Lore — Overview

The Lore layer contains rumors, secrets, legends, prophecies, and discoverable knowledge. Everything that could be known — but hasn’t necessarily been observed yet — lives here.

Lore nodes are the Shadow Horizon made explicit. They’re the most provisional layer: until a player observes a piece of lore (hears a rumor, finds a document, talks to someone who knows), lore nodes can regenerate freely. Once observed, they’re pinned like anything else.

Opposite Face: Quests

Lore without actionability is flavor. The Quests layer is the opposite face — lore becomes meaningful when it connects to something players can do. A legend about a buried temple (lore) becomes a quest when it posts to the geography node where the temple is and the faction that sealed it.

The constraint axiom: every quest node needs at least one lore post. Every lore node is more valuable when it has at least one quest post.

History Is the Lore Layer

This is worth stating directly: settlement history is lore generation. The settlement history procedure and the collaborative history games (Microscope, Chronicle, Ex Novo) are all doing the same thing — populating the Lore layer with content that players can discover.

History operates on two levels simultaneously:

  • Edges — historical events create the reasons connections between nodes exist. “The Miners sealed this vault forty years ago after the accident” is an edge between the Miners faction node and the vault building node. Microscope and Chronicle events generate edges at civilizational scale; Ex Novo development events generate them at settlement scale.

  • Lore nodes — every historical event also surfaces discoverable questions. What caused the accident? Who knows what’s inside? Is the seal still intact? These questions become lore nodes — invisible until players ask the right questions of the right people.

History is not a separate layer. It’s the Lore layer viewed temporally — the same content, just described from the past looking forward rather than from the present looking back.

Lore Delivery Mechanisms

Lore doesn’t announce itself. It reaches players through:

  • NPCs — person nodes with lore posts carry knowledge; players surface it through conversation
  • Buildings — ♠ Past buildings (ruins, sealed structures) are physical lore nodes; players surface content through exploration
  • The seeded discovery pool — at the wilderness scale, seeded discoveries are lore nodes made reachable through travel
  • Faction activity — as faction clocks advance, lore surfaces as rumors and consequences on the bulletin board

Node Types

(To be formalized — rumor types, secret types, legend structures, how lore spreads through the people layer)

Key Relationships

  • Posts to Quests — what lore makes actionable
  • Posts to People — who knows this, who’s hiding it
  • Posts to Factions — what factions guard or seek this knowledge
  • Posts to Settlement — what buildings or landmarks embody this lore
  • Posts to Geography — what locations this lore is about

Generation Sources

Lore nodes are seeded by Microscope (deep history), Chronicle (recent events), Ex Novo development events (settlement history), player backstory, and faction goal advancement. The seeded discovery pool is lore delivery at the wilderness scale — seeded lore nodes made reachable through travel.