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.

In the editor

"The highest level of organization in your setting (world, plane of reality, etc.)"

Editor location
World → Advanced → Realms
Editor type
JSON + ADD ITEM
Size limits
  • realms.*.basicInfo 100,000 chars
  • realms (entire section) 100,000 chars
Last updated

Schema

json
{
  "realms": {
    "<key>": {
      "name": "string",
      "basicInfo": "string",
      "embeddingId": "string",
      "known": "boolean"
    }
  }
}

Example

json
{
  "The Compact": {
    "name": "The Compact",
    "basicInfo": "The Compact is the largest of several post-war successor realms, ruled from the Capital by the Merchant Council since the end of the Old War sixty years ago. Most of its population live in the Heartland between the Capital and the Coast; the Frontier to the north is contested woodland still mapped from before the war. Stable enough that ordinary people travel its roads without armed escort, brittle enough that everyone who pays attention is quietly preparing for the day the Council loses its grip.",
    "known": true
  }
}

Fields

known

Realm access: players can only access locations inside known realms. Realms default to known: true unless the config explicitly sets known: false. Use known: false for realms the player must discover through gameplay. Revealing a realm does not also reveal its regions or locations.

Structure

Realm reference rule

Every realm string referenced in your regions objects must have a corresponding entry here.

Parallel realms

Parallel realms: regions at the same (x, y) coordinates in different realms can represent parallel locations — a place and its shadow reflection, a city and its dream-state mirror. The grid is per-realm, so the same coordinate is reusable across realms.

Behaviour

Realm travel

Warning: Moving players between realms requires a two-step trigger pair, not a simple effect. See Realm Travel Pattern on the Triggers page for three documented methods (intent override + realm_sync, two-trigger portal, route-map).

Revealing or hiding a realm via trigger

Revealing or hiding a realm via trigger — two effect types work:

json
{ "type": "known-entity", "entity": "Shadow Realm", "operator": "set", "value": true }
json
{ "type": "party-realm", "operator": "set", "value": "Shadow Realm" }

The party-realm effect moves the party into the realm directly and auto-reveals it.

Per-realm AI behaviour

Note: Multi-realm worlds where AI generation needs to behave fundamentally differently per realm (different geography rules, factions, creatures) can branch on currentRealm directly inside aiInstructions tasks. See Conditional game-state routing in the Advanced AI Techniques appendix.