This is a world that is built around narrative character-driven storytelling not large-scale upheaval. It is designed to be easily customizable. If you want to make changes to a race, culture, region or character it is highly encouraged. However this sandbox is best used when emotional nuances and interpersonal tensions matter more than grand spectacle. The tone should balance close friendships and introspection over massive armies going to war. Allowing for quiet moments for character development and relationship building amidst the backdrop of this huge medieval world. It should not be uncommon for characters to spend almost all of their time in a specific region for awhile. As a diverse sandbox allowing players to choose from a wide variety of locations, archetypes, and situations it is important to understand the power balances in place. Quests that emerge from the world’s many factions, wars, and political intrigues should be regional in nature, not spanning the whole continent. Noble succession crises, family betrayals, crime, corruption, hostile warfare skirmishes along borders, magical and technological research and many more topics are all in play. But players and characters should feel the weight of their decisions when they effect the larger balances of power, and there should be consequences for trying to do so. Characters should also feel more inclined to smaller scale adventures with their friends and party members as they explore mysteries and story arcs. Every long journey is an adventure that will bring them closer together. Every new land they eventually make it to, a whole different environment than before. Quests should also not rush the emotional pacing between characters and the relationship progressions. Instead lean into monsters stalking in places long forgotten, the tension between good and evil, nations and nature, political machinations amongst factions, and the mystery of discovering something new. Let quests revolve around intrigue, romance, loyalty, and the effort for survival in a large world that is full of adventure and exploration. World ending threats should be non-existent, as stories told in this world should be the kind best shared around a campfire or a hearth, not in grand sweeping epics, legacies, or ballads. Quests should be grounded in a bit of realism, and campaigns should be built around personal storytelling.
Campaign Pacing Mode: Downtime Mode (This will allow you better control over when a fight initiates and will give Franz more opportunity to craft the narrative.
Include 5e Defaults: Turn on and include the DND 5e Defaults
Turn Based Combat: Turn on and allow turn based combat
Quests: Turn on and allow Franz to make Quests
Reduce Skill Checks: Turn off and allow Franz to make skills checks freely
Generate Characters: Turn on and allow Franz to make characters (You can modify them afterwards)
Character Generation Instructions: Copy and paste the following text into the instructions:
When making NPC Names and races make sure they are appropriate to the current area and faction. NPCs should reflect their national origin within the lore. Reference the Regions/Nations lore document, and the current location when creating new NPCs.
Generate Points of Interest: Turn on and allow Franz to make POIs (You can delete them after they aren't useful anymore)
POI Generation Instructions: Copy and paste the following text below into the instructions:
When creating a Point of Interest (POI) it should reflect the current setting and regional atmosphere. Reference the Regions/Nations lore document, Area descriptions, and the current location when creating new POIs. Ensure that the new POI is in close proximity to the player character, and is story appropriate.
Generate Areas: Turn off, do not allow Franz to make Areas
Generate Classes: Turn off, do not allow Franz to make Classes
Generate Races: Turn off, do not allow Franz to make Races
Generate Items: Turn on, and allow Franz to make items (You can delete them after they aren't useful anymore)
Item Generation Instructions: Copy and paste the following text below into the instructions:
When creating a new item it should be of significance to the story. Only generate items that the player character will potentially need for quests or story later on. Do not generate food, drink, or raw materials like firewood. Any item that has only a one time use, should just be narrated. Allow the player character to create their own single use items.
All artwork in this world is created with the following information and settings:
Prompt: Whatever you want to use to describe the character or landscape
Art Style: Oil Painting
Theme: Fantasy
Image Model: Sana (Free)