Chronicle events that arise from simulation outcomes, condense into legend over time, and eventually calcify into myth — with mechanical effects on faction morale, entity behaviour, and world state.
Mythology is a host-level domain built on simulation event streams. Ananke generates the raw events — DEATH, ROUT, VICTORY, MORALE_BREAK. The host assigns narrative weight to these events, accumulates them into chronicle entries, and promotes high-weight entries into legend and myth over simulation time.
Tier 3 — planned A formal src/sim/mythology.ts module is not yet implemented. The interactive chronicle log below uses in-browser state only. The underlying primitives (morale.ts, events.ts, collective-activities.ts) are stable Tier 1/2. The planned API design is shown in "Try this" below.
Promotion criteria are host-defined. A simple model: chronicle entries with weight ≥ 0.6 survive to legend; those re-encountered by ≥ 3 faction groups over ≥ 30 days become myth.
Add chronicle entries from your event stream. Entries with weight ≥ 0.6 are candidates for legend promotion. Click ✕ to delete, "↑ Legend" to promote a high-weight entry.
Chronicle entries promoted to legend (weight ≥ 0.6). These are the raw material for myth formation.
No entries promoted yet.
Mechanical effects granted to factions by active myths. Implemented as morale multipliers and fear threshold adjustments.
runSession — listen for DEATH, ROUT, and VICTORY event types with high entity significance.src/sim/morale.ts — add them as permanent entity or faction attributes.stepRitual in collective-activities.ts — ceremonies re-enacting myths grant the moraleBonus_Q effect.