From a changing crown to a living world
The crowns decide. The kingdom carries the consequence.
Loading modelShared reign and world reference
Retain crowns, current world conditions and the next reign context.
Inputs
Durably committed world change.
Retained history available to later choices.
Transformation
Retain crowns, current world conditions and the next reign context.
Retained state and outputs
Reign identity and crown/role context.
Durable world/player assets differ from ephemeral coordination.
Constraints
Durable world and player state remain separate from temporary coordination.
Campaign grammar and role distributor
Constrain a royal choice into structured role-specific tasks.
Inputs
The Lantern Feast royal choice.
Current kingdom rules and reign identity.
Transformation
Constrain a royal choice into structured role-specific tasks.
Retained state and outputs
Permitted effects, economy limits and server-owned identity.
Distinct player roles and visible wicker stand-ins.
Constraints
The structured campaign follows declared world limits and identity rules.
Contribution work areas
Keep garden, bridge and market tasks independently in progress or complete.
Inputs
Separate garden, bridge and market responsibilities.
Independently supplied progress/completion for each identified task.
Transformation
Keep garden, bridge and market tasks independently in progress or complete.
Retained state and outputs
Garden remains unchanged until its completion.
Bridge completion is independent of the other tasks.
Market work and actual contribution event.
Constraints
A proposed task does not complete a garden, bridge or market contribution.
Settlement assembly
Commit actual completed consequences under the authoritative world rules.
Inputs
Only the actual completed branch with its task identity.
Server-owned settlement and economy rules.
Transformation
Commit actual completed consequences under the authoritative world rules.
Retained state and outputs
Proposed work and independent completion identity agree.
Pending, settled, refused and unavailable state remain distinct.
Constraints
Only the matching independently completed contribution can settle its consequence.
Chronicle and next-reign memory
Write from retained decisions/consequences and pass world history onward.
Inputs
Settled events, not generated descriptions of hoped-for events.
Transformation
Write from retained decisions/consequences and pass world history onward.
Retained state and outputs
Recorded events precede prose; player identity remains separate.
The next reign inherits actual settled state.
Constraints
Recorded events precede the story, and only settled state passes into the next reign.
Technical descriptionsInteractive model unavailable. The static illustration and descriptions remain available.
- Shared reign and world reference
- Retain crowns, current world conditions and the next reign context.
Technical data
Inputs
Durably committed world change.
Retained history available to later choices.
Transformation
Retain crowns, current world conditions and the next reign context.
Retained state and outputs
Reign identity and crown/role context.
Durable world/player assets differ from ephemeral coordination.
Constraints
Durable world and player state remain separate from temporary coordination.
- Campaign grammar and role distributor
- Constrain a royal choice into structured role-specific tasks.
Technical data
Inputs
The Lantern Feast royal choice.
Current kingdom rules and reign identity.
Transformation
Constrain a royal choice into structured role-specific tasks.
Retained state and outputs
Permitted effects, economy limits and server-owned identity.
Distinct player roles and visible wicker stand-ins.
Constraints
The structured campaign follows declared world limits and identity rules.
- Contribution work areas
- Keep garden, bridge and market tasks independently in progress or complete.
Technical data
Inputs
Separate garden, bridge and market responsibilities.
Independently supplied progress/completion for each identified task.
Transformation
Keep garden, bridge and market tasks independently in progress or complete.
Retained state and outputs
Garden remains unchanged until its completion.
Bridge completion is independent of the other tasks.
Market work and actual contribution event.
Constraints
A proposed task does not complete a garden, bridge or market contribution.
- Settlement assembly
- Commit actual completed consequences under the authoritative world rules.
Technical data
Inputs
Only the actual completed branch with its task identity.
Server-owned settlement and economy rules.
Transformation
Commit actual completed consequences under the authoritative world rules.
Retained state and outputs
Proposed work and independent completion identity agree.
Pending, settled, refused and unavailable state remain distinct.
Constraints
Only the matching independently completed contribution can settle its consequence.
- Chronicle and next-reign memory
- Write from retained decisions/consequences and pass world history onward.
Technical data
Inputs
Settled events, not generated descriptions of hoped-for events.
Transformation
Write from retained decisions/consequences and pass world history onward.
Retained state and outputs
Recorded events precede prose; player identity remains separate.
The next reign inherits actual settled state.
Constraints
Recorded events precede the story, and only settled state passes into the next reign.
An illustrative game design: completed contributions change the world and enter its history.
Additional mechanisms are described in the technical reference.
A royal choice reaches the roles.
An illustrative day in Everbloom’s shared-world design.
A royal choice
The King and Queen choose to prepare a festival. The campaign gives the decision a form that can be validated within the world’s rules.
Work reaches the roles
The decision cascades through responsibilities. Players take part in the work; wicker NPCs keep unclaimed roles present.
A shared consequence becomes history.
Completed work becomes a durable consequence in the kingdom. The shared state distinguishes pending tasks from settled changes across servers.
The world changes
Completed work becomes a durable consequence in the kingdom. The shared state distinguishes pending tasks from settled changes across servers.
The Chronicle remembers
Recorded decisions become the basis of the day’s account. The next reign inherits both the state and the history of the kingdom it will govern.
Within the Naevum ecosystem.
Technical referenceFurther context
What could these mechanisms make possible for you?
Discuss a living world