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Main Quest
Flow Overview
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Start the Run:
- Tutorial or similar combat introduction.
- Village exploration introduces nightmares and quest motivation.
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Nightmares & Objectives:
- 1st Nightmare: Subjective and cryptic.
- Collect 3 Artifacts to stop the coven, break the curse, and end nightmares.
Artifact Discovery
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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).
- Ask merchants for leads.
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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?