Dekiro Dev Blog

Part 14 of 28

A Story That Unfolds with Your Level: Murim Lore for a Grind Game

How a grinder in the style of a popular Korean MMO got a story without cutscenes: a lore that explains the game's own systems, a questline across nine maps, NPCs who change their minds as you progress, and stone tablets that tell the parts nobody in town will.

The brief #

Grind games are not known for their stories, and players of the old MMO skip quest text faster than anyone. On day five the human asked for a lore anyway, with two conditions: "Come up with a lore that works with Chinese martial arts murim style and shadows. Make room for potentially adding some form of 'solo leveling' type of portals/rifts that we might want to build in the future." Five hours later came the question that turned the lore into a design: "Is the lore already built into quests? So that as we get closer to the level cap we discover more and more?"

That second question is the whole idea of this post. In a game where the main activity is killing the same kind of monster for 40 hours, the story can't compete with the grind. It can ride it: every ten levels you reach a new map, and every new map should know a little more than the last.

A lore that explains the game #

The first rule was that the lore must explain what the game already does, rather than add things the game would then need. The result, in short:1 docs/LORE.md has the long version.

Three hundred years ago the greatest martial artist who ever lived, Yan Wuying, called the Shadowless, tried to become immortal by eating his own shadow. It worked, almost. He became the First Shadow. Four of his own disciples turned on him; they couldn't kill him, so they sealed him away behind a great jade stone that sang with their four arts. The seal is breaking.

Everything the player does maps onto that:

In the game In the lore
Shadows, the stones you break splinters of the First Shadow that fall through the cracks of the seal and corrupt what's around them
Four schools the four disciples' arts: Blade, Iron Fist, Shadowstep, Sanctum
Safe zones, one town per map every town is built around a shard of the broken Sanctuary Stone; shade can't cross its song
Portal shrines and waystones gates and steles cut from the Stone, holding a sliver of shard
Levelling breaking a Shadow releases shade; a disciple marked by the Stone refines it into strength
Skillbooks dropping from Shadows techniques of masters who fell in the war, swallowed with their shadows, released when a splinter breaks
+7 to +9 sparks moonsteel waking up
The player a Wanderer who woke beside a broken Shadow with a silver crescent on their palm: a Moon Mark

The "one town per map" rule from the map rework suddenly had a reason, and so did the maps without a town: in the Ember Wastes, the Hellmouth Rift and the Shadowlands no shard was big enough, and the last people there camp inside a portal shrine. The Fullmoon weapons, the game's sacred late-game weapons, became the heirs of the four weapons the disciples forged under a full moon. The world is the Jianghu, the murim's "rivers and lakes", or rather one corner of it at the edge of the western kingdoms. That edge is also why the names are a mix: about half the people carry European names (Mira, Varek, Haro, Maud, Nyra) and half wuxia-style ones (Fang, Shen, Bai Yun, Ming), which the human asked for: "A fair mix of European names and maybe titles in Wuxia style". People of note carry an epithet under their name: Varek the Unbroken Edge, Haro the Hundred-Fold Hammer, Kael, Tender of the Undying Fire. A test checks that every name of every NPC, townsperson and companion is used only once.

The Cracked Seal: one questline, nine provinces #

The main questline, The Cracked Seal, has 25 quests from level 1 to 88, out of 87 quests in the game. It starts the moment you load in:

You woke in the Whispering Fields beside a broken black stone, with no memory of the night. A silver crescent burns on your palm and will not wash off. Show it to Elder Mira in the Sanctuary.

Each province adds one piece. The Marsh is a battlefield of the old war, drowned by a broken dam. The orc clans of Orc Valley were mountain tribes until a splinter in their sacred totem made them warlike, and their warlord thinks the shade is a god's gift. Duskmoor holds what's left of the cult that served the First Shadow. The Sunscar Desert was green until a king tried to burn every shadow away with a temple of mirrors and burned the land instead. Frostpeak's monks froze their own masters to keep a Shadow from waking in them. The quest text stays short and in-world, and it moves you on:

The Sun King failed because one light alone can't hold the dark; the seal was made from four arts. Iron Abbot Bao's order kept its last monastery on Frostpeak, and it stopped answering a year ago. Brother Ming waits at the Pass Hut.

Dungeons carry the local story. The Bog Witch's Hollow isn't "the swamp dungeon"; it's where the fen's old hedge-witch found a splinter first and put it in her pot, and has been brewing herself younger on its shade ever since. That's why the dungeon's puzzle is brewing her potion.

A lore tablet in the Shadow Woods: one chapter of the Vale's set, with its permanent bonus

People who remember what you did #

The cheapest way to make a world feel like it notices you is to let people change what they say. NPC data has a lines_after block: lines keyed by a story quest, used once you've completed it, the last one winning. Elder Mira has eleven of them. Right after you show her your palm:

A Moon Mark. I've only ever read about them. The old books get quiet about what happens to the Marked. I never noticed that before.

After you've learned what the Lightless Sect prays for:

The Sect prays for his forgiveness? I suppose everyone wants the same thing in the end. Someone to say it wasn't their fault.

The four grandmasters, the outpost leaders and others have their own. Townsfolk work the same way, one level down. They have barks, short lines they say as you pass, and a bark can need a quest done (or not done), a level range, or a school. After the finale, a town guard asks: "They say you've been to the Citadel, {name}. Is it true he had four faces?" A bard in the square sings "...and the one with the Mark went in where the four could not..."

The writing rule for all of it, from the NPC data's own documentation: people "only know what they'd know: hints and rumours, not lectures". Townsfolk "gossip and half-know things, they don't explain." Two of them gossip by the well in the Vale:

"She says it couldn't cross the square. Bounced off, like a moth on a lantern." "That's the shard. My gran said it sings the dark away." "And the new ones? With the moon on their hands?" "Heroes. They track mud everywhere."

A grandmaster's school window: the founder's story in two sentences, then the skills

Tablets: the parts nobody tells you #

Every world map has six to eight lore tablets, 58 in all, standing at landmarks and in the wilds. Each map's set tells one chapter of the old story, and the further from the start the map is, the deeper the secret: the Vale's set is "The Sealing", the Marsh's "The Eclipse War", the Shadowlands' "The Prison of the First Shadow". The Vale's first tablet:

I. Four Who Stood. Four disciples stood against the master who taught them: Ling Feng the Blade, Bao the Iron Fist, the Night Heron, Lady Yue of the Ninth Moon. They could not kill him. So they shut the door behind him.

Reading a whole set gives a small permanent bonus,2 40 max HP for the Vale, up to 250 HP and 4% damage against Shadows for the Shadowlands. the way the classic's biologist quests reward collecting. It's modest on purpose: enough to make finding them worth a detour, not enough to make it mandatory. A tablet can also be a quest objective, or start a hidden chain. One of them does. It casts no shadow, and it's signed with a bird's track. What it starts is for players to find.

The finale, without spoilers #

At level 86 the questline reaches the Shadow Citadel, the First Shadow's prison and now his palace. It's the game's only raid: you need a Fullmoon weapon to enter, the fight splits the boss in a way that makes each school matter, and a "shade" meter climbs the longer you stand near him unless you break the splinters that feed it. The combat simulation says a party of four kills him in about four and a half minutes, and a solo player with two companions in about five and a half. Nobody has done it with real hands yet.

The avenue to the Shadow Citadel in the Shadowlands
The Throne of the First Shadow, before the fight

Killing him is not the end of the story. The last three quests are conversations, not fights, and they answer the question Mira asked at level 1: why the old books get quiet about what happens to the Marked. The answer reframes the whole game, from the first Shadow you broke to the reason you level so fast. We'll leave it there.

The door left open #

The human's second condition was room for "Solo Leveling"-style rifts later. The lore has that door built in: as the seal weakens, the Veil tears in places where no Shadow fell, opening pockets shaped by what they swallowed. Rift grades read from the colour of the light at their edge, rifts that aren't closed in time spill their monsters into the hunting grounds, and one school, it turns out, learned more of the First Shadow's art than it admitted. None of it is built. The last quest of The Cracked Seal ends by pointing at it, and the lore already plans every rift as a new seed of the dungeon generator.

How it was written #

The lore was drafted first as a document ("for the user's review", says its header) and then woven into the game by an agent: NPC lines, townsfolk barks and conversations, quest texts, item and skillbook flavour lines, achievement names, world event banners. Later agents extended it as they built: every dungeon batch added its paragraphs to LORE.md and its boss's backstory to its spec. The music fits the same arc: the Shadowlands and Citadel tracks quote the Vale's opening motif, slowed down and bent out of key.3 The music post has that story.

The biggest risk with an AI writing lore at speed is contradiction, so the rules are mechanical where they can be: one LORE.md that everything cites, names unique by test, and NPCs who are only allowed to know what they'd know.

Takeaways #

  • Make the lore explain your systems. If your monsters spawn from stones and your towns are safe, say why. Players will believe a world whose rules have reasons.
  • Gate dialogue on progress, not just quests. A few keyed lines per NPC make the world notice you, for very little text.
  • Let ordinary people half-know things. Gossip carries more lore than lectures and is more fun to read.
  • Put the deep story where the curious look. Tablets, a hidden chain and a twist at the end reward the players who read, and cost nothing to the ones who don't.
  • Leave a door open, in the lore first. The rifts aren't built, but the world already knows they're coming.

What's next #

A story that unfolds with your level only works if levelling takes the right amount of time. Next: how a progression model and a combat simulation aimed the game at 40 hours.