Campaign And Conflict Framework¶
Purpose¶
This document defines the official direction for the authored quest system, faction storyline structure, and faction-versus-faction combat.
The goal is to make the campaign strong enough to support serious worldbuilding, recurring characters, political conflict, and future PvP-compatible systems.
Story Quality Bar¶
The campaign should not read like a chain of errands with lore paragraphs attached.
It should aim for:
- faction-specific literary voice
- recurring character relationships
- escalating political and moral stakes
- reversals, betrayals, and revelations
- enough narrative quality that the setting could support adaptation-level interest
The right model is not generic live-service quest text. The right model is a sequence of tightly authored faction novels expressed through interactive runs.
Campaign Structure¶
Each faction campaign should be structured in 4 acts.
Act 1: Indoctrination¶
The player learns the faction's worldview and why it feels persuasive from the inside.
Outputs:
- tutorial completion
- faction passive unlock
- introduction of the faction leader
- first recurring ally or handler
Act 2: Expansion¶
The player carries out the faction's doctrine successfully and begins believing in the mission.
Outputs:
- broader sector travel
- non-tutorial quest variation
- first real inter-faction pressure
- revelation that the faction is not fully honest
Act 3: Fracture¶
The player discovers the faction's internal lie, hidden cost, or founder sin.
Outputs:
- ideological stress
- recurring rival or traitor
- faction-against-faction clashes become personal and political
- major revelation about the fall of Aevum or Kaelen's role
Act 4: Resolution¶
The player chooses how to embody the faction's end-state and brings the campaign to its defining local victory.
Outputs:
- final quest chain
- climactic faction conflict and major boss encounters
- permanent campaign state change
- hero becomes a Legend for that timeline
Quest Spine Model¶
Each faction campaign should contain:
- 1 tutorial quest line
- 8 to 12 mainline campaign quests
- 3 to 5 faction-specific side arcs
- recurring codex or memory fragments that unlock between quests
- a final capstone quest line
Quest Types¶
The mainline quest system should mix authored narrative purpose with reusable structural templates.
Recommended quest categories:
- Assault: break into or seize a strategic site
- Recovery: retrieve data, relics, soul-data, or core infrastructure
- Protection: defend an asset, person, ritual, engine, or convoy
- Pursuit: track a rival, courier, traitor, or anomaly through multiple realms
- Purge: remove a threat the faction deems intolerable
- Diplomacy Under Threat: negotiate while trying to survive sabotage, ambush, or ideological collapse
- Sabotage: damage another faction's capability while protecting your own narrative agenda
- Revelation: story-heavy quest that changes what the player believes about the faction or world
Single-Realm Quest Direction¶
The official campaign direction is that each run should normally stay inside one realm.
Quest variety should come from sector progression, rift composition, changing opposition, and narrative escalation inside that realm rather than from moving between separate realities.
In practice, this means:
- each run uses one realm as its full operational theater
- different sectors of that realm should express different aspects of the same deeper problem
- movement between sectors needs in-lore justification and changing stakes
- the final sector should clarify what the earlier sectors were really pointing toward
- quest structure should be authored around function, not only difficulty pacing
See Realm Framework for the official rules on single-realm structure, rift interpretation, and sector-based escalation.
Narrative Design Rules¶
1. Every Faction Needs A Strong Voice¶
The player should know which faction they are in from the first sentence of a quest briefing.
2. The Player Needs Named Relationships¶
Each campaign needs:
- at least one superior or handler
- at least one ally or subordinate
- at least one ideological rival
- at least one recurring outsider who sees the faction differently
3. The Quests Must Reveal The World In Layers¶
The campaign should reveal, over time:
- what the faction says it wants
- what it actually does
- what it is hiding from others
- what it is hiding from itself
- how that connects back to Aevum and the founders
4. Every Act Needs A Reversal¶
Each act should contain at least one major change in understanding, loyalty, or stakes.
5. Bosses Must Be Narrative, Not Only Mechanical¶
A boss should represent a faction thesis, a broken doctrine, or a political consequence, not just a stat check.
Faction-Versus-Faction Conflict¶
Faction conflict is an official part of the campaign, not a special-case gimmick.
That means the game must support fighting organized human or near-human opponents built from the same class-faction logic space as the player.
Rival Hero Encounters¶
The official design direction is to introduce Rival Heroes as a dedicated encounter type.
A Rival Hero is:
- a named or generated opposing champion
- built from a class and faction combination
- equipped with a deck, passives, and limited hero abilities
- more readable and personalized than a monster encounter
Why Rival Heroes Matter¶
- they make inter-faction war feel real
- they let class and faction philosophies collide directly on the battlefield
- they create high-value recurring antagonists
- they establish the technical and design foundation for future PvP
Rival Hero Rules¶
Rival Heroes should not be full mirror-match player sheets copied without adaptation.
They need a purpose-built encounter model with:
- readable, limited deck identities
- AI-driven priorities
- controlled access to hero powers
- faction passive expression
- elite-style presentation and rewards
Rival Hero Encounter Types¶
Duel¶
One rival hero with an expressive kit and clear class identity.
Strike Team¶
One rival hero plus faction support units or constructs.
Hunter Pair¶
Two smaller rival heroes or one rival plus a specialist lieutenant.
Nemesis Chain¶
A recurring rival hero encountered multiple times across the campaign, growing in mechanics and narrative weight.
PvP Compatibility Direction¶
Future PvP is optional, but the architecture should not block it.
To preserve that option, hero-versus-hero combat should use shared rule foundations for:
- card resolution
- passives
- statuses
- deck state
- targeting rules
- constructs and summonables
- save and replay determinism
PvP balance should still be treated as a separate layer. Do not force campaign rival heroes to obey every future PvP constraint at the expense of narrative encounters.
Quest Data Requirements¶
The quest system should support structured authored data for:
- quest chapter and act
- faction owner
- quest giver and recurring characters
- realm identity and sector themes
- sector progression rationale
- sector function for each major stop in the run
- required objectives
- rival hero participation
- boss selection rules
- story beats before, during, and after the run
- codex unlocks and lore reveals
- follow-up quest routing
Official Campaign Recommendation¶
The official campaign direction is:
- 4-act faction campaigns
- authored mainline quest spine plus side arcs
- rich recurring characters and ideological reversals
- Rival Hero encounters as a formal system
- faction-versus-faction combat treated as a core campaign need and future PvP foundation