STARBORNE — WORLD BIBLE
⚑ design/BOOK-CANON.md is authoritative (derived from the novel "Eclipse of the New Gods").Where this file disagrees, the book wins. Hero is Gideon; magic is blood/nail ritual; the
Ministry are "auditors" who take villages. This file is the game-facing summary.
The Veil & the Tear
The world of Aethel was always shadowed by the Veil — a thin membrane between our world
and the Umbral, a dimension of living darkness. Generations ago the Ministry of Concordia,
seeking to harness umbral power for "order and peace," drove a sliver of black glass into the Veil
at the Observatory. It tore. Through the Tear, shadow bleeds into Aethel — most violently
on the weekly Blood Moon, when the Veil thins and the Umbral pours out.
What the Veil does
Shadow doesn't just spawn monsters — it corrupts. It seeps into living things and re-shapes them:
- Shadowfauna — animals warped into stretched, eyeless predators (wolves, crows, bears…).
- Shadow-Husks — people hollowed out; their old role lingers (a husk miner still swings a pick).
- Veil-Horrors — pure umbral things with no earthly origin: crawling geometry, maws, watchers.
- The corruption shows as black-glass cracks, smoke-flesh, and red eyes (eyes glow red only when
Veil-charged — i.e., on Blood Moons or near the Tear).
Factions
- The Ministry of Concordia — the antagonist order (our "Team Rocket"). Dark-robed bureaucrats
and zealots who believe controlled darkness = utopia. They harvest umbral essence, "process"
husks, and guard the road to the Observatory. Recurring named agents harass the player across
regions. Led by Warlord Sorcerer Alex at the Black Glass Observatory (final boss).
- The Hearth (player's side) — scattered survivors, smiths, hedge-mages, farmers. Gildeon &
Lyra belong here. The Hearth believes the Tear must be sealed, not used.
- The Veil-touched neutral — hermits, glasswrights, and grey-market folk who trade in umbral
trinkets; not evil, just surviving. Source of side quests and morally grey choices.
The heroes
- Gildeon — grey-veteran blacksmith (red hair/beard), fixed-power, holds the line early; knows
a few "nail spells" (forged sparks). Used for outside tasks while Lyra is small.
- Lyra — Starborn child mage; weak now, becomes the powerhouse. Raised through training &
leveling; learns up to 5 spells. The Starborn bloodline can perceive and eventually mend the Veil.
Progression spine
Hearthvale (home) → journey city to city along designed routes → each of the 12 cities hides a
dungeon behind a town puzzle; clearing the dungeon's puzzles+combat and its boss awards a
Veil Medal (sigil) that unlocks the next leg. Collect medals → the road to **Concordia / the
Black Glass Observatory opens → final duel with Warlord Sorcerer Alex → choice: seal** or
claim the Tear (endings).
Tone & rules of cool
Dark-fantasy cozy. Warm hearth-light vs cold umbral dread. Restraint, mood, readable silhouettes,
grounded shadows. Combat is rare and meaningful by day-night, terrifying & frequent on Blood
Moons. Every reward is a new verb (spell/tool/medal), not just a number.