Hubworld Lore : How the Hub Takes Shape (Phase 2)
Submitted ideas in categories to help blend, vote, and build Hub or remix
Multiple options in each, simply, with references
Goal
NOT deciding lore canon or picking “best” submissions.
How do the ideas from Phase 1 show up in the design of the Hub?
Structural and narrative choices. All options here reflect someone's vision. connect, combine, and collaborate
1. Layout
| Option | Description | Source |
|---|
| Disk Platform (Layered Build) | A flat disk where older buildings are near the center and newer builds are cramped outward or hang underneath. | Hub Info, Wanderer’s Landing |
| Floating Islands (Organic Growth) | Sky islands connected by bridges. New islands appear as needs arise. Each one looks different. | Sanctuary, Chrysalis |
| City in a Cave / Port Town | A densely packed trade hub built into a stable cavern. Filled with docks, vertical buildings, and cultural mix. | Port Pharus, Galactic |
| Networked Archipelago | The Hub is actually a network of small islands connected by portal “seeds.” Each guild or player controls one. | Archipelago, Zing |
2. Rift Access
| Option | Description | Source |
|---|
| The Crag (Central Rift Tower) | One giant rift in the middle of the Hub. Powerful, dangerous, and ever-present. | Port Pharus, Wanderer’s Landing |
| Stable Anchor Portals | Repeat use portals made with Rift essence. Grow more stable over time. | Hub Info, Sanctuary |
| Personal Nexus Keys | Everyone gets a “key” to travel from Hub to their base. Keys are personal and can be lost or upgraded. | Archipelago, Zing |
| Guild-Specific Gates | Guilds build their own portals with themed entrances: forges, shrines, arcane halls. | Sanctuary, Chrysalis |
3. Growth
| Option | Description | Source |
|---|
| Organic Expansion by Need | The Hub grows naturally when new groups arrive or people need space. | Sanctuary, Chrysalis |
| Layered Expansion | Streets and buildings expand outward and downward, growing tighter as space runs out. | Hub Info, Dead City idea |
| Planned District Growth | Growth is coordinated: zones are added through votes, planning, or funding. | Prosperity, Convergence |
| Seeded Expansion | Areas appear when someone plants a Rift Seed: connecting new zones to the Hub. | Archipelago, Zing |
4. Central Landmark
| Option | Description | Source |
|---|
| Rift Anchor | A towering structure that stabilizes the Hub and resonates with surrounding obelisks. | Hub Info, Wanderer’s Landing |
| The Forum | A lighthouse or tower where the Sages meet. Central to the layout and symbolic. | Wanderer’s Landing, MattDoesEverything |
| The Crag | A raw, uncontrolled rift at the heart of the Hub. Revered and feared. | Port Pharus, Galactic_15 |
| The Spire | A tall observatory built from unknown crystal. Shows glimpses of possible futures. | Sanctuary |
5. Guild Presence
| Option | Description | Source |
|---|
| Embassy-Style Buildings | Each guild has a permanent HQ reflecting their function and prestige. | Prosperity, Port Pharus |
| Cultural Districts | Guild zones are themed after their realm or beliefs: islands, caves, markets, etc. | Convergence, Sanctuary, Echoes |
| Unlockable / Expandable Halls | Some guild buildings are sealed or ruined until players unlock them. | Dead City |
| Mobile/Drifting Guilds | Some guilds move or shift: they don’t stay in one place. | Nexus, Discord comments |
6. Market & Commerce
| Option | Description | Source |
|---|
| Central Market Square | Community hub of stalls, banks, info boards, and shops. Very active. | Hub Info, Wanderer’s Landing |
| Floating Merchant Quarters | Docks or floating platforms host traveling vendors or ship-based markets. | Port Pharus, Airship lore |
| Guild-Run Shops | Each guild sells specific goods or offers contracts in their own shop. | Prosperity, Sanctuary |
| Nomadic Vendors | Rare merchants roam the Hub or appear only at certain events. | Discord comments |
| Option | Description | Source |
|---|
| Shared Daily Rituals | Regular rhythms: morning announcements, evening meals, public events. | Sanctuary, Convergence |
| Work by Timezones / Species | Districts follow different schedules depending on their needs and origins. | Prosperity, Convergence |
| Exchange Events | Periodic cultural and resource exchange festivals: news, performances, trades. | Sanctuary, Port Pharus |
| Asynchronous Culture | The Hub never sleeps: someone’s always creating or gathering somewhere. | Convergence, Archipelago |
8. Surrounding Environment
| Option | Description | Source |
|---|
| Void with Aurora & Stars | The Hub floats in skyspace with a purple sun, golden moon, auroras. | Hub Info, Sanctuary |
| Cavernous Rift Pocket | Built inside a rift pocket: like a giant hollow mountain. | Port Pharus, Discord comments |
| Multiverse Panorama | Dimensional “threads” shimmer across the sky. You can see glimpses of other realities. | Prosperity, Chrysalis |
| Seed-Grown Biomes | The land itself reacts to Rift Seeds: growing new terrain, trees, or stones with memory. | Archipelago, Zing |
9. Mystery & 'Hooks'
| Option | Description | Source |
|---|
| Ghosts and Echoes | Ghosts of past wanderers. Whispers. Relics. Maybe memories. Maybe warnings. | Nexus, Sanctuary |
| Sealed Doors / Forgotten Buildings | Places that don’t open until certain knowledge or trust is gained. | Wold’s Vaults, MattDoesEverything |
| Living Structures | The Hub reacts to its inhabitants: some buildings change based on who’s nearby. | Chrysalis, Convergence |
| Ritual Sites | Ancient obelisks or stone circles filled with cryptic meaning. | Hub Info, Echoes, Discord comments |
Next
Once we’ve explored these elements and collected consensus or blends:
- Phase 3: Core Concept Draft
- blend elements + lore truths
- Hubworld draft for final review