Building Locations & Maps
Nephibis uses a six-level cosmic hierarchy for its maps. Every location exists at a specific level, and each level nests inside the one above it. When you create a new place, you're placing it in this hierarchy and deciding whether it needs its own map.
The Six Levels
| Level | Contains | When to Create a Map |
|---|---|---|
| 0 — Universe | Galaxies, dimensional breaches | Campaign start (one root map) |
| 1 — Galaxy | Solar systems, nebulae, trade routes | When a galaxy matters to the story |
| 2 — Solar System | Planets, stations, asteroid belts | When a system is the campaign setting |
| 3 — Planet | Continents, cities, orbital stations | When players visit a planet |
| 4 — City/Region | Districts, major buildings, landmarks | When players explore a city in detail |
| 5 — Building/Dungeon | Rooms, corridors, objects, NPCs | When players enter an interior for tactical play |
The rule of thumb: create a map when players will interact with the space meaningfully — combat, exploration, investigation. Don't map places mentioned only in passing.
Creating a New Location
Step 1: Create the Location File
Every location needs a file in /Locations/ with:
name— the proper noun (e.g., "Aegis Prime")type— what kind of place (e.g., "Planet - Urban Capital", "Solar System", "City District")description— what this place is, in 2–4 sentencesatmosphere— sensory details: what it smells, sounds, and feels likenotes— map structure, child maps, and gameplay notes
Step 2: Place It on the Parent Map
Open the parent location's map and place a point or draw an area for the new location. Link the map element to the location file. The location's own map is created automatically.
Step 3: Populate the Map (If Needed)
Add points for landmarks, areas for regions or zones, and tokens for characters present. Use the standard color coding:
| Element | Color |
|---|---|
| Habitable planets | Green (#2ecc71) |
| Barren planets | Orange (#e67e22) |
| Gas giants | Purple (#9b59b6) |
| Stars | Yellow (#ffcc00) |
| Cities/districts | Blue (#4a90d9) |
| Industrial zones | Gray (#666666) |
| Government areas | Gold (#f39c12) |
| Danger zones | Red (#e74c3c) |
The Existing Hierarchy
The current map tree looks like this:
Universe
└── Kedia Galaxy
└── Nephibis System
├── Aegis Prime
│ └── The Spire District
├── Verdania
└── Umbra
When adding a new system, place it on the Kedia Galaxy map. When adding a new planet, place it on the Nephibis System map. When adding a new district, place it on the relevant planet map.
When to Zoom In, When to Keep It Simple
Create a child map when:
- The location will host multiple sessions
- Players will explore it in detail
- Tactical combat will occur there
- It has important sub-locations worth tracking
Don't create a child map for:
- Locations mentioned only in passing
- Areas players visit briefly
- Background locations without gameplay significance
- Generic areas (use the parent map with points instead)
Naming Conventions for Locations
- Planets: proper nouns — "Aegis Prime", "Verdania", "Umbra"
- Systems: "[Star Name] System" — "Nephibis System"
- Galaxies: proper nouns — "Kedia Galaxy"
- Cities/Districts: evocative names — "The Spire District", "The Promenade"
- Interiors: "[Building Name] Interior" or "[Ship Name] Interior"
Avoid generic names like "City", "District 1", or "Planet A". Every location should feel like a place someone named.
Vessel Interiors as Locations
Ships with walkable interiors use the same location system. Small ships get a single Location file linked via interiorLocation on the Vessel. Larger ships get multiple Deck files, each with its own map.
Don't create interior maps until players actually board the vessel. The Vessel file tracks whether hasWalkableInterior is true — that's your signal that an interior may be needed eventually.