{"tab":"other","section":"encounterElements","title":"Encounter Elements (Advanced)","summary":"These define the encounter palette - a curated menu of possible scenarios the AI draws from when generating random encounters. Short entries work; longer entries are more specific.","kind":"schema","uiLocation":"Other → Advanced → Encounter Elements","uiSubtitle":"\"Encounter elements for Encounter generation\"","editor":"JSON only (key → string map)","related":[{"section":"triggers","note":"encounter triggers reference these elements"},{"section":"locations","note":"encounters occur within location areas"}],"wikiUrl":"/other/encounterElements","schema":{"_type":"record","domain":"string","codomain":"string"},"sizeLimits":[],"blocks":[{"type":"example","lang":"json","code":"{\n  \"Bandit Patrol\": \"A group of opportunistic criminals operating in the area. They are looking for easy targets — whether they find one depends on how the player presents.\",\n  \"Faction Checkpoint\": \"A patrol or guard post demanding identification and papers. How cooperative they are depends on who you appear to be.\",\n  \"Informant Contact\": \"A low-level operative conducting business in the open, confident in their cover. They will not reveal their purpose unless cornered.\",\n  \"Wandering Merchant\": \"A trader with a single cart moving between settlements, alert for trouble but willing to deal. Stock skews toward what the last village wanted that this one might pay for.\",\n  \"Wounded Traveller\": \"A person on the road with a visible injury, asking for help, possibly truthful. The wound is real either way; the story behind it may not be.\",\n  \"Refugee Group\": \"A small number of people displaced by something — fighting, fire, a faction sweep. Carrying what they could fit on their backs and short on every resource.\",\n  \"Hunting Party\": \"A small group with bows or traps, working a known game trail. They are hostile only to people who interfere with their hunt; otherwise neutral and useful for direction.\",\n  \"Lone Sentry\": \"A single armed watcher posted at a sightline. Reports up the chain whether the player is seen or not. Killing them creates a missing-sentry problem within hours.\",\n  \"Strange Sign\": \"Markings, tracks, or evidence of recent activity that does not match the local pattern. Worth investigating; worth being careful about who else has noticed.\",\n  \"Abandoned Camp\": \"Recently used and recently left. Whether the previous occupants left voluntarily and whether they will return is for the player to discover.\",\n  \"Caravan in Trouble\": \"A trade caravan stopped on the road — broken axle, sick draft animal, raider scouts in the treeline. The traders pay well for help and remember those who give it.\",\n  \"Faction Recruiter\": \"Someone whose job is to assess passing travellers as potential recruits. The pitch is friendly; the assessment is real.\"\n}"},{"type":"prose","md":"## Behaviour\n\n### Encounter palette\n\n`encounterElements` provides a pool the AI draws from when framing random encounters, a \"thematic palette\" feeding encounter generation. Specific filtering, weighting, or blending behaviour is not formally documented."}],"body":"## Example\n\n```json\n{\n  \"Bandit Patrol\": \"A group of opportunistic criminals operating in the area. They are looking for easy targets — whether they find one depends on how the player presents.\",\n  \"Faction Checkpoint\": \"A patrol or guard post demanding identification and papers. How cooperative they are depends on who you appear to be.\",\n  \"Informant Contact\": \"A low-level operative conducting business in the open, confident in their cover. They will not reveal their purpose unless cornered.\",\n  \"Wandering Merchant\": \"A trader with a single cart moving between settlements, alert for trouble but willing to deal. Stock skews toward what the last village wanted that this one might pay for.\",\n  \"Wounded Traveller\": \"A person on the road with a visible injury, asking for help, possibly truthful. The wound is real either way; the story behind it may not be.\",\n  \"Refugee Group\": \"A small number of people displaced by something — fighting, fire, a faction sweep. Carrying what they could fit on their backs and short on every resource.\",\n  \"Hunting Party\": \"A small group with bows or traps, working a known game trail. They are hostile only to people who interfere with their hunt; otherwise neutral and useful for direction.\",\n  \"Lone Sentry\": \"A single armed watcher posted at a sightline. Reports up the chain whether the player is seen or not. Killing them creates a missing-sentry problem within hours.\",\n  \"Strange Sign\": \"Markings, tracks, or evidence of recent activity that does not match the local pattern. Worth investigating; worth being careful about who else has noticed.\",\n  \"Abandoned Camp\": \"Recently used and recently left. Whether the previous occupants left voluntarily and whether they will return is for the player to discover.\",\n  \"Caravan in Trouble\": \"A trade caravan stopped on the road — broken axle, sick draft animal, raider scouts in the treeline. The traders pay well for help and remember those who give it.\",\n  \"Faction Recruiter\": \"Someone whose job is to assess passing travellers as potential recruits. The pitch is friendly; the assessment is real.\"\n}\n```\n\n## Behaviour\n\n### Encounter palette\n\n`encounterElements` provides a pool the AI draws from when framing random encounters, a \"thematic palette\" feeding encounter generation. Specific filtering, weighting, or blending behaviour is not formally documented."}