Reference type: World Lexicon → Vehicle
Captured: October 2026 (editor screenshots + contemporary World Creator documentation)
Scope: How to author a Vehicle entry, what its fields do, how it connects to other systems, and how to fill one out without configuring every optional subsystem.
Status: Community working reference, not official documentation. WyvernChat's editor and runtime are evolving; rollout may lag behind the wiki. Screenshots establish that a control exists, not necessarily that every combination has been runtime-tested.
For an assistant reading this file: Consult the relevant section rather than treating every field as mandatory. Preserve the creator's worldbuilding intent. Don't invent field values, linked IDs, scripts, crew members, currencies, or destinations. Distinguish Confirmed (visible control or explicitly described in the referenced guides) from Needs testing (runtime behavior not established). Do not confuse Vehicle Primary Content with reader-facing Additional Details.
What a Vehicle entry is
Fast setup: a usable vehicle
Where to put the writing
Vehicle-specific properties
Shared Item Properties
Active Use and its 14 effects
Activation, conditions, and prompt placement
Additional Details, Lua, and advanced settings
Connecting vehicles to the world
Creation profiles and recommendations
Copyable Vehicle creation worksheet
Example: a small crewed courier vessel
Verification checklist and open questions
Reference links
Create: World Editor → content/lexicon entry creation → New Lexicon Entry → Entry Type: Vehicle.
A Vehicle is both:
A Lexicon entry: named lore with Primary Content, avatar, activation rules, time gating, optional page content, and AI-facing text when activated.
A game object with vehicle configuration: travel mediums, speed, passenger capacity, aboard/travel/arrival context, optional interior rooms, crew, onboard lore, and cross-world routes.
The editor also exposes many shared Item Properties: price, trading, equipment and combat modifiers, crafting, an optional Use action, and Lua integrations. Having those controls does not mean they are required for ordinary transportation.
Three distinctions matter:
Having a vehicle ≠ being aboard it. A party can own or borrow a vessel in its inventory and must board it separately. The companion inventory documentation explicitly distinguishes ownership/access from boarding.
Vehicle's Crew pool ≠ party membership. The crew pool governs candidate scene participants and associated character context, not inventory ownership or automatic addition to the player's persistent party.
Lexicon availability ≠ automatic injection. Global Entry generally makes lore eligible for worldwide activation; Always Active/Constant forces eligible content without a keyword. Contextual vehicle injections may use additional mechanisms; do not assume the ordinary global keyword rules are identical to aboard context rules.
Required in the editor: An asterisk was visible beside the field label.
Usually useful: A practical recommendation, not a platform requirement.
Optional/integration: Relevant only when that subsystem is used.
Needs testing: A field exists but the screenshots/guides don't establish its exact runtime semantics.
For a simple cart, motorcycle, boat, or shuttle, start here. Do not fill out every shared Item field.
Create an entry and select Vehicle.
Enter **Entry Name*** and **Primary Content***. Write a self-contained description that identifies the vehicle by name; the name field is not guaranteed to appear in injected lore on its own.
Choose the Travel Medium(s) it supports: land, air, water, space, time, omniversal.
Set Speed Multiplier (the guide describes 1.0 as normal speed) and Capacity (maximum party size that fits aboard).
Add a concise Vehicle Description for being aboard. Add Travel Description and Arrival Description if the journey itself should have atmosphere.
Decide how the party obtains access: inventory, a starting supply, a gift, or a companion's loan. Board via party inventory; simply owning the vehicle does not place the party aboard.
If your world uses defined Travel routes, check that their Required Mediums are compatible. For cross-world travel, configure World Routes and confirm the world's Ships feature is available/enabled.
Test boarding, passenger capacity, available destinations, travel time, arrival context, and disembarking in an actual world chat.
You can stop here. Rooms, crew, onboard lore, shops, item effects, Lua, pages, and advanced keyword logic are all expansions, not steps required for every vehicle.
There are several distinct text surfaces. Avoid writing one enormous description into all of them.
Field
Audience / when used
Best contents
**Primary Content***
AI-facing Lexicon lore when the entry activates
Vehicle identity, construction, purpose, recognizable features, ownership context if stable, important capabilities/limits
Vehicle Description
AI context while aboard
Interior/physical layout, sensory details, habitual onboard activity, operational atmosphere
Travel Description
AI context in transit
Motion, environmental changes, journey-specific sensory texture, normal travel conditions
Arrival Description
AI context on arrival
Approach and docking/landing/arrival procedure; phrased so it doesn't dictate a specific destination unless warranted
Final Instructions
Special final rules while aboard
Vehicle-specific scene behavior and restrictions; see replacement warning below
Room description
Optional text for an individual onboard room
Details that distinguish that room from the whole vessel
World Route flavor text
Optional text on a specific cross-world route
What distinguishes this journey or connection
Additional Details → Page Content / Sections
Reader-facing separate page, not part of the normal AI prompt
Extended technical specs, history, deck plans, documents, charts, optional lore dumps
Personal Notes
Private creator reference
Implementation notes, TODOs, test results, unfinished connections
Critical caution — Final Instructions: The editor explicitly says “override while aboard”, and its example says the vehicle overrides the world's Final Instructions. Treat this as a replacement risk, not guaranteed additive stacking. Avoid relying on global rules continuing unchanged until prompt assembly confirms the actual precedence. If essential world rules must remain in force, test how to preserve them before using this field.
World time shortcut: The Insert world time button is a content-editor convenience; it does not itself configure vehicle travel or time travel.
Field
UI / supported meaning
Notes
Travel Mediums
Multi-select: Land, Air, Water, Space, Time, Omniversal
Multiple mediums can be selected. Exact semantics for Time and Omniversal need runtime testing.
Speed Multiplier
Numeric multiplier to travel speed/time
Existing Items guide: 1.0 normal, 2.0 half the journey time, 0.5 double the time. Formula for all route classes still worth testing.
Capacity
Maximum party size permitted aboard
Count/edge cases (persona, companions, crew) should be tested.
Vehicle Description
“Injected when aboard”
Scene context, not the same as general Primary Content.
Travel Description
“Injected in transit”
Don't assume its persistence beyond the transit phase.
Arrival Description
“Injected on arrival”
Don't assume exact duration in prompt without a test.
Final Instructions
“Override while aboard”
Potentially overrides the world's Final Instructions; exercise care.
Editor label: Locations Aboard (rooms the party can move between).
Click + Add Room to create each room with:
Room name (e.g., Bridge, Captain's Quarters, Engine Room).
Optional description (short room-specific context).
A delete/remove action for the row.
Multiple rooms are supported. These are lightweight onboard rooms, not automatically equivalent to full World Locations with independent marketplaces, character pools, or scenario settings. Don't invent such controls when only name + optional description are visible.
Authoring tip: Use distinct rooms only when navigation between them is interesting. A one-seat motorbike doesn't need a cargo hold, unless that's the joke.
Editor label: Crew (appear when the party is aboard) → + Add Character.
Select existing World Characters (multiple entries supported).
Editor helper text: characters in the pool are candidates at the start of chat; the AI selects based on weight when initializing a session. During a session, characters in the pool can also contribute lore when triggered by keywords.
A fully authored World Character is still a fully authored character regardless of how often the selection system includes them. Participation weight is not authoring depth.
Crew assignment is not an ownership grant or a loan mechanism.
Needs testing: How/where crew weight is edited in this specific UI and how the pool behaves when boarding mid-session rather than starting a chat aboard.
Editor label: Lexicon Entries (lore that loads while aboard) → + Add Lore Entry.
Select one or more existing Lexicon entries. Useful for safety notices, shipboard culture, local legends, cargo rules, operating procedures, and atmospherics.
Needs testing: Whether a linked entry injects immediately upon boarding or merely becomes eligible for keyword/regex activation. The general Lexicon guide states that Included Lexicon often means eligible for scanning and requires a keyword/regex or Constant; the wording “lore that loads while aboard” is not sufficient proof that vehicles use exactly the same rules.
Editor label: World Routes (Ships feature — cross-world travel) → + Add Route.
Each route has these visible controls:
Control
UI details / meaning
To world
Destination world selector, shown listing creator-accessible worlds
Arrival location id
Optional text ID; blank = destination world's default
Numeric field
Unlabeled in the captured view; example 1 — meaning unverified
Route travel mediums
Per-route selection among Land, Air, Water, Space, Time, Omniversal
Optional route flavor text
Description associated with that cross-world route
Add/remove
Multiple destinations supported; routes can be removed
An existing Items guide states World Routes appear only when the world's Ships feature is enabled. Verify that setting in the running editor if the panel is missing.
Do not assume cross-world travel automatically carries all companion inventories, relationships, current rooms, or permissions unchanged; or that a return route exists; or that the route's unlabeled 1 is a duration. Those behaviors weren't established by the screenshots.
World Editor → Travel controls routes between Locations within a World. The published travel guide describes:
From / To, Bidirectional, Travel Time (in-world hours), optional Distance, Required Mediums, descriptions/hazards, requirements, and Hidden.
Routes can demand a compatible vehicle medium.
Parent/child World Locations have implicit instant travel between them; that's not the same as Vehicle “Locations Aboard”.
Free Travel can bypass authored route restrictions, including vehicle requirements, so don't use it if route gating is a hard design requirement.
For cross-world destinations, use the Vehicle's World Routes system, not an ordinary within-world Travel route.
These appear in the Vehicle entry editor before Vehicle Properties. They are common item/equipment mechanics, not automatically required for a vehicle.
Field
What the UI says / supports
When relevant
Sale price (what shops charge)
Price used for stocking/selling in a Location marketplace; blank if not for sale
Purchasable vehicles
Buy-back rate (%)
Merchant resale rate; blank uses world default
Tradable vehicles
Stackable
Checkbox
Usually off for singular vehicles
Consumable
Checkbox
Usually off for transport
Tradeable
Checkbox
On if normal trade should be possible; consider Key Item restrictions
Max Stack
Quantity limit, e.g. Unlimited
Inventory stacking
Weight
Optional number
Encumbrance systems, if used
Equip Slot
Freeform slot text, e.g. weapon/armor/ring
Equipment, not normal boarding
Rarity
Freeform label such as Common/Rare/Legendary
Cataloging, loot presentation
Key Item
UI: “cannot be consumed, sold, or dropped”
Important/quest vehicles
Teaches Move
Selects an existing Move Lexicon entry
A specialized teaching item effect
Flags
Repeatable key: value pairs (examples badge: true, badge_number: 1)
Game logic recognized by systems/scripts
Key Item vs Tradeable: The flags can appear simultaneously in the UI. The Key Item label indicates sale/drop restrictions; don't assume Tradeable overrides those restrictions. Test conflicts if significant.
Flags are not magic: Arbitrary key/value pairs need a system or script that reads them. badge: true is a documented recognized example for creature-obedience badge behavior; a made-up flag has no guaranteed automatic effect.
The following fields are visible in Vehicle Item Properties:
Field(s)
Purpose / caveat
Base Damage; Damage Type; Armor Value
Combat/equipment attributes
Health Added; MP Cost; MP Restore; Capture Rate Bonus
General RPG/item attributes
Revive HP %; Revive
Revival-related attributes
Crit Chance Modifier; Crit Damage Modifier
Critical strike modifiers; placeholder examples 0.05 = +5% and 1.5 = +50%
Consumed when this equip-time effect triggers
Equip-time consumption toggle; exact triggering semantics require testing
Special Effect (free text)
Descriptive effect not covered by structured fields; not proof of automatic mechanical execution
Stat Modifiers (while equipped)
STR, PER, END, CHA, INT, AGI, LCK numeric modifiers (available stats may reflect world setup)
Applied Status Effects (gained while equipped)
Statuses applied to equipped user
Target Status Effects (on-hit chance, for weapons)
Repeatable target status name + chance
Crafting Recipe
Repeatable ingredient Item Lexicon reference + quantity
A vehicle existing in inventory or being boarded does not prove that it counts as “equipped” for equipment effects. Verify equip/boarding interactions before relying on these modifiers for a vehicle.
Important: Active Use is a shared item function, not the same as boarding or operating a vehicle. Turn it on only if this vehicle should have an explicit Use interaction beyond transportation.
Field
Visible options / behavior
Usable
Toggle enabling inventory Use button and >use
Target
No target, The player, A party creature, A character, An enemy in battle, Any
Usable In
Anytime, Only in battle, Only outside battle
After successful use
Optional World Lua script; runs after configured effects succeed
Narrate (AI story beat when used)
When on, the successful result also becomes AI narration context
Consume on use
Checkbox
Effects
Repeatable, run in order, allowing several effects on one use action
The editor describes after-use Lua as reading data.event.item, data.event.instance, data.event.target, and data.event.result; it runs after the effects with updated inventory. It can return text (up to 8,000 characters) shown in the Actions panel. With Narrate on, the AI also receives that result. If the script fails, the use is not saved. Blank/non-text returns keep the normal effect summary. A script-only use should include a Narration only effect. StoryEngine “item used” rules can run afterward.
Current explicit command syntax: >use player <target> <item> (place native actions at the end of a message). Older guides use implicit syntax such as >use <item> on <target>; the October 2026 Inline Chat Commands guide says that older actor-implicit grammar was replaced. Runtime availability may follow rollout.
Effect option
Intended operation
Extra configuration
Heal (HP)
Restore a fixed HP amount
Example field: amount 20
Heal % of max HP
Restore a proportion of maximum HP
Per-effect values not captured
Revive
Revive a defeated target
Per-effect values not captured
Restore energy / MP
Replenish MP/energy
Per-effect values not captured
Apply a status
Add a status effect
Per-effect values not captured
Cure a status
Remove a status effect
Per-effect values not captured
Buff a stat
Modify a stat
Per-effect values not captured
Teach a move
Teach a Move
Needs an applicable Move entry
Evolve
Evolve a creature
Requires creature/evolution support
Deal damage
Inflict damage
Per-effect values not captured
Shift a relationship
Change relationship state
Requires relevant relationship setup
Give / take currency
Add or subtract currency
Example: currency picker + amount 10
Set a flag
Set game/party state flag
Exact configuration not captured
Narration only
Story event without one of the listed conventional effects
Useful for script-only items
Confirmed: Multiple effects can be stacked and run in the displayed order. Not yet documented: All subordinate input fields or whether every effect applies meaningfully to each of the six target modes. Do not assume untested combinations work.
All of these are shared Lexicon settings. They determine when normal lexicon content can activate; don't confuse them with the vehicle's specially injected aboard descriptions.
Field
Behavior
Lexicon entry ID
Assigned ID with convenient Copy ID button; useful for references, scripts, and linkages
Highlight keywords
Toggles reader-facing keyword highlighting when the reader enables it; does not change AI activation
Search & Replace
Editor convenience
Avatar
Upload, Gallery, My Uploads, As Record (purpose of As Record not yet established)
**Entry Name***
Required name for the record
Entry Type
Vehicle
Priority
Numeric field near name/type; separate from Priority Level prompt placement below
Global Entry
Makes entry available to world-wide activation; not the same as unconditionally injecting it
Primary Keywords: terms that can activate the entry when scanning eligible chat.
Secondary Keywords: additional requirements/exclusions combined using Keyword Logic.
Keyword Logic options shown: AND ANY, AND ALL, NOT ALL, NOT ANY. These govern the secondary-key relationship to the primary match, not four distinct ways of scanning unrelated entries.
Case Sensitive toggle.
Whole Words Only toggle; applies to plain keywords, not regex boundaries.
Add one or more regex patterns (no surrounding /.../ delimiters).
A match by any pattern can activate the entry independently of primary/secondary keyword matching.
Regex still obeys other restrictions: scope, enabled state, dates, party gates, activation chance, and prompt budget.
Case Sensitive applies to regex. Include your own boundaries; Whole Words Only does not provide boundaries to regex.
Example: \bdoors?\b matches door and doors.
Start Position (optional toggle) and End Position (optional toggle), with calendar date inputs.
Recurring Activation: None, Calendar (month/day range), Hour Cycle (repeating interval).
Leave restrictions off unless the vehicle should exist only in a particular era or recurring window.
Editor label: “Gate this entry on which WorldCharacters are currently in the party.”
Add repeatable conditions: Has ANY of, Has ALL of, Has NONE of selected World Characters.
Combine condition rows using AND (all must pass) or OR (any must pass).
This checks persistent party membership, not simply anyone physically present in the current scene or in a location/vehicle crew pool.
Example: AND → Has ANY of: Sherlock + Has NONE of: Margret: eligible when Sherlock is in the player's party and Margret isn't, subject to normal activation gates.
It does not create boarding restrictions. It governs this Lexicon entry's activation.
Setup
Result in the general Lexicon system
Global Entry ON
Can be activated by keys/regex from anywhere, subject to gates
Global OFF
Needs inclusion by relevant Location/Environment/Scenario before keyword/regex activation is eligible
Included Lexicon
Makes scoped entry eligible; does not by itself force injection
Always Active / Constant ON
Activates an eligible entry without a primary-key match; other gates and budget still apply
Always Active + empty Primary Keys + NOT ANY/NOT ALL secondary keys
Can behave like a constant entry with suppression exceptions
Show as Separate Page: readers may open the entry as a dedicated page.
Page Content (Markdown): longform reader-facing reference.
Structured Sections: add repeatable sections with Section Title, Order, Content (Markdown), and Collapsed by Default.
Good for technical schematics, detailed history, deck charts, operating manuals, in-world advertisements, and long background notes.
The creator reports that Additional Details are not placed in the normal AI context. Keep AI-essential rules in AI-facing fields.
The wider Pages system may provide additional functions beyond this editor panel; this guide does not attempt to document them.
Select an existing World Lua script (or No callback).
Updated Lexicon documentation distinguishes before inclusion and after inclusion callbacks:
Before inclusion: return false to suppress, a string to replace text for this generation, or nil to keep it. A state change here can occur even if the entry later fails the prompt-budget check.
After inclusion: fires after the entry was admitted to the prompt; return text is ignored; appropriate when state changes should track inclusion.
Scripts receive entry/phase information through commandData.entry and commandData.phase; debug in Debug Panel → Lua Console → Lexicon.
This is separate from an Active Use → After successful use Lua script.
Needs testing: Exact pre/post callback selection UX within the screenshot's single Lua activation callback dropdown.
Field
Purpose
Priority Level
Prompt placement; captured choice Before Core Prompt. The guide also describes Before Char, After Char, and In Chat placement modes. Confirm the current menu labels before mapping them one-to-one.
Activation Chance (%)
Probability of firing when otherwise eligible; example 100
Message Delay
Minimum messages before entry may activate; 0 means no delay
Sticky
Additional messages entry remains active after a match; 0 off
Cooldown
Blocks reactivation for N messages after deactivation; 0 off
Chat History Override
Optional entry-specific scan depth replacing world default
Personal Notes
Private notes visible to the creator
Active Entry
Enables/disables entry activation
Always Active
Constant activation without matching primary keywords (subject to gates)
Scan Alias Information for Keywords
Toggle visible; exact scanned aliases and behavior not verified
The contemporary Companions, NPC Combat and Loot documentation describes placing a Vehicle lexicon entry in a World Character's Default Inventory:
Gift: permanent, once-per-character-per-party contribution; remains when companion leaves and isn't granted again on rejoining.
Lend while present: remains associated with companion ownership; party access ends on departure/world change, returning when companion rejoins. Loans cannot be sold, gifted, consumed, or treated as party-owned property.
Disembark before removing the owner of a borrowed vehicle.
The character's crew pool and the vehicle's onboard crew pool are not a substitute for inventory access.
Board from party inventory after receiving access. A grant is not automatic boarding.
Needs testing: Exact UI and behavior for other initial ownership/discovery paths in the current rollout.
Goal
Other system/setup
A simple vehicle used for local travel
Vehicle Lexicon + locations/travel as appropriate
A shop selling it
Currency + Location Marketplace + item sale settings
A companion sharing it
World Character Default Inventory → Gift or Lend while present
Crew members
Existing fully authored World Characters
Special lore aboard
Existing Lexicon entries + onboard linkages
A vehicle-only action
Inventory/Items usable configuration; effects and optionally Lua
A magical combat vehicle
Combat/RPG stats/status definitions, as applicable; test equip vs board
A cross-world vessel
Ships feature, destination Worlds, Vehicle World Routes
Move-teaching interaction
Existing Move Lexicon entry and compatible creature/move setup
Craftable transport
Existing ingredient Item entries and a valid crafting system
These are authoring presets, not editor presets. They help choose which settings matter.
Profile
Prioritize
Usually skip
Simple conveyance — bicycle, horse, car
Name, Primary Content, medium, speed, capacity, basic onboard text, access method
Crew, rooms, item effects, crafting, Lua, cross-world routes
Crewed mobile location — ship, train, airship
Above + room list, crew, aboard lore, separate transit and arrival descriptions
Combat effects unless the story actually uses them
Interworld transport — portal ship, time vessel
Above + Ships feature, per-world routes, medium selection, destination IDs, clear narrative constraints
Arbitrary rules that contradict actual engine route permissions
Interactive magical vehicle — healing wagon, enchanted cruiser
Above + Active Use, explicit targets, effects, Lua, optional flags
Everything unrelated to its designed action
Commercial vehicle — ferry, purchasable car
Price, tradeability, currency, stock at marketplace, capacity, travel routes
RPG item effects unless relevant
Practical standards:
Choose the simplest working set of mechanics for the vehicle's fiction.
Let the world editor control what loads, rather than shortening crew World Character profiles because they're considered secondary.
Store essential AI facts in prompt-facing fields; put extensive optional reference material in Additional Details.
Prefer linked records/IDs over writing duplicated definitions by hand. Verify the linked record exists in the destination world.
Don't claim that choosing Time/Omniversal automatically configures temporal jumps or cross-world continuity without testing actual routes.
Copy this into a working note when inventing a vehicle. Anything tagged optional can be skipped. This is an authoring worksheet, not a literal import schema.
# VEHICLE: [Display name]
## Identity / purpose
- World: [world]
- Entry Type: Vehicle
- Entry Name*: [name]
- Entry ID: [copy after saving; don't invent]
- Role: [transport / mobile base / public transit / commercial / special]
- Ownership / access plan: [party owns / gift / companion loan / marketplace / other]
- Avatar: [image / none]
## AI-facing lore
**Primary Content***:
[Self-contained facts about the named vehicle: what it is, what makes it
recognizable, its normal role, and any essential constraints.]
**Vehicle Description (while aboard)**:
[Interior, layout, sound, physical atmosphere, normal onboard activity.]
**Travel Description (in transit)**:
[Motion, sounds, travel conditions; keep destination-neutral unless needed.]
**Arrival Description (on arrival)**:
[Docking / landing / stopping / portal exit context.]
**Final Instructions (while aboard; potential override)**:
[Leave blank unless required; verify inheritance/replacement before use.]
## Actual transport mechanics
- Travel Mediums: [land / air / water / space / time / omniversal]
- Speed Multiplier: [e.g. 1.0]
- Capacity: [maximum party size]
- Compatible within-world routes: [name / link / not configured]
## Rooms aboard (optional)
- [Room name] — [optional room description]
- [Room name] — [optional room description]
## Crew (optional; link existing World Characters)
- [Character ID/name] — [role; pool/weight notes if applicable]
- [Character ID/name] — [role]
## Onboard lore (optional; link Lexicon entries)
- [Lexicon entry ID/name] — [why needed aboard]
## Cross-world routes (optional; requires Ships feature)
- Destination World: [choose existing world]
Arrival Location ID: [existing ID or blank for default]
Route Medium(s): [selected values]
Numeric field: [confirm what field means before filling]
Route Flavor Text: [optional]
- Destination World: [...]
## Standard Item / economy (optional)
- Sale Price: [blank if not for sale]
- Buy-back Rate: [blank = world default]
- Tradeable: [yes/no]
- Key Item: [yes/no]
- Stackable / Max Stack: [usually no / n.a.]
- Consumable: [usually no]
- Weight / Rarity / Equip Slot: [only if relevant]
- Flags: [key=value; only if used by a system/script]
- Crafting Recipe: [linked items and quantities, if used]
- Other RPG / equipment modifiers: [only if used]
## Active Use (optional; not required to board)
- Usable: [yes/no]
- Target: [No target / The player / A party creature / A character /
An enemy in battle / Any]
- Usable In: [Anytime / Only in battle / Only outside battle]
- Effects in order:
1. [effect type + its configured values]
2. [effect type + its configured values]
- Consume on Use: [yes/no]
- Narrate: [yes/no]
- After Successful Use Lua: [existing script name or none]
## Activation & availability
- Global Entry: [yes/no]
- Active Entry: [yes/no]
- Always Active / Constant: [yes/no]
- Primary Keywords: [...]
- Secondary Keywords + Logic: [...]
- Regex Patterns: [...]
- Case Sensitive / Whole Words Only: [yes/no]
- Timeline Start/End + Recurrence: [if applicable]
- Party Conditions: [Has ANY/ALL/NONE, AND/OR; if applicable]
- Priority / Priority Level: [if non-default]
- Activation Chance / Delay / Sticky / Cooldown: [if non-default]
- Chat History Override / Alias scanning: [if relevant]
- Lua Activation Callback: [existing script or none]
## Reader-facing page (optional)
- Show as Separate Page: [yes/no]
- Page Content (Markdown): [extended material]
- Structured Sections: [title / order / content / collapsed by default]
- Personal Notes: [private TODOs, uncertainties]
## Validation
- [ ] Entry name and Primary Content entered; content names the vehicle.
- [ ] Medium, speed, and capacity make sense.
- [ ] Party can gain vehicle access and board it.
- [ ] Required-medium routes work; Free Travel isn't bypassing desired gates.
- [ ] Aboard, transit, and arrival descriptions show at the right stages.
- [ ] Crew and lore load as intended (not everyone forced into context).
- [ ] Any Final Instructions override preserves essential behavior.
- [ ] Cross-world routes tested both outward and back (if relevant).
- [ ] Loan/gift/ownership changes tested (if relevant).
- [ ] Active Use effects, Lua, and consumption tested (if relevant).
- [ ] Unnecessary item/equipment settings left blank or disabled.
- [ ] Tested in current deployed editor/runtime, not solely inferred from UI.
Illustrative authoring example, not a tested configuration or a canonical vehicle. Named characters and worlds below are placeholders; link your own saved entries.
Entry Name: The Wayward Finch
Entry Type: Vehicle
Travel Mediums: Air
Speed Multiplier: 1.2
Capacity: 4
Active Use: Off
Stackable / Consumable: Off
Key Item: Only if the story should prevent sale/drop
World Routes: None until a destination network exists
Primary Content:
The Wayward Finch is a small, weathered courier airship with a narrow brass-ribbed hull, pale canvas gas cells, and two propeller nacelles. The Wayward Finch carries people, parcels, and discreet messages between settlements; its limited capacity and noisy engines make it unsuitable for heavy freight or stealthy approaches. The ship is maintained by a small crew and requires safe mooring space to dock.
Vehicle Description:
A cramped central passage connects the bridge, two narrow cabins, and a warm engine compartment. Brass fittings vibrate underfoot; ropes creak against the hull, and the air smells faintly of machine oil and rain-soaked canvas.
Travel Description:
The propellers settle into an uneven drone. The hull pitches against crosswinds, loose fittings tick, and the ground slides away beneath a shifting layer of cloud.
Arrival Description:
The engines ease down as the Finch approaches a mooring point. Rigging snaps in the changing wind, and the crew prepares lines and landing hooks.
Rooms: Bridge — compact controls and forward windows; Engine Compartment — crowded machinery and repair benches; Cabin — two bunks and a narrow locker.
Crew: Link actual World Characters; do not create shallower profiles just because they're crew.
Onboard lore: Link an existing Airship Customs lore entry if present.
Price/tradability: Leave blank/off if the ship belongs to a companion rather than the party.
Loan model: Assign the Finch in that companion's Default Inventory as Lend while present; disembark before the companion leaves.
Final Instructions: Leave blank unless an aboard-only rule genuinely needs to replace or supplement the assembled instructions, and verify behavior first.
Vehicle is a Lexicon entry with required Entry Name and Primary Content.
Six medium options, including Time and Omniversal, and multi-selection.
Speed, capacity, aboard/travel/arrival text, and aboard Final Instructions.
Repeatable onboard rooms (name + optional description), crew, linked lore, and cross-world routes.
World Route destination selector, optional arrival location ID, per-route mediums, flavor text, and a visible unlabeled numeric field.
Shared Item Properties and 14 Active-Use effect types; multiple effects run in order.
Regex, keyword logic, calendar/time gating, party conditions, pages, Lua callback, and advanced controls.
Companion Gift / Lend while present semantics and separate manual boarding, as described in the current companion guide.
Exactly what the cross-world route's unlabeled 1 represents.
Whether cross-world travel preserves/changes party roster, inventory, loans, relationships, scenario state, and timestamps; whether and how return routes work.
How Time and Omniversal mediums behave beyond their selectable labels.
Whether Vehicle Final Instructions strictly replace all world Final Instructions in prompt assembly and how to retain essentials.
Whether onboard linked Lexicon entries load unconditionally or require keyword/Constant activation.
Whether crew selection differs when boarding mid-session versus starting aboard; how crew selection weights are configured.
Whether Capacity counts player persona, companion World Characters, and crew in particular ways.
Whether Item equip-time combat modifiers have any effect merely because the party is aboard a vehicle.
How overlapping Key Item / Tradeable, Active Use targets/effects, and consumption constraints interact.
What As Record (avatar) and Scan Alias Information for Keywords do in the current editor.
The exact UX for before vs after Lua lexicon activation callbacks.
Which options are currently deployed versus documented ahead of rollout.
Make a disposable vehicle, give it to a test party, board, move to an onboard room, travel one local route, and disembark. Check the assembled prompt/debug tools for vehicle text and instructions. Then test one small cross-world route without risking an important save, and verify what follows the party. Only after the baseline works should you experiment with scripts, effects, or relationship-changing vehicles.
Authoritative/changing platform documentation (may be newer than this captured guide):
Provenance: Compiled from a complete screenshot walkthrough of a Vehicle-type Lexicon entry, the October 2026 updated Lexicon / Character / Companion / Inline Commands guides supplied in the conversation, and existing project reference files. Some linked official chapters are revised more often than this document; screenshots and online wiki pages may describe different deployment stages.
For a parent Lexicon.md index:
Vehicle entries — See Vehicle Lexicon Guide & Template for the dedicated field reference, quick start, advanced Item/Active Use integrations, onboard rooms and crew, cross-world routes, activation rules, known unknowns, and a reusable authoring worksheet. Read this guide when creating or editing vehicles; no need to load it for unrelated Lexicon tasks.