Look up relationship types, sentiments, bidirectional behavior, and the labels used by the Connection Map.
General relationships
Bidirectional relationships - a single link applies both ways (no separate reverse row, no arrow on the Connection Map).
Type
Description
Sentiment
ally
Works together toward shared goals
Positive
enemy
Actively opposes, hostile
Hostile
family
Related by blood or marriage
Friendly
friend
Personal friendship
Positive
rival
Competes against
Hostile
romantic
Romantic involvement
Friendly
knows
Aware of each other, acquainted
Neutral
partner
Business or adventure partner
Positive
General relationship examples
Relationship
Example
Mira -> ally -> Aldric
They work together against the smugglers
Baron -> enemy -> Duke
Houses at war
Kai -> family -> Elder Mei
Brother and sister
Bartender -> friend -> Regular
Close personal relationship
Guard Captain -> rival -> Thief Boss
Competing for control
Prince -> romantic -> Commoner
Love across class lines
Merchant -> knows -> Dockworker
Passing acquaintance
Wizard -> partner -> Fighter
Adventuring together
Hierarchical relationships
One-way relationships that don’t automatically create reverse links.
Type
Direction
Description
Sentiment
employer
A employs B
A gives work to B
Neutral
employee
A works for B
A employed by B
Neutral
mentor
A teaches B
A guides B’s development
Positive
student
A learns from B
A receives teaching from B
Positive
leader
A leads B
A commands/directs B
Neutral
serves
A serves B
A obeys/assists B
Neutral
commands
A commands B
A gives orders to B
Neutral
Faction membership isn’t a relationship type. There is no selectable “member” type - you make an NPC a member by adding them to the faction’s member list on the faction page. (Legacy “member” relationships from older data still display, but new ones can’t be created.)
Creating pairs
These one-way types have natural opposites. Campaign Familiar does not create the second link automatically - add it yourself if you want both directions:
If you create…
Consider also creating…
A -> employer -> B
B -> employee -> A
A -> mentor -> B
B -> student -> A
A -> commands -> B
B -> serves -> A
Hierarchical relationship examples
Relationship
Example
Guild Master -> employer -> Apprentice
Formal employment
Wizard -> mentor -> Apprentice
Teaching relationship
Faction -> leader -> NPC
NPC leads the faction
Knight -> serves -> Noble
Sworn service
Captain -> commands -> Soldiers
Military command
Functional relationships
Specific relationship types for particular situations.
Type
Direction
Description
Sentiment
protects
A protects B
A guards or defends B
Positive
suspects
A suspects B
A distrusts or investigates B
Negative
owes_debt
A owes B
A indebted to B
Negative
created
A created B
A made or built B
Neutral
worships
A worships B
A reveres or follows B
Positive
Functional relationship examples
Relationship
Example
Guard -> protects -> Noble
Bodyguard duty
Detective -> suspects -> Merchant
Under investigation
Gambler -> owes_debt -> Crime Boss
Financial obligation
Artificer -> created -> Magic Item
Crafted the object
Cultist -> worships -> Dark God
Religious devotion
Location relationships
Connect creations to places.
Type
Direction
Description
Sentiment
located_at
A at B
A found at location B
Neutral
lives_at
A lives at B
A’s residence is B
Neutral
works_at
A works at B
A employed at B
Neutral
frequents
A frequents B
A visits B regularly
Neutral
owns
A owns B
A has property of B
Neutral
guards
A guards B
A protects location B
Positive
imprisoned_at
A imprisoned at B
A held captive at B
Hostile
born_at
A born at B
A’s birthplace is B
Neutral
died_at
A died at B
A’s death location is B
Neutral
Location relationship examples
Relationship
Example
Item -> located_at -> Dungeon
Where to find the item
NPC -> lives_at -> House
Character’s home
Bartender -> works_at -> Tavern
Employment location
Spy -> frequents -> Market
Regular observation post
Noble -> owns -> Estate
Property ownership
Sentinel -> guards -> Temple
Protective posting
Prisoner -> imprisoned_at -> Dungeon
Captivity
Hero -> born_at -> Village
Origin story
Victim -> died_at -> Bridge
Death location
Story relationships
Connect elements for narrative purposes.
Type
Direction
Description
Sentiment
part_of
A part of B
A component of B
Neutral
involves
A involves B
B participates in A
Neutral
leads_to
A leads to B
A connects or progresses to B
Neutral
contains
A contains B
B is inside A
Neutral
triggers
A triggers B
A causes B to happen
Neutral
Story relationship examples
Relationship
Example
Sub-quest -> part_of -> Main quest
Quest hierarchy
Campaign Marker -> involves -> NPC
Character tied to story
Clue -> leads_to -> Revelation
Investigation progress
Location -> contains -> Item
Where something is found
Event -> triggers -> Consequence
Cause and effect
Sentiment colors
Relationships are color-coded in the Connection Map:
Sentiment
Color
Types
Hostile
Red
enemy, rival, imprisoned_at
Negative
Orange
suspects, owes_debt
Friendly
Green
family, romantic
Positive
Blue
ally, friend, mentor, partner, protects, worships
Neutral
Gray
All others
You can override a relationship’s sentiment when the type’s default color doesn’t fit your story - set it in the relationship form, and the override is used everywhere the relationship appears.
Relationship properties
Strength
1-10 scale for intensity (defaults to 5):
1-3: Weak (acquaintances, minor) - thin edge on the map
When you add a relationship, the type dropdown only offers types that fit the two creation types you’re connecting - so you won’t see every type in every situation. The tables below are guidance for common pairings.
General guidelines
Situation
Use
Two characters who work together
ally
Two characters who oppose each other
enemy (open hostility) or rival (competitive - also Hostile)
Blood or marriage connection
family
Close personal bond
friend
Professional competition
rival
Love interest
romantic
Casual acquaintance
knows
Organization links
Situation
Use
NPC belongs to faction
Add the NPC to the faction’s member list (not a relationship)