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Main Quest

Flow Overview
  1. Start the Run:

    • Tutorial or similar combat introduction.
    • Village exploration introduces nightmares and quest motivation.
  2. Nightmares & Objectives:

    • 1st Nightmare: Subjective and cryptic.
    • Collect 3 Artifacts to stop the coven, break the curse, and end nightmares.
Artifact Discovery
  • How do players find them?

    • Ask merchants for leads.
      • Example: Narrow down regions through dialogue or item clues.
    • Use magic sub-quests for specific info:
      • Escort someone to a shrine, retrieve magical knowledge.
    • Anti-magic faction quests:
      • Hear rumors in exchange for completing tasks (e.g., training grounds quest).
  • What are the artifacts?

    • Players can identify them visually.
    • Additional quest elements include:
      • Coven involvement.
      • Dreams offering guidance.
      • Breaking faction-held artifacts.
Player Awareness
  • How do players figure out their purpose?
    • Trial and error.
    • Nightmares.
    • Coven encounters.
    • Merchant interactions.
Coven Encounters
  • When do they occur?
    • Stop rituals during quests.
    • Random encounters after completing objectives.
    • Optional mini-boss fights with generals tied to specific artifacts.
Ending
  • Too early?
    • Warning system in place.
    • Early arrival leads to failure or death.
  • Boss fight?