World
Story Overview
storySettings carries the scenario's canonical world description and the brief for dynamically-generated quests.World LoreworldLore 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.Story StartsStory 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.ItemsItems are the objects players can carry, equip, and use. During play all items are AI-generated, but every item handed out at the start of a game - by a trait, story start, or Item Settings - must be defined here first.FactionsFactions are the named organizations in your world - governing bodies, guilds, cults, criminal networks, or any group with shared goals. Each pairs a public face with a hidden agenda.NPCsThe named characters of the world: allies, informants, antagonists, faction leaders. Each entry places one character in the world and gives the narrator, image generator, and combat engine what they need to portray that character consistently during play.Premade CharactersPre-built character templates a player can select at session start instead of building one from scratch.RegionsRegions 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.LocationsLocations are the named places on the map - cities, ruins, dungeons, waypoints - the specific points of interest players visit inside a region.QuestsQuests are pre-authored story objectives that start hidden. Surface them deliberately -- a trigger firing quest-init behind a two-step discovery gate, or a story start's startingQuests; with light or no gating the engine can throw a quest at the player the moment they engage its quest giver.Narrative EventsnarrativeEvents are one-off cues for story moments that play out over one or more turns. Unlike a plain trigger, a narrative event stays active while the engine watches for its intended outcome; when that outcome clearly happens, it completes and can fire normal trigger effects. Use them for briefings, ambushes, staged reveals, boss entrances, short challenges, or any guided scene that needs continuity across turns.NPC TypesNPC types define behavior templates for categories of NPCs, including how each category responds to the world's damage types.RealmsA 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.Arcsarcs is a keyed section that Voyage describes in one line: "Authored narrative arc definitions keyed by stable arc id." It has no authoring reference and no editor surface. This page records the fields the schema defines and the two things the engine is observed to do with them, and marks everything else as undocumented.VoicesVoices defined by the world itself, built on a base voice and reusable across NPCs and premade characters. An entry can also be offered to players during character creation.