Quests
Design principle
The quest system must make players talk to NPCs without becoming an endless checklist. The fix is making quests feel like the world talking to you, not a to-do list you manage.
Hard rules:
- No fetch quests with arbitrary quantities ("bring me 10 fire crystals")
- No
!markers over NPC heads - No formal quest acceptance UI
- Every request must involve a Faeral, an ecosystem interaction, or a discovery
Field Requests
Casual, contextual tasks from NPCs encountered during exploration.
- Discovery: Heard in natural conversation — no pop-up, no menu
- Tracking: The Codex quietly notes it (not a dedicated quest log)
- Expiry: Tied to ecosystem state — a request for a rare species becomes irrelevant if that species goes locally extinct, or resolves itself if the ecosystem recovers
- Rewards: Small — money, consumables, common items
- No markers: NPCs do not always have something for you. Revisiting them after ecosystem changes may reveal new requests.
Examples:
- "Haven't seen a Tidewraith in weeks — the tides have been wrong since the storms started."
- "My daughter collects feathers from migrating species. She'd love something from a Duskwing."
- "The old lighthouse keeper says a predator has been scaring off the fishing Faerals. Could you look into it?"
Research Commissions
Structured tasks from Dr. Theo Retical via radio, or from Warden institutions.
- Cap: Maximum 2–3 active at any time (hard limit)
- Acceptance: Delivered in dialogue/radio contact, tracked in a dedicated Commissions tab in the Codex
- Rewards: Better — rare items, significant money, Codex data, narrative progression
- Tied to: The living ecosystem and the main story
Examples:
- "The Boreal Sanctuary's disruption is pushing Frostwings south ahead of schedule — I need confirmed sightings in three zones before the season shifts."
- "There's a population of Embralynx in the Volcanic Chain behaving unusually aggressively. Document three encounters and send me the Codex data."
Dr. Theo's radio
Beyond formal commissions, Theo uses the radio to:
- Contextualise ecological events the player witnesses
- Deliver lore drops naturally during exploration
- React to player actions ("You restored the Currents? The migration data is already changing — extraordinary.")
- Provide ecological commentary, sometimes going on tangents about species he studied decades ago
The radio makes Theo feel like a character, not a quest board.