Design pillars
High-level lore beats and design pillars for Helerion—how the world should feel whether you read the wiki or open the game. Sourced from in-repo design notes (docs/LORE_AND_GOALS.md).
Lore beats (Korvak)
- Mana from Lux — Lux is an orb; you would know him if you saw him. Spells use mana.
- Dropped into this dimension — You fell in somewhere that felt familiar. Home is here—Lux is the home. Find him quick.
- Not helpless — You can fight; you can avoid falling into a crack. The world: you fell in from heaven.
- Tribe, agreement, honor guard — Land control through combat; team up; optional PvP; honor as code. Crowdfunded servers; items can appear through collection or spawned drops.
Design pillars
- Mana from Lux — Primary mana source; finding Lux is a core goal; spells consume mana.
- Spells use mana — Abilities can cost mana; the HUD includes a mana bar.
- Lux as place + character — “Find him quick” is an early objective, not a late-game reveal.
- Combat and platforming — Core loop: danger, cracks, and readable movement.
- Faction / PvP — Land control, tribe, honor guard; server authority for contested outcomes.
See also
- Lux — Fiction around the Carrier of Light
- Development Roadmap — What ships and what is planned
- Equivalent Exchange — The cost of power
- The Patrols — Threat on the roads