Entity types
Skryrún organizes world content into 15 typed entities. Each type has its own icon, structured fields, and behavior in session mode, the knowledge graph, and the player portal. Every entity also has a rich text article, visibility controls, tags, and a relationships panel regardless of type.
Full reference
| Type | Purpose | Typical uses |
|---|---|---|
| Location | Places and spaces in your world | Regions, cities, dungeons, taverns, planes of existence, districts, individual rooms |
| NPC | Named characters with personalities | Allies, villains, shopkeepers, monarchs, any creature with a name and a role |
| Faction | Organizations and groups | Guilds, governments, cults, mercenary companies, noble houses, religious institutions |
| Deity | Gods and divine entities | Pantheon members, dead gods, demigods, divine concepts |
| Monster | Combat-focused creatures | Enemy stat blocks, wildlife, unnamed combatants, creatures without individual identity |
| Item | Objects worth tracking | Artifacts, weapons, quest items, potions, cursed objects, heirlooms |
| Spell | Spells and magical abilities | Homebrew spells, unique abilities, ritual descriptions, world-specific magic |
| Event | Discrete moments in time | Battles, treaties, disasters, prophecies, festivals, historical turning points |
| Session | Individual game records | Auto-created when you start a session; logs what happened and which entities were involved |
| House Rule | Campaign-specific rules | Table agreements, homebrew mechanics, setting-specific rule changes |
| Encounter | Pre-built challenges | Saved combat setups, social encounters, exploration scenarios with tactics notes |
| Hook | Story leads | Plot threads, rumors, NPC requests, things the party might investigate |
| Secret | Hidden GM information | GM-only lore, character backstory twists, hidden connections, reveals |
| Clue | Discoverable evidence | Investigation trail items, physical evidence, overheard conversations, documents |
| Custom | Free-form | Anything that does not fit another type — currencies, languages, in-world institutions |
Notes on specific types
Location
Locations support nesting. A city can contain districts; a district can contain buildings; a building can contain rooms. The parent-child hierarchy appears in the sidebar and in the entity browser. Nesting is optional — use it when geography matters to navigation.
NPC vs. Monster
Both types support stat blocks. The distinction is conceptual: an NPC has a personality, a role in the world, and a full article. It appears in session mode's character panel and can have a secrets block, visibility controls, and a relationship web. A Monster is primarily a stat block — it exists to be encountered. If a creature has a name, a history, and recurring appearances, use NPC. If it exists to be fought, use Monster.
Faction
Factions use the subtype field to distinguish organizational forms. Common subtypes include guild, government, militia, religion, temple, holy_order, sect, criminal, and organization. Subtypes are used in filtering and appear as secondary labels on faction cards.
Deity
Deities are distinct from factions, even though a religion as an institution might be modeled as a Faction. A Deity represents the divine entity itself — its domains, its relationship to the pantheon, its history. A Temple or Holy Order that worships that deity is a Faction. The relationship between a deity and its religious faction can be an explicit labeled relationship.
Secret and Clue
These two types work together in investigation-heavy campaigns. Secrets are structural GM knowledge — they inform your GMing but are rarely revealed directly. Clues are evidence designed to be discovered. A clue starts at GM Only and flips to Party visibility when players find it. The investigation board (available in session mode) surfaces active clues and lets you draw connections between them.
Hook
Hooks are the plot threads you have not pulled yet. They exist separately from session notes so you can accumulate leads without cluttering the session log. In session mode, the hook list surfaces available hooks for the session you are running.
Session vs. Encounter
A Session is a retrospective record of a game that already happened. An Encounter is a prospective setup for a challenge that has not happened yet — or a reusable template. Sessions are auto-created when you start a session. Encounters are manually built in the encounter prep tool.
House Rule
House Rules are attached to a campaign, not to the world. They represent agreements and rulings specific to one play group. If you run multiple campaigns in the same world, each campaign maintains its own house rules independently.
Custom
Custom entities have no pre-defined fields beyond the shared ones (name, article, tags, visibility, relationships). Use them for in-world concepts that do not fit elsewhere: a language, a currency, a philosophical school of thought, a unique institution.
Subtypes
Every entity has an optional subtype field for more specific categorization within a type. Subtypes are freeform — type whatever fits your world. They appear as a secondary label on entity cards and can be used to filter the entity browser.
Examples:
- A Location with subtype
dungeon,city,wilderness, orplane - An NPC with subtype
villain,ally,merchant, orpatron - A Faction with subtype
religion,temple,holy_order,sect,militia, orguild - An Item with subtype
weapon,artifact,consumable, orvehicle
Custom type labels
Entity type names can be relabeled per world. If you want npc to display as "Character" or faction to display as "House," go to World Settings → Labels. Labels are cosmetic — the underlying type, behavior, and stat block format do not change.
See also
- Key concepts — the mental model behind entities and articles
- Visibility levels — controlling who sees each entity
- Keyboard shortcuts — moving between entities quickly