Characters and Entities
Entities give the world reusable actors, places, objects, and knowledge. Open Entities in the World Editor sidebar and choose the most specific label available.
Connected records give the runtime more useful context. A character becomes easier to use in scenes when their place, goals, and relationships are clear.
Start with a small connected set
A strong first pass might contain:
- Two Characters with competing goals.
- One Faction that can exert pressure.
- One Region and two or three playable Locations.
- One Item, Fact, Myth, or Event tied to the central conflict.
Add more entities when they create choices, consequences, or context the runtime can reuse.
Core identity fields
Name
The human-readable name shown in the editor and during play.
ID
The stable internal identifier used by relations, map markers, and other references. Use letters and numbers without spaces. Avoid changing an ID after other data points to it.
Label
The world category. Prefer Character over Creature when a being speaks, plans, and acts with full agency. Prefer Item over Object when ownership, power, or quest progress depends on it.
Tags
Use a few compact retrieval words, such as role, faction, species, threat, or theme.
Brief
Write one specific hook line explaining why the entity matters. Keep full history and behavior in the detailed fields.
Character depth
A reusable character usually needs:
- Persona: stable psychology, voice, behavior, body language, and triggers.
- Appearance: fixed visual traits that remain recognizable across scenes and images.
- Back Story: causes, losses, obligations, training, debts, or shame that shape current behavior.
- Long Term Goals: concrete objectives that keep the character active.
- Secret Infos: hidden facts capable of creating a future choice or reversal.
Main Character
Mark a character as Main Character only when readers may enter that character as a viewpoint. Keep the set small and provide a starting scene for each one.
Players act through these characters. They do not automatically become every creature, item, or concept in the Codex.
See Entity Types and Field Reference for label-specific guidance.