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Mythic Masters: creatures from world folklore instead of the API roster, and procedural models #2706
Wildclash becomes Mythic Masters. The roster moves off the renamed creatures from the stats API and onto creatures from world folklore and mythology. Those are public domain, so they're ours to use, name and draw.
Goal
Each creature is a beast from a real legend: the Jersey Devil, the Mothman, the Hodag, the kelpie, the tengu, the gumiho, the Mapinguari. It has its folklore name, a body sheet (mass, height, six stats) and six moves that come out of its legend. The region list for the whole game is in the Mythic Masters regions issue (#2708).
Steps
Rename the app and the game to Mythic Masters (apps/wildclash → apps/mythic-masters, page title, README, plan, docs row).
Creature sheets by hand, from the legend. Mass, height and stats follow from the story (the Jersey Devil is a light, fast flyer; the Lambton Worm is a huge, slow bruiser). Moves are named after what the creature does in its tale.
Retire the API importer. Keep the API's numbers as a reference for stat spreads and move power if that helps balance, but nothing the game ships traces back to it. Delete scripts/import-roster.ts once the folklore roster replaces it.
Procedural models in packages/models (seeded three.js, per the repo's habit): a few body plans (biped, quadruped, serpent, winged, swarm) with parts, so a new creature is a parts list rather than an art job. They replace the capsules.
First 8 creatures, from the first 8 North American regions, then run bun run tune until every pairing is 40-60%.
Rules for picking creatures
Use the legend, not a modern take on it. A folklore beast is public domain; a particular film's, novel's or tabletop game's version of it is not. Draw ours from the old descriptions.
Sacred figures of living religions and Indigenous beings are setting and story, never fighters you catch or battle, unless people from that culture say otherwise. Examples: nāga and garuda, orishas, Mami Wata, the djinn, the Wendigo, the Thunderbird, skinwalkers. The regions issue marks these.
Never name a commercial game, its creatures or its studio, in code, docs or issues.
Open questions
Is the name Mythic Masters clear to use? Someone should do a quick trademark search before it goes on anything public.
Do creatures grow or evolve (a young form and an elder form of the same legend), or is each creature one form?
Owner decision (2026-10-29): Wildclash is the system built on the quinfinite engine; Mythic Masters is its lore, so the title reads "Wildclash: Mythic Masters". A web search found no game with either exact name (near-misses: Wild Clash, a mobile lite-MOBA; Myths & Masters, a tabletop RPG). Not yet checked: the singular "Mythic Master" and a USPTO trademark search.
Activity
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Mythic Masters: 64 folklore fighters on twelve fields, shared and tea…
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QuinnsCode commentedon Oct 29, 2026
Owner decision (2026-10-29): Wildclash is the system built on the quinfinite engine; Mythic Masters is its lore, so the title reads "Wildclash: Mythic Masters". A web search found no game with either exact name (near-misses: Wild Clash, a mobile lite-MOBA; Myths & Masters, a tabletop RPG). Not yet checked: the singular "Mythic Master" and a USPTO trademark search.
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Mythic Masters: one shader look per field, shared by every beast carr…
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Mythic Masters: lava-lamp ground tiles, white size ring, rising motes…
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Mythic Masters: bolder gale, stone, grove, spirit, shadow, iron, wild…
Mythic Masters: tune --each counts locked pairings; README stops clai…