Milord
A kingdom management RPG. I turned the writer’s court audiences into VSM data and wired each choice to the realm and the map.

- Role
- Technical Narrative Designer
- Team
- 4 people: writer, developer, technical artist and me
- Studio
- iBright Games
- Format
- Kingdom management RPG
- Status
- Early Access on Steam since 14 April 2025
- Tools
- Unity, VSM
Highlights
- Turned the writer’s court audiences into VSM node graphs.
- Chained audiences, news and map events into questlines.
- Decided what each choice costs, and which costs stay hidden.
On this page
- I connected the writer’s court scenes to game state.
- I turned the writer’s draft into a working questline.
- These scenes show how the questline works in VSM.
- The petition starts the questline.
- The player chooses how to respond to the petition.
- The court decision leads to a follow-up audience.
- Sending soldiers starts a timed map event.
I connected the writer’s court scenes to game state.
The player runs a barony, and the story reaches them at court. Court audiences are storylets, pulled from an event pool when their conditions are met. This is one questline, from the first audience to its last effect.






The whole questline graph in VSM
I turned the writer’s draft into a working questline.
Milord is by iBright Games, published by InEv Creative. On a team of four, the writer drafted the court audiences in Notion and I built them in VSM. Along the way I made revisions to the text.
VSM is our in-house node-based writing tool for Unity.
Writer → Notion → me → VSM. This is the draft of the questline above, as it reached me.
Father Callen, Reginald Holt, Captain Elric, and a Listener enter your court.
Speak. What’s happened on the Wicklow road?
Milord… the procession to Wicklow… it never arrived. Four wagons of relics, priests, acolytes… all vanished. The mist swallowed them whole.
Relics or not, those wagons were worth a small fortune. Give us coin, milord, and we’ll follow the silver trail.
These may not be ordinary roads, milord. Let us weave the roads anew.
- Send Soldiers to Scour the Roads
We’ll bring them back, milord. Mist or no mist.
Steelborn +, Approval +, Gold -, Soldiers -the writer’s note on the outcome
The draft says which way each number moves. The rest was mine to build:
- The graph. The counsel became a hub with one group per advisor, and each answer a sign with its own row of action nodes.
- The costs. I set the values and chose what the sign shows: −2 gold is on the sign, +2 approval shows only after the choice.
- Soldiers −. Two soldiers leave on a map event for three turns and come back with a report.
- The chain. I linked the audience to next-morning news and the map, so the story runs on after the court.
These scenes show how the questline works in VSM.
The petition starts the questline.
A priest reports a procession lost in the mist. The three advisors each read it differently.
- Appears when
- Pulled from the event pool. Waits two days, then leaves.
- What happens
- Ask any advisor, each once.
- What it changes
- Nothing yet.
The petition, in the game and in VSM
The player chooses how to respond to the petition.
Each answer trusts a different faction.
- Appears when
- Whenever the player says “I decided…”.
- What happens
- Trust one faction’s reading, or do nothing.
- What it changes
- Resources at once. It queues the next step.
The court decision leads to a follow-up audience.
Trust the mystics, and their news comes back the next morning.
- Appears when
- Next morning as news, then as an audience.
- What happens
- Turn the mystics away, and they insist.
- What it changes
- A lasting state, Open Roads: +5 supply every turn.
Route A, in the game and in VSM
Sending soldiers starts a timed map event.
Trust the captain, and his men become an event on the map.
- Appears when
- At once, as a map event.
- What happens
- Soldiers search the road. The captain returns with gold and a warning.
- What it changes
- Take the gold: +3 gold now, then −2 gold every turn.


























