The story: the first hour, the main arc, the radiant quests
The first hour: First Steps
Every character wakes under the Lightheart with a torch and nothing else. Sixteen quests teach the whole survival loop; each has a poetic headline and a plain hint.
| # | Headline | The lesson |
|---|---|---|
| 1 | A little fire in the hand. | Swing your torch with LMB. It lights the dark and never burns out. Move with WASD. |
| 2 | The grove lets fall what it can spare. | Walk up to sticks and flower stalks on the ground and press E. Gather 5 sticks and 3 flower stalks (fibre). |
| 3 | A stick, a splinter, a bound edge. | Open the pack (Tab), press Craft and make a Hand Axe. Right-click it in the pack to hold it. |
| 4 | Strike the old giant at its root. | Hold the axe, face a tree and swing (LMB) until it falls. Gather the logs: you will need 13 wood. |
| 5 | The builder’s hand is a simple thing. | Open the pack (Tab), press Craft and make a Builder’s Mallet (3 wood). |
| 6 | A flat board, a place to work. | Press B to take the mallet and open the build menu. Under Crafting choose a Workbench (10 wood), aim at flat ground and place it (LMB). |
| 7 | A seam in the air, and a door through it. | At the workbench craft the Portal Gun, hold it and fire a pair with LMB. Walk into one portal and step out of the other. |
| 8 | Sharpen the dark’s first answer. | Stand at the workbench and craft a Hardwood Spear (7 wood, 3 fibre from flower stalks), then equip it. |
| 9 | Make a small sun for the long dark. | Build a Campfire (6 wood; build menu, Furniture) then hold E at it to add wood. It catches from your torch. |
| 10 | Walls are a promise to the sleeper. | With the mallet raise a floor, four walls and a roof from wood (Structure, Roofs). Keep the fire close. |
| 11 | The light leans west. | Night belongs to the Dark. Go back to your fire with the torch in your hand and wait for dusk. |
| 12 | What the dark sends, send back. | Creatures come to the light. Face them, swing (LMB), and hold RMB to block. The first one is the hardest. |
| 13 | Fire turns meat to strength. | Build a Cooking Spit (6 wood, Furniture) beside the fire, tap E at the fire and cook the raw meat, then take it when it is done. |
| 14 | Warm food: the oldest kindness. | Eat it: right-click the meal in the pack, or press its hotbar key. |
| 15 | Sleep under your own roof. | Build a Bed (8 wood, 6 fibre; Furniture) under your roof, near a lit fire (hold E at the fire to add wood), and use it with E. |
| 16 | Smoke on the wind: someone keeps a hearth. | Follow the marker to the nearest hamlet and speak to its elder (E). Ask again for odd jobs: trade, farm, fish. |
The main arc
Six chapters, anchored to nodes and edges of the world graph; the giver is a clan leader, the targets are picked per world within tier 4.
| Chapter | Title | Steps | The job | The meaning |
|---|---|---|---|---|
| 1 | Roots Remember | go > find | Go to the Lightheart and find its falling leaf. | The leaf is the proof that the light still breathes. |
| 2 | Embers of the Core | go > gather > deliver | Gather dim motes from shades and wisps and bring them to the giver. | Dim motes are embers of the first light, cooling in the dark. |
| 3 | The Dusk Frontier | go > defendSettlement | Defend a frontier settlement when the dark comes. | Every frontier is the whole war for those who live on it. |
| 4 | Voices under the Tide | go > dive > find | Dive under a sunken site and find the sunken gate. | A kingdom that traded its sky for the deep, and lost both. |
| 5 | Crown of the Drowned Hall | delve > find > deliver | Delve into the drowned hall and bring back the crown. | The roots remember what the king forgot. |
| 6 | Light against Dark | go > slay > talk | Slay the dark host at the dusk border. | We already won once. We only forgot. |
"You woke under the Lightheart. So did the light, a little."
(chapter 1, Roots Remember)
"Sparks of the old light drift near [place]."
(chapter 2, Embers of the Core)
"[place] stands at the edge of the dusk."
(chapter 3, The Dusk Frontier)
"A kingdom sleeps under the sea past [place]."
(chapter 4, Voices under the Tide)
"The roots remember what the king forgot."
(chapter 5, Crown of the Drowned Hall)
"[rival] gather at [other]. This is where the dusk makes its stand."
(chapter 6, Light against Dark)
The chapter rewards raise reputation and give silver and XP. Chapter 6 on its own ends nothing: the arc waits for the tier-7 boss (Nocthra, whose world key is boss_nocthra).
The ending
When chapter 6 is done and the tier-7 boss has fallen, the host sets one replicated world flag, ending.seen, and the dusk seat of chapter 6 flips to the light on the map. Every player in the world then sees the ending card, a few seconds later and once per character and world: The dusk breaks. For a while, the world is ours., the names of the squad, the days survived, the bosses slain and a Continue button. The card never pauses the world (the cursor is free, the world runs behind it); Continue closes it and play goes on: radiant quests keep coming, the freed border is a place to walk. A character that was away when it happened sees the card on its next visit.
After the hamlet: three small jobs
The first hour ends at the hamlet, and the elder there keeps three optional follow-up jobs for the systems the first hour never touches. They are quests of the host like any other (offered in the dialogue, tracked in the journal and the objective card, replicated to every player, never expiring, offered once per world), and they do not stand in the way of the main arc.
| Job | Steps | The elder says | Reward |
|---|---|---|---|
| A Fair Trade | Take an item to a merchant and sell it. ; Take silver to a merchant and buy something. | "Silver leaf runs faster than rumour." | 120 XP, 40 silver |
| Seed and Furrow | Gather 4 seeds, pressed from flower heads. ; Sow a seed in soil tilled with a hoe. ; Reap a grown crop. | "The hearth is warm, but the field remembers." | 120 XP, 10 silver, 1 Watering Can, 4 Sunwheat Seeds |
| Still Waters | Build a Willow Rod at a workbench. ; Gather 3 earthworms for bait. ; Cast your line and catch a fish. | "The water keeps what the land forgets." | 120 XP, 20 silver, 8 Earthworms |
Trade counts a sale and a purchase the host executed; Farm a seed in tilled ground (the host refuses an untilled plot, so the planting is also the proof of the tilling) and a harvested crop; Fish a Willow Rod and bait in the pack and one fish on the line.
The world answers: radiant quests
Beyond the main arc, quests are generated from the state of the border graph. A war edge asks for border skirmishes, sabotage, spying or a peace envoy; a treaty edge for deliveries and escorts; a trade pact for caravan escorts and supply runs; a shortage for gathering; a frontier for defence or relieving a siege; a wild cell for dens, delves, exploring, taming, fishing and diving; a season or weather for festivals, winter watch, storm warden and fog hunts. Outcomes feed back into the map: scores move, cells flip, treaties sign or break, prices change.
| Template | Asks for | Asked by | The giver says |
|---|---|---|---|
borderSkirmish | go > slay | guard, clanLeader | "[rival] send their beasts over our border by night." |
sabotage | go > find > build | clanLeader, guard | "[rival] stockpile for a winter war at [other]." |
spy | go > find > talk | clanLeader, guard, hermit | "Something stirs in [other]. Horns at dusk, fires at dawn." |
peaceEnvoy | talk > go > talk | clanLeader, villager | "Too many graves between us and [rival]." |
treatyDelivery | gather > deliver | clanLeader, merchant | "The pact with [rival] wants proof, not promises." |
escortEnvoy | escortCaravan | clanLeader, caravanMaster | "An envoy rides for [other] with the treaty cord." |
upholdPact | go > slay | guard, clanLeader | "Our pact with [rival] bleeds at the border." |
caravanEscort | escortCaravan | caravanMaster, merchant | "Silver moves on wheels, and wheels are slow." |
supplyShortage | gather > deliver | merchant, caravanMaster | "[other] begs for [good]. The pact is only as good as the cart." |
gatherShortage | gather > deliver | villager, merchant | "Our [good] runs low and the season will not wait." |
defendSettlement | go > defendSettlement | guard, clanLeader | "The dark presses on [place]. We see their fires each night." |
relieveSiege | go > slay > talk | guard, clanLeader | "[place] is ringed by the dark and our gates groan." |
clearDen | go > slay | guard, villager | "A den festers at [site]. The herds will not graze near it." |
delve | go > delve | hermit, guard | "Below [site] the old dark sleeps with one eye open." |
explore | go > find | hermit, villager | "No map remembers the wilds past [place]." |
tameBeast | tame > deliver | villager, hermit | "A [beast] runs wild near [place]. Strong back, stubborn heart." |
catchFish | fish > deliver | villager, merchant | "The nets come up empty and the children go to bed hungry." |
diveWreck | dive > find | hermit, villager | "A wreck lies under [site]. The tide keeps its secrets." |
railRun | rideRails > delve | guard, hermit | "The old rails still run into [site]." |
harvestFestival | gather > deliver | villager, merchant | "[season] turns and the festival wants a full table." |
winterWatch | build > defendSettlement | guard, villager | "[season] teeth are sharp in [place]." |
stormWarden | go > build | guard, villager | "[weather] beats on [place] and the palisade leans." |
fogHunt | go > slay | guard, hermit | "Things walk in [weather] that the sun never sees." |