Definitions
The core terms used throughout the documentation, from the top of the hierarchy down: World → Campaign → Article.
Worlds
A world is an optional grouping layer above campaigns. Group sequels, parallel stories, or spin-offs set in the same universe to get:
A unified article browse across all member campaigns
Automatic cross-campaign linking
A single entry point from the personal campaigns page
A campaign belongs to at most one world. The world is owned by a single user; campaign-level roles continue to govern access within each campaign. See Worlds.
Campaigns
A campaign is the primary container for content — the workspace for a specific game. It holds:
Articles, images, groups, and users
Visibility settings (public or hidden)
Status (active or inactive)
User roles (Creator, GameMaster, Player, Spectator)
Articles
Articles are the primary content objects. Each article:
Is written in Markdown with directives
Uses its first
#header as the titleMay carry a type, labels, and a unique key
Can belong to one or more trees
Has visibility controls (public, group-restricted, or author-only)
Tracks revisions and can hold notes
Images
Images are first-class objects with their own metadata: title, Markdown description, multiple size variants, optional markers (points of interest on maps), automatic gallery inclusion, and backlinks to referencing articles. See Images.
Groups
Groups are campaign-scoped user collections used for permissions — for example party or gm. They drive visibility restrictions on articles and secret blocks, and can be combined freely. See Secrets.
Trees
Trees are named hierarchies (such as "Characters", "Locations", or "Events"). Articles declare their place in a tree with a directive and can belong to several trees at once. See Navigation.
Notes
Notes are threaded plain-text comments attached to an article. They follow the article's visibility and are used for questions, clarifications, and collaboration. See Collaboration.