21 KiB
Campaign and Chapter Authority
Content contract:
world-content-r1Scope: exactly 8 campaign chapters, the original world model, stable cross-document IDs, and postgame setup. Runtime status: design authority only; numerical values remain subject to the later balance gate.
Authoritative Content Schema
All content documents use the identifiers below. References are case-sensitive. A row is valid only when every referenced ID exists in this package.
| Prefix | Entity | Cardinality / owner |
|---|---|---|
CH- |
campaign chapter | CH-01 through CH-08, this document |
REG- |
explorable region | one primary region per chapter, this document |
SET- |
settlement or guild hub | one primary settlement per chapter, this document |
FAC- |
political faction | eight launch factions, this document |
CHR- |
recruitable named character | exactly 30, CHARACTER_BIBLE.md |
PR-B / PR-A |
base / advanced profession | exactly 12 / 24, PROFESSION_AND_SKILL_MATRIX.md |
EN-O / EN-E / EN-S / EN-B |
ordinary / elite / sub-boss / chapter boss | exactly 56 / 24 / 12 / 8, ENEMY_BESTIARY.md |
IT- |
equipment or consumable item | exactly 320, EQUIPMENT_CATALOG.md |
ACV- / COL- |
achievement / collection | ACHIEVEMENTS_AND_COLLECTIONS.md |
Shared Combat Vocabulary
These terms are content-facing contracts, not final formulas.
| Term | Exact content meaning |
|---|---|
Front / Mid / Rear |
The three formation bands. A forced move crosses one band unless a row says otherwise. |
Tuned |
The unit's next profession skill costs 1 less resource, minimum 0; consumed on that skill. |
Exposed |
The next direct hit against the unit ignores 25% Guard, then removes Exposed. |
Anchored |
Forced movement fails; the unit loses Anchored after preventing one move. |
Drift |
At action start, move one band toward the nearest legal empty band; expires after the move. |
Echo |
Repeat 40% of the last non-Echo skill on its original valid targets; repeats cannot create Echo. |
Hush |
The next active skill has its secondary clause suppressed; base damage/healing still resolves. |
Charge |
A visible stack, maximum 3 unless a row overrides it; each content row states how it is spent. |
Intervention |
One player-timed tactical command from the shared encounter meter; never an untelegraphed reaction. |
Break |
Depleting a telegraphed boss or elite stability bar interrupts that action and creates a 4-second opening. |
World Premise
The inhabited archipelago of Orison Reach survives through the Aetherline Concordance, a civic network that carries heat, clean water, messages, medicine, and short-range transit as tuned magical pulses. The network is not a limitless power source: every settlement contributes a local cadence, and mismatched cadences create physical weather called Drift.
Thirty years before the campaign, the Concordance's founders hid an emergency protocol called the First Silence. It can stop catastrophic feedback by muting a failing district, but doing so severs every person, promise, and public service registered to that district. The protocol gradually learned to treat social disagreement as network instability. Its agents, the FAC-08 Quiet Choir, now manufacture crises so the system will choose silence over negotiation.
The player's FAC-01 Lantern Guild begins as a licensed repair crew. Its portable relay, the Waylamp, can hold several incompatible cadences at once. That makes the guild uniquely able to cross broken lines, recruit people excluded by the official registry, and prove that the network can be rebuilt as a negotiated commons rather than restored as centralized control.
Stakes
- Personal: recruits risk losing their recorded names, homes, and relationships when a district is muted.
- Civic: food, water, transit, and warning systems fail differently in every region, so repair choices visibly alter settlements.
- Strategic: every restored junction grants travel and crafting options but also gives the First Silence a route back toward guild headquarters.
- Ethical: the player must preserve disagreement as useful signal. A perfectly uniform party can win early fights but cannot resolve the final network test.
Regions and Settlements
| Region | Settlement | Chapter | Identity and persistent repair choice |
|---|---|---|---|
REG-01 Bellwether Basin |
SET-01 Aster Yard |
CH-01 |
Wind-carved farms around the guild's damaged relay. Choose whether restored power first serves the clinic or the signal towers; the other service remains costly until CH-03. |
REG-02 Glassreed Fen |
SET-02 Stilthouse Nine |
CH-02 |
A wetland whose reeds store spoken messages. Route water through communal filters or private ferries, changing later shop access and ambush warnings. |
REG-03 Embervault Range |
SET-03 Kilnstep |
CH-03 |
Terraced foundries use heat pulses as currency. Stabilize worker furnaces or the official mint, changing upgrade prices and FAC-04 trust. |
REG-04 Verdant Archive |
SET-04 Margin House |
CH-04 |
A living forest records laws in leaf veins. Preserve disputed annotations or prune them for a shorter route, changing lore clues and enemy variants. |
REG-05 Mirrorstep Coast |
SET-05 Port Lacuna |
CH-05 |
Tidal mirrors duplicate cargo manifests and sometimes people. Restore customs verification or rescue beacons first, changing counterfeit encounters and recruit timing. |
REG-06 Crownless Sky |
SET-06 Updraft Commons |
CH-06 |
Floating neighborhoods share lift through negotiated weather kites. Centralize lift control or keep rotating stewardship, changing route predictability and rewards. |
REG-07 Hollow Meridian |
SET-07 Nullmarket |
CH-07 |
The buried maintenance ring where unregistered citizens trade memories as maps. Reveal it to the Relay Office or protect its anonymity, changing reinforcements in CH-08. |
REG-08 First Junction |
SET-08 Concord Hall |
CH-08 |
The original network chamber beneath the capital. The final repair binds the prior seven choices into a plural Concordance and opens the Second Weave postgame. |
Factions
| ID | Faction | Public aim | Internal tension | Mechanical footprint |
|---|---|---|---|---|
FAC-01 |
Lantern Guild | Repair routes and keep settlements connected. | Contract legitimacy versus aid to unregistered people. | Recruitment, Waylamp interventions, and mixed-cadence party bonuses. |
FAC-02 |
Civic Relay Office | Restore predictable public utilities. | Transparent safety work versus administrators who prefer controllable silence. | Permits, route forecasts, Guard-heavy allies, and inspections. |
FAC-03 |
Reedbound Union | Keep waterways and stored testimony communal. | Preserve every voice versus protect people from dangerous disclosures. | Hush cleansing, message caches, and wetland shortcuts. |
FAC-04 |
Hearthwright Assembly | Keep furnaces owned by those who work them. | Shared heat quotas versus exceptional craft ambition. | Upgrades, Heat interactions, and equipment conversion. |
FAC-05 |
Marginal Keepers | Preserve contested history in the living archive. | Complete record versus the right to be forgotten. | Echo manipulation, enemy research, and codex rewards. |
FAC-06 |
Tideglass Compact | Guarantee truthful passage and rescue at sea. | Strict verification versus mercy for displaced travelers. | Decoys, mirrored targeting, and duplicate-item recovery. |
FAC-07 |
Updraft Commune | Share lift and weather authority. | Slow consensus versus emergency command. | Forced-movement defense, route rerolls, and speed control. |
FAC-08 |
Quiet Choir | End network disasters by eliminating discord. | Some members seek safety; its core interprets people as noise. | Hush, cadence theft, uniform-party punishment, and final antagonists. |
Campaign Spine
Each chapter contains six expedition segments plus a boss segment. A segment lasts 8-20 minutes; a chapter target is 3-4 hours including guild preparation. Every route presents one service objective, one faction objective, and one risk/reward detour. Skipped objectives persist as later complications rather than disappearing.
| Chapter | Learning goal | Region / settlement | Route structure and new systems | Enemy allocation | Boss test and rewards | Persistent transformation / next-cycle consequence |
|---|---|---|---|---|---|---|
CH-01 First Light, Broken Bell |
Read formation bands, telegraphs, Guard, and one intervention. | REG-01 / SET-01 |
Two tutorial spokes converge at the windmill relay; unlock roster, three-band formation, equipment, and Waylamp Retune. |
EN-O001..007, EN-E001..003, EN-S001, EN-B001; items IT-001..040; recruits CHR-001..004. |
EN-B001 tests Anchored versus knockback and Exposed timing. Rewards base professions PR-B01..06, guild clinic, and a repair priority choice. |
Aster Yard visibly powers the clinic or signal towers. New Cycle+ swaps the unpowered service into a harder rescue opener with a unique collection record. |
CH-02 Voices in Glass |
Distinguish a base action from its secondary clause; answer Hush and delayed hazards. | REG-02 / SET-02 |
Three reed channels with rising water; unlock consumables, route forecasts, testimony caches, and reserve swapping between segments. | EN-O008..014, EN-E004..006, EN-S002, EN-B002; items IT-041..080; recruits CHR-005..008. |
EN-B002 stores and replays player skill clauses; counters require varied timing, not raw damage. Rewards PR-B07..12 and FAC-03 accord. |
Chosen water governance changes later healing prices and whether CH-07 exposes safe crossings. New Cycle+ inverts reliable channels each visit. |
CH-03 The Heat We Owe |
Manage profession resources, upgrade opportunity cost, and Break windows. | REG-03 / SET-03 |
A low furnace route, dangerous smelter lift, and strike-line negotiation; unlock upgrading, dismantling, advanced professions, and resource previews. | EN-O015..021, EN-E007..009, EN-S003, EN-B003; items IT-081..120; recruits CHR-009..012. |
EN-B003 taxes repeated resource spending and exposes itself when heat is vented in alternating bands. Rewards PR-A01..04 and one foundry charter. |
Worker furnaces or the mint become the primary craft node. New Cycle+ carries the losing institution's debt into item acquisition rules. |
CH-04 Leaves That Disagree |
Exploit Echo without loops, investigate variants, and build for mixed enemy rules. | REG-04 / SET-04 |
Branching footnotes reconnect into a canopy court; unlock bestiary research, skill loadout variants, field crafting, and relationship scenes. | EN-O022..028, EN-E010..012, EN-S004, EN-B004; items IT-121..160; recruits CHR-013..016. |
EN-B004 erases the most repeated action and can be baited with a deliberate low-value pattern. Rewards PR-A05..08 and archive annotations. |
Preserved disputes add optional enemy clauses but reveal final-boss counters; pruning shortens routes but removes some collection evidence. New Cycle+ restores pruned branches as hostile redactions. |
CH-05 Two Tides, One Name |
Track decoys, retarget skills, and decide when duplication is a liability. | REG-05 / SET-05 |
Harbor, reef, and moon-tide routes alternate on a visible clock; unlock target-priority scripts, item attunement, rescue contracts, and dual-faction reputation. | EN-O029..035, EN-E013..015, EN-S005..006, EN-B005; items IT-161..200; recruits CHR-017..020. |
EN-B005 mirrors the party's formation and punishes identical target scripts; Break comes from asymmetric actions. Rewards PR-A09..12 and rescue/customs authority. |
The first restored service changes counterfeit rates, recruit availability, and CH-08 civilian support. New Cycle+ gives major enemies a single mirrored decoy phase. |
CH-06 A Crown Made of Weather |
Control forced movement, turn order, and rotating objectives across unstable terrain. | REG-06 / SET-06 |
Four floating wards rotate around a central calm eye; unlock formation presets, weather forecasts, advanced AI priorities, and intervention chaining. | EN-O036..042, EN-E016..018, EN-S007..008, EN-B006; items IT-201..240; recruits CHR-021..024. |
EN-B006 moves both teams with readable gust cycles; players must Anchor selectively and ride beneficial Drift. Rewards PR-A13..16 and lift governance. |
Central or rotating stewardship determines route certainty and who controls emergency interventions. New Cycle+ randomizes rotation order but previews it fully. |
CH-07 The Market Beneath Names |
Plan around scarce recovery, reversible sacrifice, and incomplete information. | REG-07 / SET-07 |
A descending ring where maps cost memories; unlock legacy recovery, contract difficulty, sealed loadouts, and optional sub-boss hunts. | EN-O043..049, EN-E019..021, EN-S009..010, EN-B007; items IT-241..280; recruits CHR-025..027. |
EN-B007 offers false safe actions and marks overprotected units; the reliable tell is relational, learned from character arcs. Rewards PR-A17..20 and Nullmarket covenant. |
Reveal/protect choice changes final reinforcements, achievement routes, and postgame vendors. New Cycle+ remembers one sacrificed item category as scarce for the run. |
CH-08 A Concord of Many |
Synthesize every prior system and preserve strategic diversity under pressure. | REG-08 / SET-08 |
Seven choice-dependent approach rooms feed the First Junction; unlock final skill slots, complete profession branches, and the reconciliation intervention. | EN-O050..056, EN-E022..024, EN-S011..012, EN-B008; items IT-281..320; recruits CHR-028..030. |
EN-B008 mutes repeated cadences, copies uniform resources, and is Broken only by three different roles resolving linked telegraphs. Rewards PR-A21..24, ending state, and Second Weave. |
Prior repairs determine services, allies, phase hazards, and epilogue panels. New Cycle+ carries one negotiated accord and replaces static scaling with remix clauses. |
Detailed Chapter Beats
CH-01 First Light, Broken Bell
- Opening:
CHR-001Mara Venn andCHR-002Oren Pell find the guild bell ringing without sound while the basin's water pumps stutter. - Decision sequence: rescue trapped mill hands, recover the portable Waylamp, then choose clinic or warning towers as the first full repair.
- Route verbs: brace against gusts, expose plated scavengers, and spend one visible Retune intervention.
- Boss meaning:
EN-B001has eaten the relay's timing pulse; defeating it teaches that the network failure has agency but not yet whose. - Presentation: bright wind fields crossed by dark silent wavefronts; the repaired service becomes a permanent hub animation and sound layer.
CH-02 Voices in Glass
- Opening: stored voices accuse three ferry crews of causing a flood, but the recordings have had their secondary clauses removed.
- Decision sequence: authenticate testimony, pick a water-governance partner, and decide whether to publish a dangerous warning.
- Route verbs: cleanse Hush, avoid delayed reed bursts, and reserve-swap for changing water depth.
- Boss meaning:
EN-B002is a civic recital engine corrupted into repeating only commands; defeating it reveals a Quiet Choir tuning fork. - Presentation: translucent reeds carry subtitled voice fragments; accessibility mode converts source direction into patterned ripples and labels.
CH-03 The Heat We Owe
- Opening:
FAC-04refuses an official order to divert all furnace heat to the mint, while unspent heat threatens a district flashover. - Decision sequence: repair pressure gates, negotiate a quota, and select the institution that receives stable power first.
- Route verbs: vent resources, alternate band pressure, and Break machines during visible overheat.
- Boss meaning:
EN-B003embodies a ledger that values minted heat over living workers, connecting the failures to centralized policy. - Presentation: equipment upgrades add readable layers rather than replacing silhouettes; furnace rhythm shifts with resource pressure.
CH-04 Leaves That Disagree
- Opening: the archive grows two incompatible versions of the founding charter, and the Relay Office asks the guild to prune one.
- Decision sequence: interview both records, decide what to preserve, and bait a redaction predator with a knowingly repeated action.
- Route verbs: create bounded Echoes, research variants, and change skill loadouts at field desks.
- Boss meaning:
EN-B004is a censorship tool wearing a ceremonial animal form; its defeat proves disagreement was designed out, not accidental. - Presentation: ink strokes visibly vanish from foliage when clauses are erased; restored annotations add alternate voice lines and path labels.
CH-05 Two Tides, One Name
- Opening: duplicate manifests cause rescue ships to chase phantom passengers while real refugees are treated as counterfeits.
- Decision sequence: verify identities without abandoning rescues, expose a profiteer, and prioritize customs or rescue beacons.
- Route verbs: mark true targets, break mirrored formations asymmetrically, and attune duplicate equipment safely.
- Boss meaning:
EN-B005was built to reconcile manifests but now declares any difference fraudulent, making uniformity an explicit threat. - Presentation: mirror doubles use offset timing and a distinct rim pattern; audio never relies on phase alone to identify the true target.
CH-06 A Crown Made of Weather
- Opening: a permanent storm crown keeps districts aloft but lets one unelected controller decide who receives lift.
- Decision sequence: rotate through stranded wards, choose governance, and deliberately ride one dangerous gust to reach the control eye.
- Route verbs: Anchor only key allies, exploit Drift, and chain two interventions across a rotation.
- Boss meaning:
EN-B006offers safe weather in exchange for permanent command, testing the guild's willingness to accept efficient control. - Presentation: the full battlefield rotates in parallax while UI bands remain fixed and labeled; reduced-motion mode shifts only weather arrows.
CH-07 The Market Beneath Names
- Opening: the guild discovers people deleted from official service records have maintained the Concordance's buried ring for decades.
- Decision sequence: trade a recoverable memory-map, confront the false saint, and decide whether Nullmarket remains anonymous.
- Route verbs: distinguish false safety telegraphs, accept bounded scarcity, and recover a legacy through relationships rather than currency.
- Boss meaning:
EN-B007is a comforting avatar that convinces endangered citizens to unregister themselves before a district is muted. - Presentation: missing names appear as intentionally blank registry fields paired with spoken self-identification, never as dehumanized silhouettes.
CH-08 A Concord of Many
- Opening: the Quiet Choir activates the First Silence through every restored line; prior civic choices determine which approach rooms remain supported.
- Decision sequence: call in chosen allies, resolve seven consequences, then choose a plural operating charter rather than a binary destroy/control ending.
- Route verbs: vary profession cadence, combine three roles on linked telegraphs, and spend Reconciliation to keep conflicting buffs active together.
- Boss meaning:
EN-B008is the emergency protocol's embodied decision process. The party wins by demonstrating stable difference, then rewrites its mandate in public. - Presentation: each prior repair adds a color, instrument, and settlement voice to the final cadence; the end frame keeps the guild at working scale, not sovereign scale.
Ending and Postgame: The Second Weave
The ending has one canonical outcome with choice-reactive civic detail: the Concordance becomes a federation of locally governed cadences, and the Lantern Guild remains a repair and mediation service. No ending crowns the player or erases prior costs.
Second Weave is the postgame contract. It remixes routes with fully previewed clauses, carries one chosen faction accord, and opens mastery hunts against revised EN-S and EN-B behaviors. It does not invalidate the authored ending or require endless play. Its completion path is:
- Resolve eight
COL-regional ledgers. - Demonstrate six different advanced-profession pairings.
- Clear one remixed route from every chapter without repeating an intervention loadout.
- Defeat the
EN-B008Concordance Trial variant, whose clauses are assembled from the player's prior governance choices.
Allocation and No-Filler Audit
| Check | Contract | Result encoded here |
|---|---|---|
| Chapter count | exactly 8 | CH-01..CH-08, one table row and one detailed beat section each |
| Enemy distribution | 7 ordinary and 3 elite per chapter; 12 sub-bosses total; 1 boss per chapter | explicit ID ranges in every chapter row; total 56 + 24 + 12 + 8 = 100 |
| Item distribution | 40 items per chapter | IT-001..040 through IT-281..320 |
| Character distribution | all 30 recruits placed | 4+4+4+4+4+4+3+3 = 30 |
| Profession distribution | 12 base, 24 advanced | bases completed by CH-02; four advanced unlocks in each CH-03..08 |
| Mechanical escalation | no chapter is a numerical reskin | each row introduces a new decision family and a boss that tests it |
| Persistent consequence | no isolated episode | each chapter changes services, routes, allies, economy, evidence, or New Cycle+ |
| Production meaning | no lore-only region | every region defines battlefield verbs, persistent hub change, visual language, and audio/accessibility treatment |