The Fall of the Pantheon Story - 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 the project. Card lore, encounter text and any narration should be consistent with it.
Related page: Sprint 3 Lore Source Inventory — what is currently in the build, and what earlier drafts were superseded.
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 (strike, defend, poison_dagger, expose, inner_focus, bandage) belong to no school. They are basic technique the player already had before entering.
Guardian Arts
Guardian Arts are disciplines of protection, restraint, and sacred defence. Their wards and counterstrokes were made to hold a line without needless destruction. The lesser angel uses them to endure the power of the fallen and to open a path toward their release.
Cards: warding_sweep, sentinels_rebuke, wardens_judgement, unseal_the_breach
Astral Magic
Astral Magic draws on celestial forces that remain even as the pantheon falls into corruption. Its stars, rifts, wards, and restoring light offer the angel a way to command heavenly power without depending on any one fallen god.
Cards: starfall, rift_lance, astral_ward, resurrection
Corrupted Alchemy
Corrupted Alchemy turns traces of corruption into controlled weapons. Poison and weakness are dangerous even in careful hands, but the lesser angel uses them without yielding to them, turning the stain against the forces that spread it.
Cards: poison_flask, poison_blade, poison_cloud, poison_mark
Ruin Survival
Ruin Survival is the practical craft of enduring a world damaged by corrupted powers. With simple blessings, shelter, healing, and purification, the lesser angel survives where greater divine strength alone is not enough.
Cards: makeshift_shelter, rubble_barricade, emergency_salve, purify
Forbidden Rituals
Forbidden Rituals use pacts, blood, sigils, and oaths to bind dangerous power. The lesser angel turns to these rites only when safer means are not enough, using their strength without forgetting that the purpose is release rather than domination.
Cards: sealed_pact, blood_price, doom_sigil, iron_oath
Writing Guidance
For anyone writing card names, descriptions, lore or encounter text.
Do
- Frame enemies as fallen, not evil. They are still at their posts, following orders that no longer mean what they did.
- Frame victory as release, not destruction.
- Use sanctum, rite, oath, vigil, offering, relic, hymn.
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 this 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.
Card renaming rules
- Change a card's
nameanddescriptiononly. Never change itsid— ids are referenced bychanceEncounters.json, save data, the shop allow-list and card discovery. - Keep the card's school recognisable from its new name.
Card lore
- One or two short sentences of background only, separate from the gameplay description.
- Grave, restrained, religious or mythical in tone, and mythology-neutral.
- Consistent with what the card does, without repeating its rules or numbers.
- No specific gods and no new canon beyond this page.
What This Page Does Not Decide
Owned elsewhere:
- Which god this act features, and from which mythology — the committee
- Boss and enemy names and descriptions — Team 1
- Whether card art is reworked — pending
Known Constraints
Worth knowing before writing anything that assumes structure:
- A playthrough contains one boss. There is no act or chapter concept in the code.
- Narration plays at four points: opening (new run), pre-boss (entering the boss node), victory and defeat. Scripts live in
narration.json, so changing the words needs no code change. - Defeating the boss now ends the run and plays the victory narration (#367). This is on
feature/sprint3-cards-and-storyand reachesmainwith #379.