Story Quests
Story quests form the main narrative progression of the server. Unlike daily and weekly quests, story quests are played in a fixed order, unlock sequentially through prerequisites, and are completed only once per player.
How Story Quests Differ from Other Types
| Feature | Story Quests | Daily / Weekly | Side Quests |
|---|---|---|---|
| Repeatable | No | Yes (rotating pool) | No |
| Prerequisites | Yes (quest chain + facts) | No | Optional |
| Auto-start | Optional | Assigned by system | No |
| NPC turn-in | Common | Rare | Optional |
| Sequential objectives | Optional | No | No |
| Sets facts on completion | Common | No | Optional |
Auto-Start
A story quest with "auto_start": true in its options block is automatically added to a new player's active quest list on first login. This is typically used only for the very first tutorial quest:
{
"id": "tutorial_awakening",
"type": "story",
"options": { "auto_start": true }
}
auto_start is different from auto-complete. It only controls whether the quest is assigned on login — the player still needs to complete objectives and turn in the quest manually.
Prerequisites
Story quests use the prerequisites field to define what must be completed before the quest becomes available:
"prerequisites": {
"quests": ["tutorial_awakening"],
"facts": ["chapter_1_completed == true"],
"minLevel": 5
}
Prerequisite Types
| Type | Field | Description |
|---|---|---|
| Quest completion | quests | List of quest IDs that must be completed |
| Achievements | achievements | List of achievement IDs that must be unlocked |
| Facts | facts | List of fact conditions (see Facts System below) |
| Level | minLevel | Minimum player level required |
All conditions must be met for the quest to become available.
The Facts System
Facts are key-value pairs stored per player that represent story state. They work like flags or variables that track what the player has done or experienced. The system is inspired by The Witcher 3's quest facts.
How Facts Work
- A quest or chapter defines
setsFact-- a fact key that gets set when it is completed - Other quests or chapters use that fact in their
unlockConditionorprerequisites.facts - The system checks the player's fact database to determine availability
Fact Conditions
Facts support comparison operators:
| Operator | Example | Meaning |
|---|---|---|
== | tutorial_completed == true | Fact equals value |
!= | has_betrayed != true | Fact does not equal value |
>= | dragons_slain >= 3 | Fact is greater than or equal to |
<= | reputation <= 50 | Fact is less than or equal to |
> | level > 10 | Fact is greater than |
< | corruption < 100 | Fact is less than |
Facts are automatically set when a player completes a quest that has setsFact defined, or when they complete a chapter. You do not need to set them manually.
For example, a quest with "setsFact": "gateway_discovered" will set that fact to true upon completion. Other quests can then require "facts": ["gateway_discovered == true"] in their prerequisites.
Sequential Objectives
Story quests can require objectives to be completed in order using "options": { "sequential": true }. When enabled:
- Only the current objective is active; subsequent objectives are locked
- Locked objectives display as
[Locked]in the Quest Book and HUD - Each objective unlocks only after all previous objectives are complete
{
"id": "tutorial_workbench",
"type": "story",
"options": { "sequential": true },
"objectives": [
{ "id": "obj_1", "type": "blocks_chopped", "target": "any", "count": 8 },
{ "id": "obj_2", "type": "items_crafted", "target": "Bench_WorkBench", "count": 1 },
{ "id": "obj_3", "type": "blocks_placed", "target": "Bench_WorkBench", "count": 1 }
]
}
In this example, the player must chop 8 blocks before they can craft the workbench, and must craft it before they can place it.
NPC Turn-in
Many story quests require the player to visit a specific NPC to complete the quest, rather than claiming rewards through the Quest Book. When a quest has an NPC turn-in:
- The Claim button is hidden in the Quest Book
- A status message "TURN IN AT NPC" is displayed with the NPC's name and coordinates
- The HUD tracker shows an arrow with the NPC's name when all objectives are complete
Auto-Complete and Auto-Reward
Some story quests use special options to streamline the experience:
| Option | Effect |
|---|---|
auto_complete | Quest completes automatically when all objectives are fulfilled (no claim or NPC visit needed) |
auto_reward | Rewards are granted immediately upon auto-completion |
"options": {
"auto_complete": true,
"auto_reward": true
}
This is useful for exploration quests like discovering a zone, where requiring an extra claim step would break immersion.
Story Quest Visibility
Story quests appear in the Story tab of the Quest Book. A quest is shown only if:
- The player meets all prerequisites and can start the quest, OR
- The quest is currently active for the player
Quests with the hidden option set to true are not shown until the player has started or completed them, even if prerequisites are met. This allows for secret or surprise quests.
Default Story Quest Chain
The server ships with a complete story spanning from the tutorial through five biomes. See Chapters for how these quests are organized into chapters.