World
The people and places that populate your scenario. Story overview, world lore, NPCs, locations, regions, story starts, items, factions, quests, and realms.
Factions
factions
Factions are the named organizations in your world - governing bodies, guilds, cults, criminal networks, or any group with shared goals. Each has a public face (`basicInfo`), a hidden agenda (`hiddenInfo`), and a type (major or minor).
Items
items
Items are the objects players can carry, equip, and use. During play all `items` are AI-generated, but every item that can appear in a `startingItems` list - on a trait, story start, or `itemSettings` - must be defined here first.
Locations
locations
Locations are the named places on the map - cities, ruins, dungeons, waypoints. Each has a `basicInfo` description for the narrator, optional `hiddenInfo`, named `areas` inside it with their own descriptions, and `paths` to adjacent `locations`.
Map Editor
map-editor
The Map Editor is a visual canvas accessible from the **Regions** and **Locations** sidebar items. It's the fastest way to build the world map - you don't have to touch JSON for placement at all.
NPC Types (Advanced)
npcTypes
NPC types define behavior templates for categories of NPCs. Each type lists `vulnerabilities`, `resistances`, and `immunities` to `skills` and damage types.
NPCs
npcs
`basicInfo` is what the narrator reads during play, so any appearance you want described in play must live here; it is also the image generator's source when `visualDescription` is empty. `hiddenInfo` is what the player has not yet discovered (revealed only through play). `visualDescription` is read only by the image generator (never the narrator) and takes priority over `basicInfo` for portraits, so use it alongside `basicInfo` only for image-specific appearance the narrator should not describe.
Premade Characters
premadeCharacters
Pre-built character templates a player can select at session start instead of building one from scratch. JSON-only field with no dedicated editor panel - edit it via the full-world JSON tab.
Quests (Advanced)
quests
Quests are pre-authored story objectives that start hidden and become visible only when a trigger fires `quest-init`. Every quest needs at least one trigger pointing to it - `quests` with no trigger are permanently unreachable.
Realms (Advanced)
realms
A realm is the top-level container for your `regions` - the world, country, or dimension the story takes place in. Most scenarios need exactly one. Use multiple `realms` only for true planar or dimensional scenarios.
Regions
regions
Regions are the geographic map units - the named zones that appear as cells on the player's interactive map. A realm contains all `regions`; `locations` are the specific points of interest inside a region.
Story Overview
storySettings
`storySettings` contains the world background and quest generation guidance for your scenario. `worldBackground` is the canonical world description; `questGenerationGuidance` is a targeted brief for dynamically-generated `quests`.
Story Starts
storyStarts
Story starts are the selectable opening scenarios players choose from at the start of a game. Each defines the initial scene, what the player has, and the first narration. A scenario needs at least one start; most have two or three.
World Lore
worldLore
`worldLore` is ambient context the AI draws on when generating narration and NPCs. It is not player-visible - players never read these entries directly. Think of it as the set of facts the narrator considers true about the world.