WildVine & QuestCaster
WildVine WildVine
Hey, have you ever thought about how a giant living vine could actually be a narrative anchor in a game—like a sentient guide that both helps the player and fills a plot hole in the lore of a forest kingdom? I’m curious how that would blend with the world’s history and the player’s choices.
QuestCaster QuestCaster
Yeah, I’ve pictured that a living vine could be a living memory of the forest itself, a thread that ties every old rumor to the present. If it’s sentient, it can offer clues that feel earned—like it whispers that the ancient oak that stood beside the king’s tower was once the keeper of the realm’s secrets. The player could choose whether to follow its guidance or to distrust it, and that choice could shift the kingdom’s fate, maybe even unlocking a hidden grove that reveals the kingdom’s true origin. It’s a neat way to close a lore gap while giving the player a living companion that feels part of the world’s history.