Field index
Every documented field across all sections, searchable.
106 fields
- attributeNamesAttributes
Can be fully renamed or expanded.
- startingAttributeValueAttributes
The base value every attribute starts at before trait modifiers are applied.
- lowAttributeThresholdAttributes
Attribute score below which a character is considered "low" in that attribute.
- lowAttributeTraitsAttributes
Keyed map of traits automatically applied to characters whose score falls below lowAttributeThreshold.
- attributeStatModifiersAttributes
Maps each attribute to a resource boost.
- attributeDamageModifiersAttributes
Optional.
- attributeDamageReductionModifiersAttributes
Optional.
- worldBackgroundStory Overview
worldBackground is always in the AI's context — every story turn, every NPC generation, every quest.
- questGenerationGuidanceStory Overview
questGenerationGuidance is the primary lever for the structure and tone of engine-generated quests.
- nameResources
string.
- initialValueResources
number.
- maxValueResources
number.
- rechargeRateResources
integer.
- restRechargeMultiplierResources
number.
- colorResources
string.
- gainPerLevelResources
number.
- isHealthResources
boolean.
- usageInstructionsResources
string.
- textWorld Lore
The lore content.
- nameSkills
Display name of the skill, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly equal…
- typeSkills
Must match a key in skillTypeDifficultyBonus.
- attributeSkills
Governs the attribute contribution to the check total.
- descriptionSkills
The primary AI guidance for this skill.
- startingItemsSkills
items given to players who start with this skill at character creation.
- storyStartStory Starts
The field is named storyStart, not narrative.
- descriptionStory Starts
Player-facing blurb shown in the story start selector UI, before the player begins.
- firstQuestStory Starts
Keep vague by default.
- startingQuestsStory Starts
Array of quest name strings set to available status at game start, before any trigger fires.
- startingItemsStory Starts
⚠️ Warning: startingItems on story starts applies the same item to every player of that start regardless of their class, background, or any other…
- questGenerationGuidanceStory Starts
Layers on top of storySettings.questGenerationGuidance.
- nameTraits
Display name of the trait, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly equal…
- resourcesTraits
Adjusts resource pool maximums or starting values at character creation.
- regionSizeLocation Settings (Advanced)
the width of each region in internal coordinate units.
- simpleRadiusLocation Settings (Advanced)
the map footprint (in coordinate units) of a complexityType: "simple" location.
- complexRadiusLocation Settings (Advanced)
same as simpleRadius but for complexityType: "complex" locations, which are larger on the map.
- regionLocationCountLocation Settings (Advanced)
target density for AI-generated regions: how many points of interest the engine generates to make a region feel populated.
- avgTravelDistanceLocation Settings (Advanced)
avgTravelDistance must be ≤ regionSize.
- minTravelDistanceLocation Settings (Advanced)
minimum distance between locations.
- regionFactionCountLocation Settings (Advanced)
factions placed in AI-generated regions.
- newRegionGenerationEnabledLocation Settings (Advanced)
whether AI can create new regions during play.
- encountersEnabledLocation Settings (Advanced)
enables random encounter system.
- regionMapBorderFeatheringEnabledLocation Settings (Advanced)
whether region map images fade out around their edges.
- descriptionPremade Characters
description serves two roles simultaneously: it's what the player reads at character selection, and it's the Background: field sent to the story AI every turn.
- traitsPremade Characters
traits is how the premade gets its attributes, skills, resources, abilities, and starting items — via the normal trait pipeline.
- replacesNpcPremade Characters
replacesNpc — when this premade is selected, the named NPC is fully removed from game state.
- nameTrait Categories
Display name of the trait category, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be…
- maxSelectionsTrait Categories
how many traits from this category the player can choose.
- traitsTrait Categories
required Array<string.
- nameItems
Display name of the item, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly equal…
- categoryItems
Must match a value in itemSettings.itemCategories.
- slotItems
Optional.
- mediaContentItems
Conditional string.
- nameFactions
Display name of the faction, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…
- factionTypeFactions
"major" (multi-region, lots of resources) or "minor" (small local group).
- knownFactions
Boolean (optional, defaults to true).
- basicInfoFactions
basicInfo format: 4-8 sentences, 400-800 chars.
- hiddenInfoFactions
Strong faction hiddenInfo covers four things: the truth that contradicts basicInfo, the internal schism or pressure that secret creates, what different…
- itemSlotsItem Settings
slot and category usually match.
- startingItemsItem Settings
items given to ALL players regardless of trait/start selection.
- typeNPCs
The NPC's npcTypes key — required (codec-enforced).
- tierNPCs
Controls intent complexity, health scaling, and damage output.
- detailTypeNPCs
Usually omit (auto-set at runtime).
- levelNPCs
Set explicitly for any NPC who should be stronger than the party — an explicit value is used as-is.
- healthMultiplierNPCs
Per-NPC scalar on the NPC's calculated maximum HP -- the value derived from level and tier.
- personalityNPCs
Must be an Array<string, not a single string.
- abilitiesNPCs
Narrative context for the AI, not references to the top-level abilities section.
- visualDescriptionNPCs
Read only by the image generator, never by the story narrator.
- knownNPCs
Set to false for NPCs the player must discover.
- nameAbilities
Display name of the ability, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…
- requirementsAbilities
All requirements in the array use AND logic — all must be satisfied simultaneously; the per-ability cap on requirements is shown in the Size Limits panel.
- bonusAbilities
Check bonus added to the skill check total when the ability is used.
- cooldownAbilities
Turns before the ability can be used again.
- nameRegions
Display name of the region, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…
- npcLevelRangeRegions
Each region declares the min and max levels the engine should target when generating ambient NPCs inside that region.
- hiddenInfoRegions
Do not use on regions.
- realmRegions
Must match a key in realms.
- factionsRegions
Display-name strings of factions with a broad, region-wide presence (patrols, political control, cultural influence).
- imageUrlRegions
Extra-codec optional string.
- maxSkillLevelSkill Settings (Advanced)
maxSkillLevel and maxSkillSuccessLevel must match.
- skillXPRewardsSkill Settings (Advanced)
skillXPRewards assigns XP gained per successful skill use by size category.
- skillTypeDifficultyBonusSkill Settings (Advanced)
skillTypeDifficultyBonus — flat bonus applied to all checks for skills of that type.
- baseChanceToLearnNewSkillSkill Settings (Advanced)
baseChanceToLearnNewSkill — probability of gaining a new skill the first time a character attempts it without having it.
- newSkillGenerationEnabledSkill Settings (Advanced)
newSkillGenerationEnabled — whether Voyage may invent entirely new skills during play.
- additionalXPRequiredPerSkillLevelSkill Settings (Advanced)
additionalXPRequiredPerSkillLevel — additional XP required per level beyond the starting threshold.
- nameLocations
Display name of the location, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…
- complexityTypeLocations
"simple" | "complex" | "wilderness".
- detailTypeLocations
"basic" or "detailed" — required field (codec-enforced).
- areasLocations
areas use description not basicInfo.
- factionsLocations
Optional Array<string.
- npcLevelRangeLocations
Optional { min, max } integer band constraining the levels of AI-generated NPCs in this specific location.
- imageUrlLocations
Optional string.
- basicInfoLocations
The public-facing description of a location.
- hiddenInfoLocations
The truth beneath the surface.
- abilityCooldownCombat Settings (Advanced)
Global setting governing ability cooldowns.
- abilityBonusCombat Settings (Advanced)
Global setting for ability checks.
- npcDailyHealingAmountCombat Settings (Advanced)
📋 Note (npcDailyHealingAmount): Health NPCs recover by this amount per in-game day -- not tied to the Long Rest mechanic specifically.
- damageTypesCombat Settings (Advanced)
📋 Note (Custom damage types): Adding a type like "radiant" or "necrotic" to damageTypes makes it a valid value in npcTypes vulnerabilities, resistances,…
Display name of the NPC type, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…
- descriptionNPC Types (Advanced)
description - baseline behavior summary: how this creature type behaves socially and in combat, what motivates it, and how it perceives the player.
Display name of the realm, and must be byte-identical to the outer map key — the engine matches realms by key, and both regions..realm references and realm…
- knownRealms (Advanced)
Realm access: players can only access locations inside known realms.
npcs: prepended/appended to every NPC portrait generation request.
- locationsImage Prompt Configuration
locations: applied to every location art request.
- regionsImage Prompt Configuration
regions: applied to every region art request.
- characterLoraEnabledImage Prompt Configuration
characterLoraEnabled (boolean): toggles Voyage's default character art style for character and NPC portrait generation.
- locationLoraEnabledImage Prompt Configuration
locationLoraEnabled (boolean): toggles Voyage's default location art style for location and region art.