AI
AI Instructions
aiInstructions is where you write the rules the narrator follows during play, organized into tasks each firing at a specific moment. This page covers the cross-task mechanics: processing logic and the two internal non-authorable tasks. Each individual task has its own page in the sidebar.Image PromptsCustom prompt templates for AI image generation per content category. Author-provided strings layered on top of Voyage's default image prompts for NPC portraits, location art, region art, per-area art, and item art.Character BackgroundThe aiInstructions task that generates the player character's backstory and appearance during character creation.EncountersFires when framing an encounter. Low priority: encounterElements in Other provides the source palette. Use custom to set difficulty mix, creature behavior rules, and non-combat resolution conditions.Initial StartFires on the first scene of a new game only. Controls how the opening scene is constructed: structure, pacing, and first impressions.Location DetailsGenerates location descriptions, areas, and paths. Low priority: a well-written basicInfo carries most of the load. Use custom to add sensory layers, archetype integration rules, and atmosphere guidance.NPC DetailsFires once when an AI-created NPC first appears in scene with only minimal first-pass data. Generates the full basicInfo, hiddenInfo, personality, and abilities record. Distinct from generateCharacterBackground, which generates the player character's backstory and appearance during character creation.NPC UpdatesFires when an existing NPC's state changes during play: damage, death, renaming, relationship score, and party membership. Ships with editable relationship-pacing and party-management defaults, and controls which fields change, how fast, and what in-scene evidence is required.Region DetailsGenerates region descriptions, factions, and locations. A content-generation task — not narration. Use custom to shape geographic identity, faction character, and location types for generated regions.StoryThe primary narration task. Fires most frequently during active play — keep instructions tight and protect this budget first.Item Generation/UsageProvides context to generateItemDefinitions (newly created items) and generateItemUpdates (inventory changes). Not included for generateActionInfo or generateStory. The JSON key is ItemGenerationAndUsage — non-standard casing.Action InfoFires on action resolution and combat. High priority: governs all mechanically-weighted actions — combat, spells, skill checks, and social rolls. Missing rules create inconsistent outcomes.Learned AbilitiesEvaluates story events for opportunities to grant new abilities. Low priority: most turns produce no output. Use custom to define the world's learnable ability families and acquisition methods.New NPCFires for first-pass creation of AI-improvised NPCs only. Does not apply to authored NPCs or quest-spawned NPCs. generateNPCDetails still runs on all NPC types on first encounter.NPC IntentsFires when the AI chooses NPC goals for a turn. Medium priority: near-constant in NPC-heavy play. Controls quality gates, escalation pacing, and per-scene-type intent logic. Supports multiple named keys for scene-type-specific behavior.Story MemoryCustom guidance for how the AI summarizes recent and past story context. Use it to name the world-specific details summaries should preserve for long-term continuity, so key facts are not forgotten or garbled. Newly author-editable.