Chapter 20 — The Chapel Threshold (Fantasy Demo)
Part VI — Starter Worlds
A walkthrough of the fantasy starter.
Setting
Section titled “Setting”A ruined chapel on a wind-scoured hillside. Below lies a crypt where something stirs.
Contents
Section titled “Contents”| Element | Description |
|---|---|
| Chapel Nave | Starting zone — crumbling pews, shattered stained glass |
| Vestry | Side chamber — unstable floor hazard |
| Crypt | Underground — the ghoul’s territory |
| The Pilgrim | NPC — mysterious traveler, offers cryptic guidance |
| Ash Ghoul | Enemy — guards the crypt, fears fire and sacred symbols |
| Healing Draught | Item — restores 8 HP |
| Combat Mastery | Progression tree — toughened → keen-eye / battle-fury |
How the Systems Interact
Section titled “How the Systems Interact”-
Environment — The vestry has an unstable floor. Entering when stability is low costs stamina. Combat generates noise that decays over ticks.
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Cognition — The ash ghoul has an aggressive AI profile. It guards the crypt and fears fire and sacred objects. Its beliefs update based on what it perceives.
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Perception — The ghoul detects the player through visual and auditory layers. If the player fights in an adjacent zone, the ghoul may hear it through cross-zone auditory perception.
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Progression — Combat awards XP. Spending XP unlocks nodes in the combat mastery tree, granting stat boosts.
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Narrative Authority — The presentation layer can conceal or distort what the player sees, creating mystery around the chapel’s true nature.
All five Phase 3 systems run simultaneously on the same event stream.