Story and world events
The opening, the narrator's voice, world quests, and events that fire on their own.
The Story step holds everything that belongs to the world as a whole rather than to one place or person: how the game opens, how the narrator sounds, and what happens without anyone starting it.

The premise
Intro hook / story premise is the situation players walk into. The narrator reads it at the start of every session, so write the situation, not a summary of the plot:
The lighthouse at Gull's Rest went dark three nights ago. The keeper hasn't been seen since, and the fishing fleet is due back tonight.
Tick Use this exact text as the starting narration to have the first message be your words, unchanged. Leave it off and the narrator writes its own opening from the premise. Write the opening yourself for anything you publish: it is the one paragraph every player reads.
Narration tone
A few words on how the narrator writes: gritty noir, whimsical fairy tale, dry and understated. It shapes every reply, so keep it short and concrete. "Short sentences, bleak humor, never cheerful" steers harder than "atmospheric".
World quests
Quests that belong to the world rather than to a person: a bounty on a notice board, a curse that starts at a threshold, the main thread of the whole game. Quests a character hands out live on that character instead.
A world quest can start three ways:
- a Start a quest step in any item, event or reaction,
- on its own, the moment its conditions hold,
- or the narrator opens it when the player learns of it, if you give it a condition.
Give it a location to have it found there, or leave it global. Stages and rewards work exactly as in Quests.
World events
An event fires by itself when its conditions hold: the bell tolls at midnight, the bridge collapses once the flood level passes 3, the stranger arrives on the third day. World events are checked every turn wherever the party is. Events that belong to one place live on that location's Events tab and are only checked while a player is there.
Each event has conditions (when) and steps (what happens), and Fires sets how often: Once, Forever (every time its conditions hold), or N times. A cooldown in in-game minutes keeps a repeating event from firing every turn. A chance rolls per turn by default. An event checked every turn can roll per hour instead, so its odds follow the game time that passed: a wandering patrol is likelier to find a party that camps for the night than one that stops to talk. A location event can list several places under Also fires at and is still one event, shared between them.
World flags
Named values the whole world shares: FLOOD_LEVEL, BRIDGE_STATE, CURFEW. Events, quests and
rules read and change them, and a location's backdrop can switch on them. Every flag is declared
here with the value it starts at; an empty value starts unset. A step can only set, and a
condition only test, a declared flag, so each control picks one from the list. + New beside
any of those lists declares a flag on the spot, and a flag in use cannot be renamed or removed.