Ethernalis Systems Reference

World Map and Quests

Dungeons are journeys within a larger region of roads, settlements, rumours, and unfinished promises.
Travel, discovery, quests, and remembered knowledge
Region Map·Fast Travel·Journal·Quests
I
The Wider Region

Reading the World Map

The region map records terrain, rivers, settlements, quest sites, and discovered places. It is separate from the map used inside a dungeon.

Starting Place

A new character chooses a starting location. That point establishes the first expedition and becomes part of the character's region history.

Hidden Places

Historical beasts and artifacts can exist before their markers are known. Loyal NPCs and other discoveries can reveal where to look.

Dungeon Links

Travelling through an external exit can create a new connected destination. Returning through that link leads back to the same place.


II
Provisioned Distance

Travel and Rations

Travel range begins at thirty and increases by thirty for each food ration carried. Water and impassable terrain can still block an otherwise reachable destination.

Choose a Destination

External exits open the region map. A destination must be within range and on traversable ground.

Destination Character

The terrain or settlement at the destination influences the kind of dungeon, settlement, or wilderness area created there.

Prepare the Journey

Rations extend reach. A longer route can open valuable places but also separates the expedition from known supplies and shelter.


III
Promises and Knowledge

Quests and the Journal

Quests provide direction, but progress is often discovered through conversation, events, and actions rather than a single marked objective.

QST
Quest

The Expedition

A quest establishes a destination, title, scale, and story. Its events can appear within the dungeon it creates.

JRN
Journal

Remembered Knowledge

The journal records accepted work, revealed locations, and useful facts learned from the world.

EVT
Event

Choices and Consequences

Events present choices. Requirements, possessions, prior knowledge, and earlier decisions can change which options are available.


IV
When the World Is Ready

Timelines and History Encounters

Some consequences wait for time to pass. Others wait for a specific action, place, object, or discovery.

Delayed Consequences

Timelines can wait for turns or watch for a particular act before opening the next event.

Region History

The generated history of the region can place notable beasts and artifacts near later expeditions.

Knowledge Reveals

Learning where a hidden site lies makes its marker visible. The site already existed; the character now knows where to seek it.

Read Timelines People and Quests The Card-Dungeon