Builder's Manual · Chapter 5

The Ontology Map

Package provenance — this chapter ships with the Ontology & Structure Engine. Provenance tag: source-ontology-project. When loaded into a new world, grep the tag to find the engine's templates and instructions.

Everything in this project is a node in one graph. This chapter is the index: the file types, the folders they live in, the relational rules that bind them, and the conventions borrowed from established systems.

The graph at a glance

  • Space — Celestial Bodies hang in a Cosmology; Landmasses contain Regions; Regions nest (subregions) and contain Locations (settlements, dungeons, landmarks); Polities rule over Regions and Settlements, and their neighbors define the border graph. Calendars count time for everyone in it; Weather happens to it; Architecture is how it builds.
  • People — Species, Background, Class, and Subclass ground Characters and NPCs; Factions organize them; Noble Houses hold land and bloodlines; Deities are worshipped by Religions, which Cultures follow, speaking Languages.
  • Things — one Equipment type covers every item; Characters carry it, Monsters drop it, Quests reward it, Locations contain it, Military Units issue it. Vehicles carry people and goods; Companions bond to them; Currency prices it; Trade Routes move it.
  • Adventure — Quests are given by NPCs, unfold at Locations, and pay in Equipment; Events anchor at a Location with Participants and a Date; Memories record how play remembered those beats (location, people, when); Conflicts set Factions and Polities against each other across Regions; Prophecies foreshadow all of it.
  • Knowledge — every type carries relatedLore, so Lore is the connective tissue across the whole graph.

Types, folders, and what they hold

TypeFolderHoldsKey vocab
World Profile/World Profiles/identity answersgenre, magicLevel, era, tone, intent
World Vision/World Visions/the writable scaffoldscope, intent, themes, narratives, flavor, genres; setupStatus
Landmass/Landmasses/continents, islands, seaskind: continent / island / archipelago / ocean / sea
Celestial Body/Celestial Bodies/suns, moons, planets, starskind: star / planet / moon / comet
Region/Regions/nested regionskind: region / subregion / locality / wilderness; parentRegion
Location/Locations/settlements, dungeons, landmarkstype
Polity/Polities/political entities + borderskind; capital, neighbors
Cosmology/Cosmology/the structure of realitymodel, planes, afterlife
Weather/Weather/climate patternskind
Architecture/Architecture/building stylesstyle, materials
Calendar/Calendars/timekeeping and holidaysmonths, seasons, holidays
Species/Species/races and ancestriessize, dimorphism, lifespan
Culture/Cultures/ways of lifecustoms, taboos, cuisine
Language/Languages/tonguesfamily, script
Background/Backgrounds/originrole
Class/Classes/adventuring archetypespellcastingType
Subclass/Subclasses/specializationparentClass
Feat/Feats/discrete perkcategory
NPC/NPCs/non-player peoplerole, psychology, appearance, species, faction
Character/Characters/player peoplestats, psychology, appearance, inventory
Monster/Monsters/creatures and stat blockscreatureType, size, challenge
Faction/Factions/organizationskind, goals
Noble House/Noble Houses/dynastiessigil, head, members, holdings
Deity/Deities/godspantheon, port end
Religion/Religions/organized faithtenets, rites
Magic Tradition/Magic Traditions/how magic workssource, cost, learning
Spell/Spells/typed effectsschool, level
Rule/Rules/system rulingsdomain
Law/Laws/legal codejurisdiction
Conflict/Conflicts/wars, sieges, feudskind, status, belligerents
Military Unit/Military Units/armies, fleetscommander, allegiance, strength
Quest/Quests/adventures and taskskind, status, rewards
Event/Events/world and session eventskind, location, participants, date
Memory/Memories/anchored session memorieskind, canonLevel, worldChanged
Prophecy/Prophecies/foretellingswording, source, status
Equipment/Equipment/<Subcategory>/every itemcategory (9), subcategory
Vehicle/Vehicles/crewed transportkind, capacity, propulsion
Companion/Companions/bonded creatureskind, bond
Flora/Flora/plantskind
Affliction/Afflictions/disease, cursekind
Currency/Currencies/moneydenominations, backing
Trade Route/Trade Routes/movement of goodsendpoints, goods
Technology/Technology/material progresstier
Media/Media/information flowskind, reliability
Lore/Lore/<Domain>/chunked knowledgedomain, canon level, era
Game Start/Game Starts/lobby + openingdesignation metadata
GM Instructions/GM Instructions/in-play disciplinemarkdown

The item taxonomy

Equipment is one type with a category enum and a matching subfolder:

  • Weapon — damage, damageType, properties
  • Armor — armorClass, armorType, weaknesses
  • Clothing / Accessory — slot
  • Gear — regular tools
  • Consumable — effect
  • Container — contents
  • Placed Object — world position
  • Treasure — rarity

Relational rules

  1. Every type may link Lore via relatedLore.
  2. Space links downward. Regions → Landmasses → Celestials; Locations → Regions.
  3. People link to their groundings. Character/NPC → Species, Class, Culture.
  4. Things link to owners. Inventory, loot, caches.
  5. Adventure links to its scenes. Events and Memories anchor by location, participants, and date/time.
  6. Knowledge carries truth and time.
  7. Setup links to identity.

Where the categories come from

The vocabularies mirror conventions from established systems so content plugs in. None are legal constraints; keep the shared vocabulary.

Extending

After the Ontology Map, the project documents new kinds the same way — one file, one fact cluster, linked and named for recall. Prefer folding a new category into an existing enum plus folder over creating a new type (the equipment decision). The Startup Checklist enumerates the domains.

Manual updated Aug 19, 2026.