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Lore Meeting: June 29, 2025

Essence Creation Guild, Material, Ability Creation
Hub World, Sages, Shines


Updates

  • Warren has taken on leading the Essence Creation Guild, previously handled by Pat.
  • Galactic is handling material lore development.

Essence Creation Guild

  • Warren is now leading this guild. Ownership will be updated when CJ adjusts permissions.
  • Warren proposed three conceptual directions for the guild:
    1. Tied to the Sages.
    2. As a craftsman family.
    3. As a science-focused guild.
  • Discussion included that tying this guild to the creation of the Hub world explains why there aren't more hub worlds or why rifts can’t be stabilized due to lost knowledge.
  • Suggestion that the guild is trying to regain lost understanding after the founders (who were knowledgeable but poor teachers) passed.
  • Suggestion that they still have the knowledge but due to the increasing instability it is no longer applicable

Material

  • Galactic is creating lore around materials both mundane and magical.
    • Example: palette blocks, like the newly named “ethereal brass,” an alloy of gold and copper.
  • Looking for pitches on three or four vanilla blocks with multiple “versions” of why they exist, as a test run.

Ability Creation Guild

  • Key questions raised:
    • Is the guild about discovering abilities, improving them, or both?
    • Should it be one guild with subgroups, or multiple guilds?
  • Points included:
    • The guild should focus on abilities as a mechanic/concept, not solely on individual abilities.
    • Sub-guilds or class factions could handle specific skill types.
    • Players could unlock additional ability slots or reduce skill thread costs via reputation.
  • QoL:
    • Single space to see all available abilities
    • Tooltips to explain and provide guidance on how to discover/unlock unavailable abilities
    • Not RNG drops

Class System & Guild Structure

  • Two systems under consideration:
    • Classless (players pick any ability).
    • Class-tied guilds (specific abilities linked to guilds but pick and choose, more of archetypes).
  • Discussed an “adventurer’s hall” or umbrella guild where all abilities are visible in one place, requiring progression with other guilds to unlock them.
  • Proposed “wanderer school” to offer basic abilities, with guilds contributing specialized courses once players reach certain milestones.

Ability Acquisition

  • Consensus against heavy RNG (random drops) for abilities.
  • Preference is for most abilities to be craftable, with some special ones earned via quests or rewards.

Sages

  • The Sages topic is intertwined with the Essence discussion.
  • Sages:
    • Seen as founders of the Hub, originally mortals who (may have) transcended mortality through Essence manipulation.
    • Each held mastery over a specific Essence type.
    • Act as advisors or guides, possibly tied to different profession guilds but still distinct.

Hub World

  • Hub world discussed as:
    • A safe haven or refugee retreat, possibly newer rather than ancient.
    • Could change in single vs multiplayer—single player might offer a plot to build on, unlike the locked Hub in multiplayer.
    • Suggested to explore if it’s post-apocalyptic or not and add a question about the Hub’s age to the discussion thread.

Shrines

  • Current concept has Shrines renamed to Anomalies.
  • Will have multiple types, with energy releases when shut down.
  • Could represent failed objectives by players or NPCs.
  • Rachael to edit prompt to better broaden what shrines are/can be.