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The element table

design parked

repo: land-of-lor · updated 2026-08-12

What this is

The work of actually authoring the game’s 64 elements: giving each one its in-game name and its property bundle. This is a content-authoring epic — its deliverable is a table, not code or UI. The governing principle is settled (Kris, 2026-08-06): the hexagram is the machinery, the name is the flavour — an element’s identity is its six lines, but players meet it through a fun, memorable name (“Eye of Fire Newt” is Wind over Fire; Rah named Wind over Mountain “leather”). Naming the 64 and setting their properties is, in Kris’s words, “a clear design decision now” — decided work to do, not an idea to weigh.

Why it exists

Four epics lean on this table and each explicitly declines to own it:

Four epics pointing inward at the same missing thing is the signature of a missing epic. This is it — and it’s the keystone: the table unblocks all four.

What’s already decided (from thought-specs/sixty-four-hexagrams-as-base-items-and-spell-slots.md and base-elements-marketplace-and-vip-chat-with-Rah.md, filed 2026-08-06)

The fold-back: the world as a conversion graph (design conversation, 2026-08-06)

Nutted out with Kris by voice the same day the epic was created; these are agreed direction, not yet formal decisions:

Kris notes he’s “not 100% aligned” on every detail but wants to move forward and build anyway — next step is a visual POC of the conversion-graph idea (proposed: a single-file interactive HTML sim in land-of-lor/pocs/, in the style of docs/historic/lor-kernel-sim-v0.html, showing a tiny world + the live conversion graph + a conservation ledger).

Scope

Non-goals

Open design questions (prose for now — formalise as Question objects only if they start blocking tasks)

Relevant docs

Status

2 backlog1 done

Next: Kris authors element definitions in the card editor (003 — his own task, not an agent's); table authoring (001) still waits on the property schema.

Tasks (3)

backlog (2)

done (1)

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