Sprint 3 Story Outline - UQcsse3200/2026-studio-3 GitHub Wiki
The Fall of the Pantheon — Story
Status: Confirmed by the design committee Source: Design Committee Notes Maintained by: Team 6
This page is the story reference for Sprint 3. Card lore, encounter text and any narration should be consistent with it.
Background
Heaven kept a pantheon. Not one god but many: the powers that held the sun in its track, turned the moon, bound lovers, and decided wars. Each was given a domain and a host of servants, and for as long as anyone remembers, the arrangement held.
Something reached them. The committee notes call it a villain; what matters is that it did not kill the gods — it turned them. Corruption did not strip away their power, it soured it. The sun-power that once warmed now burns. The war-power that once ended conflicts now feeds them. And the gods themselves do not know they have fallen. Each believes it is still doing its work.
Their servants fell with them. The guardians of the sanctums, the keepers of the rites, the lesser things that carried messages between the halls — all of them corrupted, all of them still at their posts, still following orders that no longer mean what they once did.
The Player
You are an angel. Not one of the great ones — a lesser servant, sent because no one greater was left to send.
Your task is not to destroy the fallen gods. It is to reach each of them and cleanse it: to burn the corruption out and leave the god intact. The same is true of everything you meet on the way. Every guardian you put down is a guardian released.
The Run
You climb through a ruined sanctum toward the god who rules it.
On the way you recover what the fallen left behind — the drills of its temple guards, the rites of its star-readers, the poisons distilled from its own corruption, the survival craft of those who lived in its ruins, and the oaths no angel is supposed to swear. You use the fallen god's own arsenal to save it.
At the summit the god waits, still certain it is doing right. It will not step aside, and it cannot be reasoned with. So you fight it, not to end it, but to break the thing that holds it.
When the last of the gods is clean, the one that turned them is still out there.
Theme
Even the strong need saving.
The gods do not ask for help and cannot recognise that they need it. Saving them looks, from the outside, exactly like attacking them.
Card Schools
The five Round 2 card schools are what the player recovers from a fallen sanctum.
| School | In story |
|---|---|
| Guardian Arts | Combat and defensive drills of the sanctum guards |
| Astral Magic | Celestial power and the rites of the star-readers |
| Corrupted Alchemy | Poisons and reagents distilled from the corruption itself |
| Ruin Survival | Craft improvised by those who lived in an abandoned sanctum |
| Forbidden Rituals | Oaths and rites an angel is not supposed to swear |
The six Sprint 1 starter cards are basic technique the player already had before entering.
Writing Guidance
For anyone writing card names, descriptions or encounter text.
Do
- Frame enemies as fallen, not evil. They are still at their posts.
- Frame victory as release, not destruction.
- Use sanctum, rite, oath, vigil, offering, relic.
Don't
- Use archive, catalogue, shelf, record — that was an earlier draft and is no longer canon.
- Name a specific pantheon or god. Which mythology each act uses is not settled, and is not Team 6's call.
- Describe what enemies look like or rename them. Enemy identity belongs to Team 1.
Out of Scope for This Page
Decided elsewhere, not by Team 6:
- Which god each act features, and from which mythology
- Boss and enemy names and descriptions
- Whether card art is reworked
- Whether opening and post-boss narration is built, and by whom