Themerchants look perfectly human, but us? Not so much. Taller, non-human skin colors exclusively, and with some hair color options that don't exist in nature, it seems that the player character isn't exactly human. Sure, it could be that the world of Vintage Story is like other fantasy worlds in that humans just naturally aren't the only sapient, humanoid race, but that would be boring. Especially considering how unique the lore of Vintage Story is coming out to be so far, with drifters, locusts, and elements of temporal displacement.
So far, I have 3 hypotheses:
1.) The player character was thrown sideways in time, and is from a place where their race is present instead of humans. This would make sense, and could make it so that the story premise is along the lines of "get back home". However, I feel like it could be a waste of potential; the lore so far leaves so many questions and unknowns, and being an ordinary, random person from an alternate timeline/dimension/universe would just be kind of plain.
2.) The player character is a human altered by temporal instabilities. This one would also make sense, and wouldn't be as boring as being from another time/place. It opens up the questions of how the temporal elements altered the player character in the way that they did, if the change bring benefits or drawbacks, and if the player character wants to revert the change or progress it. It might not be a plot twist really, but it does have some degree of potential.
3.) The player character was sent by a higher power. Obviously, temporal instability is a big thing. We can't say for sure why it's there, but it is, and it makes sense for some higher power or higher being would somehow be involved. This hypothesis, if true, would open up all manner of different avenues that the devs could take the story through. Tons of potential in this route.
What do you guys think?
Of course the player character was sent by a higher power. Me. The second highest power. Tyron's the highest power.
In all seriousness I do prefer the last one the most. It could allow for an excuse to have some real objectives in the game, since you would be here with a job to do - whether it's clean up the instability or make it even worse.
- Seraphs are some kind of refugees from the past, fleeing the events that made the world that what we know as the rust world. We know that they were there when the apocalyptic events lead to civilisations fall.
- Because of their flight through time temporal instabilities, temporal storms and monsters only affect them as time doesn't like tampering in any kind. And only start existing in the world after the first seraph arrives. When a seraphs stability is really low they start to hurt or even kill themself. Which leads me to the possibility that the whole temporal mechanic is actually a mental thing. They might, like many refugees, suffer from a kind of ptsd, and as they share a telepathical bond with each other they face the same monsters. OR seraphs might flee from the origin of the rust world and any "time" they appear the rust world follows, they might be more of some harbingers of doom than actual refugees.
- The loading screen (if not using mods, or maybe it was only earlier versions) describe the world as a living, a feeling thing. And the seraphs "arrive" on it each time you logg on and enter a world or "leave" it "alone again" when going off. Furthermore they physically leave the world with all the possessions they are carrying at that moment each time the player loogs off.
It also occurs to me that the word "seraph" means an angel, so being sent by a higher power (possibly someone who's calling them to "return" to the world over and over and refusing to let them leave forever?) I think the drive to return, as in the intro log, is a driving feature of seraphs, who are the only ones who respawn in the same way every time they die and can only despawn (log off) by their own will, since the player character is the only non-mob life form. So maybe returning is a special feature of seraphs and the reason they are able to survive and create/fight in the ruined world? As opposed to the traders, who have to hide in their wagons, or the drifters, who can only wander and attack, or the creators of the ruins, who seem to be extinct as a society
That said, my impression is that they were a race of people that were in existence during the time noted in the journals and things; because they have detailed lore about clothing, for example, worn by key people who - I assume - were alive during that time. We have an awareness of events that we don't get from the artefacts we find. Also, we can read, which means the seraphs very likely share a common root language with that and the other people of the planet. Further evidence of this is that we seem to communicate well enough with the traders.
My theory is that the seraphs lived alongside the people who wrote the journals, and were enough commonplace that no one was bothered by different features. Because they lived lockstep with the ancients, they have a basic understanding of the events that happened, but perhaps they lacked in a proper first-hand account from people with more detailed understanding. That, or perhaps a lot of the details have been lost over time.
Based on what's noted on certain clothing pieces, there were at least two different groups of people - ones that fled to the tunnels, and the ones that stayed behind to guard the surface. Perhaps we and the traders are descendants of the ones that chose to stay on the surface, and unwittingly avoided the worst of the temporal stability. As time passed, again, based on notes on the clothing in-game, another group of people emerged from the tunnels; people who were thrown out of the tunnels for, ummm, behaviour issues, I guess? It was meant to be some sort of punishment, best as I can tell, but maybe it wasn't so awful as the tunnel-dwellers made it out to be, and some of them eventually made it their goal to stay kicked out.
For the moment, my belief is that the ancient people who first went into the tunnels eventually became the drifters, but I don't have much that really backs up that theory beyond the idea that the rust that was spreading was causing the corruption and the temporal instability only made it worse.
The traders are weird. There are no tracks, no animals, no engines, yet here they are, in random weird places, happy to see us to trade with us. We do not understand their language, we just hear tonal sounds from them. We never see two traders interact with each other, and they do not get upset when we mess with their stuff. So are the traders really traders, or just guys that want gears and have things? Are they traders there for people, or are they waiting for Seraphs? Are the gears just trash currency, or do they hold a power that we do not understand or can not use?
Why and how do seraphs spawn into the world, and why can they use temporal gears to change the spawn point. Are they the only ones that get sucked into rust world? I suspect so, because i think i have encountered traders in unstable areas. So what is the connection between rust world and the real world? is rust world where seraphs belong? is the temporal storm in the real world, or rust world?
Are the seraphs good? Take minecraft Steve. Steve is a monster. Steve breaks the boundaries of reality, simply to kill a dragon that has done NOTHING to merit such violence. Not even hell is safe from steve. If herobrine was real, then herobrine was God's divine wrath upon steve for his crimes.
Is that the case here? Are the Seraphs invaders, and the drifters the guardians of the world? i have never seen a drifter attack an animal, or a person. They only come after the Seraphs. I have never seen a locust attack a person or an animal, only Seraphs.
The meteorites are too big, and too frequent to be benign. if i understand correctly for them to be that big, and that frequent on the surface would indicate that there was a very destructive meteor shower at one point in the past.
This is a huge, and very good point. I suspect the Seraphs are people who have escaped the calamity of the past by learning to walk through time the way we walk through space; probably through use of the "Prima Materia" we learn about from one tapestry. notice how the symbol of the "squared Circle" of Alchemy (and it's covered with wiccan and alchemical symbols in general) in the upper left is the same color as temporal gears? and Seraphs from the Seraph Tapestry? When we Log out we just step sideways in time a bit, Makes sense now that you can configure the server to pause OR run time while you are away!
Perhaps when we read the journal "confession" about someone THINKING they had saved everyone but created something even worse is because we learn that side-stepping time causes the temporal storms and instabilities, maybe those cursed the rot to begin with; a funky grandfather paradox thing.
Animals die if they enter a cave or dark space and cannot pathfind back to light higher light levels. Also in my experience they will not pathfind back to light if they have no way of escaping a cave at all (for example, rabbits regularly fall into holes I leave behind when clearing surface copper, since they can't use my ladder to leave so they run away from the ladder to the surface and deep in where I've cleared out to look for diagonal ore spawns and not bothered to open up back to the surface. They die in there so often that I turn copper digs into pit traps to farm redmeat and pelts, although I assume AI will be improved eventually so that animals are less stupid about running into dark caves to die). Animals will survive a night, but running into a cave at night and not leaving will kill them pretty fast, and animals you keep in your house need constant light either from a skylight or lanterns. I have an in-house chicken coop that I made because a family of chickens got into my house when I left the door open, and a single lantern keeps them all alive in the roughly 5x5 space.
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