

1103 linked entries · source: content · living wiki, auto-synced from the game's design.