Chapter 1 Content: The Realm of Lumen
Content plan for the official launch (25). Place names come from 20; creatures from 28. Everything is a proposal for the team to adjust. Levels: Vale de Lumen (Lumen Valley) 1–10, Bosque Alto (High Wood) 5–15, Costa das Marés (Tide Coast) 10–20, Mina Velha (Old Mine) 8–14; chapter level cap: 20 (later chapters start at 15–25, 20 §5). Clock: a day lasts 2 h 50 min (04), the same for the whole server, so no quest forces a time of day: what changes is what the player encounters.
1. Dungeons: 4 (party of 5)
Three come from the list in 20 §10; the fourth is new (Gruta das Marés), because the Costa needs a dungeon that uses the tide.
| # | Dungeon | Region | Level | Duration | Mechanic | Boss |
|---|---|---|---|---|---|---|
| 1 | Catacumbas de Lumen (Lumen Catacombs) | Vale de Lumen | 8–10 | 25–30 min | Dark room: the lantern is the resource; wandering bones (horde, no parry) rise outside the light. One player carries the "bellringer's lamp" and the others protect them. No mandatory tank | Faceless Bellringer (large elite, directional parry): rings the bell each phase and heals the dead; breaking the bell at the moment it tolls leaves him vulnerable |
| 2 | Raízes Ocas (Hollow Roots) | Bosque Alto | 12–15 | 30–35 min | Verticality: three floors of root, bridges that collapse. Living roots sweep the floor (jump) and spiders descend on threads (cut the thread) | Root-Mother: phase 1 root arms; phase 2 dry the sap with fire (Elemental) without burning the party; phase 3 spores blind players and demand communication |
| 3 | Gruta das Marés (Tide Grotto) (new) | Costa das Marés | 14–17 | 20–25 min | Only opens at low tide (window of ~12 real minutes) and the water rises during the run: the party finishes before the tide closes the exit. Cave octopuses (elite) | Matriarch Octopus: tentacles pin players, the party cuts off the tips; with the water rising, the arena becomes a swim |
| 4 | Mina Afogada (Drowned Mine) | Costa das Marés | 18–20 | 35–40 min | Flooded rooms controlled by valves; drowned men in a line (horde); closing the wrong valve floods your own party | Drowned Captain (large elite, 3 phases): chain-anchor that drags players into the water; it is the final test of elite parry |
Story instance (not a map dungeon): the Pale Guardian, beneath Mina Velha (Act 4 of 27), party of 5, levels 18–20, outside the PvP zone.
Common rules: individual loot; durability is spent only on death (17 §8); failing costs time and consumables, not items (20 §7); PvE-only level scaling (20 §2.4); party search connects players near the entrance; a 2–3 player version with less reward and no party mechanic; from 3 to 5 players the dungeon only scales health and enemies (32 §3).
2. Raid: none
The four raids in 20 (Abismo de Vaelor, Coração do Vulcão, Trono de Gelo, Cidadela do Lamento) stay in later chapters. Chapter 1 has no 20-player raid, on purpose: at launch there is not yet the population and party habit to sustain one, and the large content for 20+ players is the open event in §4 (no fixed composition, no sign-up schedule). The first raid arrives with Chapter 2.
3. World bosses (3)
They start on their own according to time, weather and population (04), with a warning on the board and in NPC barks 10 minutes before. Any nearby player takes part, no party needed. Reward is individual by contribution (damage, healing, NPC defense), not by last hit.
| Boss | Where | When | What it is like | Reward |
|---|---|---|---|---|
| Thousand-Winters Boar | Pastures of Vale de Lumen | Foggy early morning | Corridor charge; the field becomes a dodge field. In phase 2, piglets (weak horde) occupy the edges | Winter-tusk (Body 4, ingredient), mount cosmetic (not an NFT), title |
| Antler King Stag | Central clearing of Bosque Alto, canopy | Full moon, night | Antlers are platforms; the party spreads across the levels and each player holds a bridge | Moon-moss (Life 5, full-moon mark), antler flower (Light 3), title |
| Great Salt Octopus | Shallow sea of the Costa and the Porto Sal docks | High tide, storm | Tentacles on the piers; the dock is the arena. If nobody defends the dock, the port stays closed for an hour (change of place, 20 §1) |
Black ink (Mind 4), salt-shell (Earth 4), title |
Each boss has a 1 to 3 game-day cooldown per region and a cap on appearances per day, so it does not become a daily chore (20 §2.5).
4. Large-scale events
- The Bell-less Night (defense of Lumen): every two real weeks, at a fixed announced time, the Lumen guard is attacked in 3 waves of the dead from the Catacombs. Lasts ~40 min, up to 100 players (
05: ~100 visible in a city). Participants defend gates, light the tower lanterns (Arcane ritual) and finish with the Bellringer in an open version. If it fails, the Lumen market opens late for one game day. - Boat Convergence (Porto Sal): rowboat and sailboat race at the docks (
23§2), no betting, once per season. - Dawn Patrol: once a week, the Stone Foreman (
28) walks through Mina Velha.
5. Dynamic events per region
They start on their own; each leaves a mark (20 §2).
| Region | Event | Trigger | If it fails | If won |
|---|---|---|---|---|
| Vale de Lumen | Caravan attacked on the road to Espelho (Mirror) | Day, traffic | Goods vanish from the market for a day; prices rise | Discount and a temporary safe route |
| Vale de Lumen | Field on fire | Summer, drought | The valley's harvest loses a cycle | Farmers give seeds |
| Vale de Lumen | Flock of crows in the crops | Dawn | Grain becomes scarce | Double grain |
| Bosque Alto | Fallen bridge between Galho-Velho (Old Branch) and Ramalta (High Branch) | Storm | The high route closes; only below, more dangerous | Players rebuild the bridge (carpentry minigame) |
| Bosque Alto | Spider invasion in the canopy | Night | Gathering posts close | Double thick silk |
| Bosque Alto | Walking fungus on the march | Rainy night | The Mushroom Forest becomes toxic for a day | Abundant spores (Mind 2) |
| Costa das Marés | Shipwreck of a cargo boat | Fog, night | The cargo vanishes; the hull becomes a focus of drowned men | Shipwreck chest |
| Costa das Marés | Jellyfish tide | Summer, night | Fishing closes | Light-jelly in quantity |
| Costa das Marés | Thieving seagulls on the dock | Day | Small thefts from the stalls | Merchant's reward |
| Mina Velha | Cave-in | Any | Gallery closes for 1 game day | New vein opens |
6. Seasonal festival: Lantern Festival
Planned in 04. Takes place in the autumn of the game calendar (season length still open). Lasts 3 game days (~8.5 real hours), with the high point at dusk, the "amber moment" of the references.
- Player roles: organizer, musician, street vendor (
24§5). - Activities: lighting and releasing your own lantern (a player item made with wax and firefly oil), parade in Lumen, boat race in Porto Sal, lantern contest by vote, moth hunt in the fields.
- Rewards: festival cosmetics and titles that are not NFTs; festival cosmetic NFT only after the legal opinion (
00); lantern recipes and "festival"-mark ingredients. - No combat power, no daily obligation.
7. Mina Velha: schedule
- Open PvP windows (
13,20§11): two per week, 2 h each, on fixed server days and times (proposal: Wednesday and Saturday, night), with a reminder 24 h before. The declared clan war (32§8, 72 h notice) takes up 90 min within one of these windows. Since the game day lasts 2 h 50, the window falls at a different time of day each week. - Outside the windows: consent zone; gathering and quests continue.
- 6 concessions of common material; the draw follows
15, with a cap per account and per clan (19); no Harberger on the concessions, which change hands only by war (15,32§8). - Safety: safe arrival zone at the entrance; beginner protection; nobody loses an NFT or worn equipment (
13,23). - Inside: Mine Bat (horde), Stone Worm, Rubble Golem and, at dawn, the Stone Foreman. Blue crystal and common ore, with a smaller alternative source in Mina Afogada (
20§7).
8. The first 10 hours
A guide, not a rail: the world is open. Those who log in at night start at the Lumen tavern; by day, at the market.
| Hour | Region and focus | What the player does | Levels | Feeling |
|---|---|---|---|---|
| 1 | Lumen and surroundings | Creates the character, receives the lantern, learns strike, block and dodge against rats and weak wolves; first market quest; watches the windows light up at dusk | 1–3 | Warmth of the village |
| 2 | Vale de Lumen | Fields, bandits on the road, first alchemy (grind and boil clover); first night with a mandatory lantern; fireflies in the Prado (Meadow) | 3–5 | Night arrives and the lantern matters |
| 3 | Espelho | Lake village: fishing and first profession; Mira da Estufa; first elite (Band Captain, directional parry) | 5–6 | First real challenge |
| 4 | Catacumbas de Lumen | First 5-player dungeon, Bellringer, individual loot | 7–9 | Cooperating |
| 5 | Vale and road to the Bosque | Wolf hordes at dusk; chooses weapon style and magic source with the masters; first player shop | 9–10 | Build choice |
| 6 | Galho-Velho | Climbs the tree by the bridges, first floor in the canopy; druids teach Nature; sees the plot and house information (15) |
10–11 | Verticality, the "wow" |
| 7 | Bosque Alto | Spiders on the bridge, fallen bridge (event), Root Bear, moss gathering | 11–13 | The world changes |
| 8 | Ramalta | Highest city; player contract board; first commission; Raízes Ocas as the target | 13–14 | Economy and people |
| 9 | Raízes Ocas | Root-Mother with a party; first good affix; sees the sea in the distance while descending | 14–15 | Achievement and horizon |
| 10 | Road and Porto Sal | Arrives at dusk; sees the ferry and the horizon, with the rest of the world in the mist (25); first boat contract; notice of Gruta das Marés |
15–16 | The sea as a promise |
At the end of hours 2, 4 and 6 the game shows a short quest to pick up later, with no daily list. Those who arrive with friends can skip ahead to hour 6: level scaling keeps everyone together.
9. Estimated hours of content
| Category | Hours |
|---|---|
| Level 1 to 20, quests and story | ~22 |
| 4 dungeons (first time, with a party) | ~4 |
| World bosses and events | ~3 |
Exploration, paradises, secrets (20 §2.6, 21) |
~5 |
| Starter professions (alchemy, fishing, forge) | ~8 |
| Mina Velha and scheduled PvP | ~3 |
| Festival | ~2 |
| Total (first pass) | ~47 h |
After level 20 the game is horizontal (17): specializations, recipes, shops, land, house and repeatable events; for those who do everything more than once, the estimate is ~100 h. These are planning numbers, to be validated in Phase 1B with real tests.
What is left for later
- The realm's raid (the first comes in Chapter 2).
- Extra dungeons for the Realm of Lumen, in small updates between chapters (
25). - Tournament fishing or any tournament with a token entry: only after the legal opinion (
23§2). - Script and text of the story quests (
06). - Real measurements of hours per stage and of boss durations.
- Season length of the calendar and final dates of the events.