Strategy, Storycraft, and Shards
This week felt like tightening a map while the world continued to rearrange itself — practical edits, strategic publishing, and a heavy, satisfying push into worldbuilding. The work split cleanly between systems engineering and storycraft, and both threads fed one another.
We finished the pieces that turn improvisation into repeatable practice: the Ghost post schedule and the AI Balance essay (AI Balance.md
) landed Monday, while the Burgs Pipeline architecture (docs and scripts: burgs_pipeline.py
, alfred_burgs_pipeline.sh
) moved from sketch to pipeline-ready. That infrastructure reshaped how notes and assets will flow from Obsidian/MCP through local LLM tooling — a quiet, long-term bet on throughput and fidelity.
Narrative work carried equal weight. I consolidated campaign modules into Epic → Adventure → Chapter → Scene and mapped alternate travel routes (notably the Myranth ↔ Boughrest via Krigh), completed the Arlinthar Road
travelogue, and published the essay Unveiling "The Broken Accord". Character assets (for example, Thordak Bravone) and faction influence matrices are now practical inputs rather than half-formed ideas.
Technical housekeeping paid dividends: batch-renamed Narrative Hooks for consistency and added YAML organizers under dungeons to make dungeon notes pipeline-ready. I staged the Unreal Engine installer and stood up a POC link between MCP/Obsidian and Claude Desktop, establishing a clear path for future integrations.
A midweek import of legacy TiddlyWiki material and related diagnostic scripts cleaned up historical debt; and on Thursday I ran a D&D session and published the full recap Session‑Dustcrosshi Found
. By Friday the focus turned deep: I created and expanded the Four Shards of the Primordial Aeon Reactor and its component pages (Crystalline Matrix Core, Temporal Stabilization Array, Void Catalyst Chamber, Command Nexus Interface), repaired a corrupted Catalyst file, and documented interconnected histories like The Ruins of Na
and The Hidden Legacy of Na
. The result is a richer topology for future stories and mechanics.
What mattered most this week was the interplay: small infra wins (pipelines and naming) unlocked larger creative pours (travelogues, shard architecture, essays). The work is converging — better tools mean faster, cleaner worldbuilding, and those narratives in turn inform which tools we prioritize.
Next steps: stabilize the Burgs Pipeline, expand the shard component pages into cross-linked lore and mechanics, and deploy the Ghost schedule so the audience sees steady, quality output.
— Kathryn Lyonne