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(*WIP*) Connection to Main Quest (Artifact Quest)

Sequence of Events

Start of the Run

  • The city where the Artifact is located is famous, and already marked on the Map (only a very basic description during the first run)
  • Only general Direction is known, exact path changes from Run to Run
  • The fact that there is an Artifact there is not common knowledge, so first time players might just be unlucky and not discover the Artifact before losing their run

Approaching the City 

  1. Players hear rumors about a city with excellent smiths
  2. As the players get closer to the city, enemies start to be better equipped and merchants have noticeably better weapons and armor
  3. When they're 1-2 clearings away from the city, they might hear of rumors that there's something very dangerous near the city outskirts, closely guarded
  4. Inside the city, the fact that the Artifact is close by becomes clear
NPCs and Rumors
  • Weary Blacksmith: "Steel from that city? Toughest you’ll ever find. But there’s talk that their skill isn’t just from hard work—something down there keeps pushing them forward, whether they like it or not."
  • Wandering Scholar: "There's a ruin near the city. No one’s allowed near it. But every so often, figures flicker inside—shadows moving like men. They say it's just tricks of the light. I don’t believe that."
  • Battle-Scarred Mercenary: "I knew a man who tried to sneak inside. Next day, someone—something—showed up, fighting just like him. It wasn't him, though. Not anymore."

 

Inside the City

Positive Standing with the Faction:
  • Players
      are
    • Canwelcomed enterinto the Citycity, (free to shop,shop maybeand meetinteract with special NPCs)NPCs.
    • WillThe guards warn them of the cave’s dangers but do not tryinterfere toif they attempt entry.
    • Potential Perk: They may receive a powerful weapon or armor as a parting gift.
    • Conversation with the Captain of the Guard at the Gate of the cave: "You’ve got steel in your eyes, outsider. I won’t stop you whenif tryingyou wish to test your mettle. But listen well—what lurks in that cave remembers every face it sees. If you fall, you’ll fight yourself the next time someone enters. Take this—it may just keep you from becoming a ghost of your own making."
    😐 Neutral Standing with the Faction:
    • The city is open for trade, but access to the cave is denied unless the guards are convinced or bribed.
    • Combat only begins inside the cave after the Artifact’s influence takes hold.
    • Conversation with a suspicious Guard at the Gate of the cave: "You think you can just stroll into the depths? No chance. That place is sealed for a reason. Unless you’ve got something to offer—or a damn good reason—you’re not getting past me."
    🚨 Negative Standing with the Faction:
    • The city gates are closed to the player.
    • The guards will attack on sight if an attempt is made to enter the Cave,cave.
    • but
    • Combat warnbegins yououtside the cave, forcing players to fight their way in.
    • Conversation with the Commander of the Dangers
    • Might gift you some good Equipment for Good Luck
    • (Idea: Might help in the fight a bit when units are in Range)
    • Combat starts after entering the cave
Neutral Standing with Faction:
    • Can enter the City (toWatch shop, maybe meet special NPCs)
    • Will stop you from entering the Cave, have to be convinced or bribed to let you pass
    • Combat starts after entering the cave
Negative Standing with Faction:
    • Can't enter the City
    • Will attack you before entering the Cave
    • city:
    • Combat"We startsdon’t let your kind through these gates. And if you think you’ll set foot near that cave, you’ll be dead before theyou cavetake three steps. Turn around, or die where theyou guards attack you
      stand."


Combat

Outskirts of the Cave:Cave (Artifact is Passive)
  • ArtifactThe cavern is passive:eerily
      quiet,
    • Enemiesits wanderhalls randomlyfilled with wandering echoes of past challengers.
    • Enemies spawn slowly,slowly and only after unitsanother haveunit has been killeddefeated.
    • NoThere Timer
    • is
    no time limit, allowing careful exploration.
  • Guards willmay still follow you,the canplayer—offering either helpassistance or attackhostility youdepending on past interactions.
Deeper inWithin the(Artifact Cave:is Active)
  • The Artifact isawakens, active:sensing
      an
    • Enemiesintruder rushin towardsits Player Unitsdomain.
    • Constructs surge forward, relentlessly attacking the player's units.
    • Enemies spawn oftenrapidly (every 1-3 turns), up to a theoretical maximum.
    • A timer starts, increasing the limiturgency isof battle.
    • Guards, if present, will retreat the theoreticalmoment maximumthe amountcountdown of units per Combat
    • Timer starts
    begins.
  • (Idea:Potential Mechanic: The Artifact can be attacked to lowerslow timer,the verytimer—but difficult)doing so is extremely difficult.)
  • Guard
will retreat once the timer starts