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Journey

Worldbuilding notes for the solo adventure card game, Journey.

A thousand year storm has torn your village apart. Three sacred, healing relics have been sundered and scattered. You are the only one with the wisdom to discern the path through this wide, perilous land to retrieve them and save that which remains.

A land where magic is not “infinite”, but rather something that is used up through items that “store” magical energy like batteries. Gems, relics, artifacts, etc.

Magical energy comes from seemingly random locations around the world known as sources. A source could appear anywhere and can take almost any form. Kain's Hollow, the Temple of Seri, Soulstone, Endgate, and the Tomb of the Undying are the currently-known sources.

Sources appear and disappear unpredictably, which has been the cause of both the rise and fall of great nations.

Each source provides its own blend of magical energies, some used to destroy, some to heal. Some to manipulate matter or specific elements. Some allow technologies to advance further based on the blend of magic and the aptitude of the people wielding it; a wide range of technological advancement comes and goes as new sources emerge and fade.

Locations

journey/journey.1712263600.txt.gz · Last modified: 2024/04/04 13:46 by weheartgames