Guide sections

Relationship types

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).

TypeDescriptionSentiment
allyWorks together toward shared goalsPositive
enemyActively opposes, hostileHostile
familyRelated by blood or marriageFriendly
friendPersonal friendshipPositive
rivalCompetes againstHostile
romanticRomantic involvementFriendly
knowsAware of each other, acquaintedNeutral
partnerBusiness or adventure partnerPositive

General relationship examples

RelationshipExample
Mira -> ally -> AldricThey work together against the smugglers
Baron -> enemy -> DukeHouses at war
Kai -> family -> Elder MeiBrother and sister
Bartender -> friend -> RegularClose personal relationship
Guard Captain -> rival -> Thief BossCompeting for control
Prince -> romantic -> CommonerLove across class lines
Merchant -> knows -> DockworkerPassing acquaintance
Wizard -> partner -> FighterAdventuring together

Hierarchical relationships

One-way relationships that don’t automatically create reverse links.

TypeDirectionDescriptionSentiment
employerA employs BA gives work to BNeutral
employeeA works for BA employed by BNeutral
mentorA teaches BA guides B’s developmentPositive
studentA learns from BA receives teaching from BPositive
leaderA leads BA commands/directs BNeutral
servesA serves BA obeys/assists BNeutral
commandsA commands BA gives orders to BNeutral

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 -> BB -> employee -> A
A -> mentor -> BB -> student -> A
A -> commands -> BB -> serves -> A

Hierarchical relationship examples

RelationshipExample
Guild Master -> employer -> ApprenticeFormal employment
Wizard -> mentor -> ApprenticeTeaching relationship
Faction -> leader -> NPCNPC leads the faction
Knight -> serves -> NobleSworn service
Captain -> commands -> SoldiersMilitary command

Functional relationships

Specific relationship types for particular situations.

TypeDirectionDescriptionSentiment
protectsA protects BA guards or defends BPositive
suspectsA suspects BA distrusts or investigates BNegative
owes_debtA owes BA indebted to BNegative
createdA created BA made or built BNeutral
worshipsA worships BA reveres or follows BPositive

Functional relationship examples

RelationshipExample
Guard -> protects -> NobleBodyguard duty
Detective -> suspects -> MerchantUnder investigation
Gambler -> owes_debt -> Crime BossFinancial obligation
Artificer -> created -> Magic ItemCrafted the object
Cultist -> worships -> Dark GodReligious devotion

Location relationships

Connect creations to places.

TypeDirectionDescriptionSentiment
located_atA at BA found at location BNeutral
lives_atA lives at BA’s residence is BNeutral
works_atA works at BA employed at BNeutral
frequentsA frequents BA visits B regularlyNeutral
ownsA owns BA has property of BNeutral
guardsA guards BA protects location BPositive
imprisoned_atA imprisoned at BA held captive at BHostile
born_atA born at BA’s birthplace is BNeutral
died_atA died at BA’s death location is BNeutral

Location relationship examples

RelationshipExample
Item -> located_at -> DungeonWhere to find the item
NPC -> lives_at -> HouseCharacter’s home
Bartender -> works_at -> TavernEmployment location
Spy -> frequents -> MarketRegular observation post
Noble -> owns -> EstateProperty ownership
Sentinel -> guards -> TempleProtective posting
Prisoner -> imprisoned_at -> DungeonCaptivity
Hero -> born_at -> VillageOrigin story
Victim -> died_at -> BridgeDeath location

Story relationships

Connect elements for narrative purposes.

TypeDirectionDescriptionSentiment
part_ofA part of BA component of BNeutral
involvesA involves BB participates in ANeutral
leads_toA leads to BA connects or progresses to BNeutral
containsA contains BB is inside ANeutral
triggersA triggers BA causes B to happenNeutral

Story relationship examples

RelationshipExample
Sub-quest -> part_of -> Main questQuest hierarchy
Campaign Marker -> involves -> NPCCharacter tied to story
Clue -> leads_to -> RevelationInvestigation progress
Location -> contains -> ItemWhere something is found
Event -> triggers -> ConsequenceCause and effect

Sentiment colors

Relationships are color-coded in the Connection Map:

SentimentColorTypes
HostileRedenemy, rival, imprisoned_at
NegativeOrangesuspects, owes_debt
FriendlyGreenfamily, romantic
PositiveBlueally, friend, mentor, partner, protects, worships
NeutralGrayAll 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
  • 4-6: Moderate (friends, regular) - medium edge
  • 7-10: Strong (close allies, bitter rivals, blood bonds, sworn enemies) - thick edge

Description

Optional text explaining the relationship:

  • “They fought together in the war”
  • “She doesn’t know he’s been reporting to the Guild”
  • “Childhood friends grown apart”

Bidirectional

Whether the relationship applies both ways from a single link (no separate reverse row is created):

  • Bidirectional by default: ally, enemy, family, friend, rival, romantic, knows, partner
  • One-way: All others

Choosing relationship types

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

SituationUse
Two characters who work togetherally
Two characters who oppose each otherenemy (open hostility) or rival (competitive - also Hostile)
Blood or marriage connectionfamily
Close personal bondfriend
Professional competitionrival
Love interestromantic
Casual acquaintanceknows
SituationUse
NPC belongs to factionAdd the NPC to the faction’s member list (not a relationship)
NPC leads factionNPC -> leader -> Faction
NPC works for another NPCNPC -> employee -> Employer
SituationUse
Where NPC livesNPC -> lives_at -> Location
Where NPC worksNPC -> works_at -> Location
Where item is foundItem -> located_at -> Location

Story links

SituationUse
NPC is involved in a Campaign MarkerCampaign Marker -> involves -> NPC
Sub-quest is part of main questSub-quest -> part_of -> Main quest
One thing leads to anotherThing A -> leads_to -> Thing B