Worlds
A World groups campaigns owned by the same person into a shared universe. It is the top of the hierarchy: World → Campaign → Article.
A sequel or a parallel story set in the same world should share lore with what came before it, without merging into one bloated campaign. Worlds are that grouping.
Each campaign keeps its own members, roles and content; the world adds the grouping.
Setting Up a World
On the Your campaigns page, click New world and name it. The world appears as a section header above its campaigns.
In the world's Settings, pick from your unaffiliated campaigns. Only campaigns you own as Creator can join, and a campaign belongs to at most one world.
Removing a campaign, or deleting the whole world, leaves every campaign intact. Only the grouping changes.
World Browse
Browse world, reached from a campaign or by opening the world directly, shows the articles of every campaign you can read in one view. All four navigation modes work here; trees defined per campaign are shown combined, and cross-campaign relations appear as graph edges.
Every article card wears a coloured campaign badge, and a campaign's colour is always the same one.
World browse respects campaign visibility. A hidden campaign appears only to its members; a public one is visible to anyone with the world link.
Cross-Campaign Relations
A world widens the relations a save records, not the links in your text: saving an article in a member campaign records relations for titles, their comma-separated parts, and aliases across all the world's campaigns.
In the Greymarch world, The Salt Road contains the article "Anvilcairn". When a Winter War article about Hew Ironward mentions Anvilcairn and is saved, a relation to that Salt Road article is recorded, so Anvilcairn lists the mention among its backlinks and the graph draws the edge.
Inside the article's own text, only same-campaign names become links. A link you write by hand to another campaign's article works, and is drawn with a dashed underline to signal it leaves the current campaign. Cross-campaign relations follow the same visibility rules as local ones: a restricted target stays invisible to readers who don't satisfy its restrictions.
Article Key Clashes
Keys are per-campaign, so two campaigns may use the same key independently. Both The Salt Road and The Winter War keep an article keyed greyfang: Halden's knife in one, Mira's in the other. Each of the two articles shows a dismissible banner:
The banner is informational only: nothing is merged or overridden.
What Worlds Do Not Do
A world is only the grouping. Articles in different campaigns stay distinct, with no shared "world article", and changing an article in one campaign never modifies another. Permissions do not widen either: the world owner controls which campaigns belong, and each campaign's roles govern all reading and writing inside it.
Use Cases
Sequels. The Winter War picks up the finished Salt Road's lore, and players browse both stories as one history.
Parallel tables. Two groups play in the same setting, and their overlapping NPCs, locations and factions connect automatically.
Shared universe. World browse and the graph show where a GM's arcs share canon and where they diverge.