Ask responses below the cut! Lots of thoughts on Terraria lore and Purity Town worldbuilding – mostly focusing on the Crimson, the war, and Guides.
Reasons why I chose Corruption over Crimson, off the top of my head:
- Artistic reasons: Chris was always going to lean towards magenta & dark blue weapons/armor where possible as a nod to the nebula pillar coloration, and I felt that it was easier to work with those colors against a purple/gray/brown background than a red one. Similarly, the purple of demonite matches the Corruption colors, making it easy to tie a visual connection between demonite and the shadow orbs’ evil energy.
- Personal reasons: My first world was a Corruption one, and I tend to favor Corruption in general as I like the music more.
- Practical reasons: It’s much, much easier to draw worms and the various other Corruption enemies than it is to draw the Crimson enemies, as the Crimson enemies are far more complicated in appearance and poses. Plus all the blood and brains puts me in an awkward spot as I don’t want to run into issues with any of the websites I post the comic to.
- Lore reasons: While the Brain of Cthulhu does very nicely match up with Moon Lord’s actual design, it doesn’t have a Mech boss associated with it, and I didn’t want the Destroyer to feel like it came out of nowhere; I felt it was easier to justify the EoW being related to evil/Moon Lord in some way than the Destroyer existing in a Crimson world. The Corruption’s shadow orbs also naturally tie into the idea of the “ancient spirits of light and dark” being released from the underworld, as the Crimson doesn’t really convey the “dark” side of things that well. Also, the Crimson is generally associated with health while the Corruption is associated with mana, and since Chris is a mage I wanted to lean into the magic side of things.
As for my ideas with the Crimson:
- Theme-wise, the blood and gore is easy to relate back to the same consuming, flesh-melding energy of blood moons. (While blood moons already have a link to Corruption/Crimson in the form of corrupt/vicious animals, the Crimson just makes more sense.) The massive skeletons in the background bring up similarities with bone serpents and wyverns/phantasm dragon, and the eyeballs with the EoC/WoF/True EoC.
- Where the Corruption is more of the culmination of sin and dark thoughts and eldritch energies that twist whatever they come into contact with, the Crimson is a growing, living being that spiraled into wild mutation from eldritch energy. The Corruption naturally grows over time through additional sins giving it the power to spread, while the Crimson grows by actively consuming more and more living material; contamination vs. infection; acidic vs. corrosive.
- The Crimson is a hive mind, of the sort where each new mind adds its knowledge and input to the collective, and likewise has its will overridden by the majority. At the core of it all is the Brain of Cthulhu – intelligent, but not something that can be reasoned with or spoken to; the sort of being whose mind is so fundamentally different from a human’s that anyone who comes into contact would be left mentally shattered. Much the same way one who stares into the darkness seeking to study the eldritch and bizarre could be left broken.
- Where the Corruption chasms are worm tracks, I’ve always interpreted the Crimson chasms as a heart and the arteries spreading out from it. Or maybe the tendrils of a spreading infection? Not really sure!
- Side note, the general theme (flesh/blood) and many of the monsters (face monster, crimera, blood feeder, etc.) also tie very well into the Wall of Flesh and its hunger. The justification for the WoF being so…flesh in the comic is that Andrew is a human*, and so the WoF’s form is influenced by what his soul knows (flesh and blood body), mixed with lots and lots of eldritch energy giving it the visual ties to the EoC/Moon Lord in the eyes/mouth. But it’s not as natural of a link as “the WoF’s form is steeped in overflowing Crimson energy locked away in the center of the earth.”
Instead of shattering, I imagine it would just poof into a particularly liquid-looking red smoke. Something to combine it being an immaterial/magical collection of energy with it being bloody and gory. Less of the sharp/shattered/sparkly look of shadow orbs, and something more organic and primal.
As for Crimson hearts…I suppose it’s the other side of the coin of shadow orbs. Keeping with the theme of Crimson being vaguely health/damage-related while Corruption is mana-related, where shadow orbs are pustules of evil and eldritch magic, I could imagine Crimson hearts as concentrations of the life energy that’s been consumed by/generated within the Crimson. Something that pulses with the hearts and minds of the countless creatures that have been incorporated into the Crimson before. Hence the panic necklace; something that fills you with adrenaline and the vitality to push forward and run for your life when hurting (compared to the band of starpower boosting your ability to channel magic).
BAD. Really, really, really bad.
The most obvious reason was all of the general destruction that the world had suffered at that point. Land masses ripped apart or twisted/distorted. Civilization shredded, infrastructure destroyed. What wasn’t outright blasted to bits was warped beyond recognition or so corrupted there was no hope of salvaging what had been there before. Loss of homes means exposure to the elements, and loss of farmland means starvation; many societies crumbled or were staggered by the loss of vital industries and resources.
The main surviving communities were small subsets of what were once larger cultures. They were the ones lucky enough to have enough resources nearby to be self-sustaining – cities had it the worst, requiring resources to be brought in from elsewhere, while more remote communities tended to be affected the least. Andrew, for instance, grew up in a very small community out on the plains, and while they did have contact with other communities, trade was limited to only specialty goods. Everything else came from the local area.
On top of the physical loss of land and infrastructure, there was also the loss of knowledge. The people who stood up to fight were the most powerful mages and strongest warriors, trying to hold back the destruction and stop the eldritch power contaminating the world; when they died, their knowledge of the world died with them. Similarly, Dryads were far more common back then, with people relying on them to interpret the weather, bless the crops, protect them from harm, and purify any imbalance of good and evil. So even the folks who did survive had to suddenly adjust to having no Dryads to fall back on.
Then, just when they thought the worst of it was over – that their world had ended and was something new and scary, but stable – the first Blood Moon rises and everything goes to Hell in a hand-basket once more (albeit only for a night). So now, rather than the night being a time for mages to practice their craft, the inherent chaos of the dark is now dialed up 1000% (even moreso during blood moons). Hence the push for some folks to try and find solace beneath the earth – building the underground cabins, establishing the Dungeon, and the Lihzahrds locking themselves within a temple away from the sky.
The world was finally given a chance to breathe again once most of the eldritch magic, and in equal measure the divine hallow, was locked away in the core of the world. But by that point the old world was already a distant memory. It’s been 500 years since the war, around 450 since most magic was locked away, and what did remain from before the war gave the world a significant boost in recovery. Old magic items and technology can be studied and recreated, and while technological/magical advancement is a bit uneven from region to region depending on their level of development and general population, the Guides have worked hard sharing everything they know between them to rebuild.
Purity Town, and the smaller villages immediately surrounding it (in the desert, snowy mountains, etc.) has such a low population/is so remote that they don’t have much in the way of established governance. Various NPCs arguably have varying levels of authority within their specialization: Heather is the go-to for healing, Malik is the local monster hunter, and so on, but it’s all very informal. The individual villages probably all have people who handle day-to-day things – there are various random folks who live in the region to fill out each village outside of the established NPCs – but it’s just something going on in the background to keep the place running.
Guides aren’t really meant to be politicians either, but they do often fall into a default leadership role since they’re the go-to advice guys!
They’re meant to preserve and share knowledge of the world, its languages, and its cultures; a reaction to the vast majority of that knowledge having been lost in the wake of the war 500 years ago. So Guides are out there fielding questions like “how do I make this medicine/when do I harvest this plant/is this edible/etc.,” but they also are expected to know enough about situations like weather/celestial events such that they can give advice no matter what crops up. Extend that attitude to a more general “this person knows how to handle Problems, so let’s default to whatever they tell us whenever we run into Problems,” and you end up with Guides often taking pseudo-leadership or advisory positions.
Andrew is in something of a weird spot, as he took over for a much more established/respected Guide after she retired and threw him into it, and is not particularly good at commanding authority or dealing with people in the way she could, even though he tries to be nice. But he’s extremely, extremely knowledgeable, even compared to other Guides due to having been around for long enough to pick up so much knowledge, so at least he can fulfill that aspect of the job easily enough and the townsfolk trust him to do so.
Tangentially related, but the lack of solid governance is specific/unique to Purity Town’s remoteness. With a small enough population, folks rely on the cooperation and skills of others much more, and any disputes would be worked out among the townsfolk proper.
The world isn’t fully settled, but there are some locations with enough of a population to be considered actual kingdoms (see: Princess NPC) with established government (see: Tax Collector). Chris’ hometown, which sees a lot of ship traffic/trade, has a proper government, local guard, etc. along with their own Guide. Purity Town is just particularly out there! But it’s still been around for long enough to have seen some trade, built up some skills among the residents, and establish basic infrastructure so that residents can live comfortably. Like comparing a small town in the modern day to a remote village in medieval times, residents still enjoy a relatively high standard of living, despite being a scattered and remote population.
The world hasn’t recovered to where it was pre-Moon Lord, but it’s certainly not a post-apocalyptic wasteland anymore!