Game development / Narrative workbench

Build the mystery.

Map story beats, clues, character decisions and mission branches across 1867, 1901 and the modern game. This is an original-draft planning tool—not the production narrative runtime.

Working fiction / not approved canonView implemented decision logic

Local draft only. Changes live in this browser's storage; exported JSON can be shared for review. No server receives drafts, and this page does not publish content into the live game or Golden Eagle OS. Avoid confidential material on shared devices.

01 / Connected narrative nodes

Story decision graph

7 nodes · 7 links

Select a node in the diagram or button list to edit it. Arrows represent candidate dependencies, not approved story continuity.

02 / Node editor

Shape the next mission.

Ryan & Conlan review packet

Export a versioned JSON draft for discussion. Keep rejected alternatives and decisions in the controlled narrative initiative before official production integration at v3.8.

JSON draft format: schema 1; each node has id, type, era, title, detail and outgoing node references. Limited to 30 nodes to keep review practical.

03 / Story guardrails

Decisions still open.

1867 / The Angola Horror

The opening uses a historical disaster with fictional investigative framing. Rockefeller's alleged oil-secret luggage remains an invented narrative concept, not historical evidence.

1901 / Pan-American Exposition

Use historically grounded electricity and the McKinley assassination as research context, while preserving documented responsibility for the assassination.

Modern day / The crime

The detective must solve a still-undecided fictional crime, trace railroad organized crime and confront Pig Man. Whether Pig Man belongs to the mob remains undecided.

Narrative approval and deployment are separate gates. A visually complete decision graph does not make story content official canon.