![# KINGDOM_SEQUEL_PRO_DIRECTIVE_v1
# Purpose: Copy/paste directive for a professional manga-generation AI.
# Output Target: Serialized manga chapters with panel scripts + dialogue + scene direction.
project:
title_working: "KINGDOM: AFTER THE UNIFICATION"
relationship_to_original: "Direct sequel (chronologically consistent continuation)"
medium: "Manga (black-and-white), weekly serialization pacing"
language:
script: "Japanese-style dialogue rhythms but written in English"
onomatopoeia: "Romanized SFX allowed (e.g., GOGOGO, DON, ZAA), minimal and purposeful"
audience: "Seinen/Shonen crossover (political-military epic; grounded realism with high drama)"
canon_constraints:
continuity:
- "Maintain political geography, factions, ranks, and court protocol consistent with Warring States → early Qin Empire transition."
- "No retcons that contradict established historical macro-events; micro-events may be dramatized within plausibility."
- "Do not mimic or quote any existing Kingdom lines verbatim; create original dialogue and scenes."
tone:
- "Strategic realism: logistics, intelligence, morale, propaganda, law, and governance are treated as causal mechanisms."
- "Heroic intensity is earned via constraints, costs, and tradeoffs—never by arbitrary power spikes."
thematic_core:
- "War-to-state transition: violence becomes administration; conquest becomes legitimacy maintenance."
- "Structure beats spectacle: outcomes are driven by supply lines, institutions, incentives, and narrative misdirection."
- "The true battlefield becomes governance: law, tax, land, bureaucracy, succession, and information control."
narrative_thesis:
logline: >
After unification, Qin discovers that conquering a continent is easier than governing it;
the new war is against entropy—rebellion, corruption, succession anxiety, and the friction
between idealized unity and lived provincial realities.
format_requirements:
deliverables_per_chapter:
- "Chapter title + 1-sentence hook"
- "Cold open: 2–4 pages that immediately establishes conflict and stakes"
- "Full panel script: page-by-page, panel-by-panel"
- "Dialogue + subtext notes (what is said vs. what is meant)"
- "Tactical layer: battlefield / administrative mechanics that explain why events unfold"
- "Cliffhanger: last 1–2 panels engineered to compel next chapter"
paneling_rules:
- "Average 17–21 pages per chapter"
- "Large establishing panel at least once every 2–3 pages"
- "At least one silent panel sequence per chapter to externalize cognition (faces, hands, maps, ledgers, roads)"
- "Action clarity: emphasize readable spatial logic; avoid incoherent motion"
style_guidelines_visual:
linework: "High-contrast ink, heavy blacks, realistic anatomy, war-worn textures"
faces: "Expressive micro-tension; political scenes rely on subtlety, not caricature"
environments: "Historically plausible architecture, armor, banners, siege craft, and court interiors"
maps_diagrams: "Occasional diegetic maps, supply charts, tax ledgers—used as narrative devices"
casting:
protagonist_axis:
type: "Dual-protagonist system"
leads:
- name: "General Shin"
function: "Frontline legitimacy (symbol of unification; morale engine)"
vulnerability: "Institutional illiteracy; can win battles but can lose peace"
- name: "Chancellor/Strategist (new original character)"
function: "Governance + intelligence architecture; designs systems that outlast heroes"
vulnerability: "Moral injury; must choose between stability and justice"
antagonist_axis:
type: "Multi-source antagonism (no single 'final boss')"
sources:
- "Provincial elite networks resisting centralization"
- "Bureaucratic capture and corruption"
- "Succession politics and court factionalism"
- "External frontier pressures (nomadic raids, border states, trade routes)"
- "Narrative antagonist: information asymmetry (misreports, forged edicts, rumor economies)"
supporting_cast_rules:
- "Each supporting character must have: (1) institutional role, (2) incentive structure, (3) signature tactic."
- "No disposable 'evil for evil’s sake' villains; opponents are rational within their local constraints."
world_mechanics (must_be_explicit_in_story):
governance:
- "Taxation, census, land surveys, legal standardization, corvée labor, grain storage"
- "Appointment systems, merit vs. patronage, inspection tours, document chains"
military:
- "Demobilization problems, veteran reintegration, garrison logistics, supply depots"
- "Intelligence networks: couriers, codes, counterintelligence, interrogation, defectors"
legitimacy:
- "Ritual, symbols, edicts, public works, famine relief, narrative control"
economy:
- "Transport bottlenecks, river control, roads, market regulation, smuggling"
story_structure:
arcs:
- arc_01:
title: "THE PEACE THAT BLEEDS"
scope: "Post-unification stabilization; first cracks"
central_question: "Can unity survive without perpetual war?"
setpieces:
- "A famine province: relief vs. rebellion—both weaponized"
- "A court trial: law becomes a battlefield"
- "A suppressed mutiny: victory costs legitimacy"
- arc_02:
title: "THE LEDGER WAR"
scope: "Corruption + bureaucratic capture"
central_question: "Who truly controls the state: generals, courts, or clerks?"
setpieces:
- "Forgery chain uncovered through ink, seal, and courier timing"
- "Assassination attempt staged as 'bandit incident'"
- "Audit campaign that triggers elite backlash"
- arc_03:
title: "SUCCESSION SHADOW"
scope: "Heir politics; factional alignments"
central_question: "Is stability compatible with a human succession?"
setpieces:
- "Heir’s public rite with hidden negotiation"
- "Border crisis timed to influence succession"
- "A general forced to choose loyalty object: person vs. system"
- arc_04:
title: "FRONTIER ENTROPY"
scope: "External pressures test internal cohesion"
central_question: "Can an empire prevent periphery from defining the center?"
setpieces:
- "Nomad raid as strategic signal, not mere violence"
- "Trade route hostage economy"
- "A fort siege that is decided by supply arithmetic"
chapter_generation_protocol:
# Use this protocol for every chapter output.
steps:
- "Start with a 2–4 page cold open that contains a concrete conflict + a hidden structural cause."
- "Reveal the structural cause via a planning scene (map/ledger/court protocol) WITHOUT exposition dumping."
- "Execute a setpiece where tactics and institution collide (battle + policy, raid + audit, trial + propaganda)."
- "End with a cliffhanger that re-frames what the reader thought was the main conflict."
tension_design:
- "Always run two simultaneous games: (A) visible conflict, (B) invisible constraint."
- "Twists must be mechanically justified (logistics, incentives, misinformation), never magical coincidence."
scene_templates (reusable):
court_chess:
beats: ["Formal greeting", "Hidden insult", "Policy proposal", "Counterproposal", "Public face vs private deal"]
props: ["sealed edict", "rank tablets", "witness list", "precedent scroll"]
battlefield_math:
beats: ["Terrain read", "Supply check", "Signal misdirection", "Morale manipulation", "Decisive bottleneck"]
props: ["map", "grain tally", "river crossing", "messenger timing"]
intelligence_surgery:
beats: ["Rumor detected", "Source triangulated", "Trap set", "Interrogation", "Counter-intel reversal"]
props: ["cipher", "seal imprint", "dead drop", "false courier"]
dialogue_constraints:
- "Dialogue must be compressed; high informational density; subtext indicated in notes."
- "No modern slang. Keep diction period-appropriate in feel (without archaic parody)."
- "Each major character has a distinct cadence (brevity, metaphor use, threat style, politeness weapons)."
output_example_stub:
# The AI should replace placeholders and generate full content.
chapter:
number: 1
title: "GRAIN AND BLOOD"
hook: "A province starves while the capital celebrates unity—someone profits from the delay."
cold_open_pages: 3
page_script:
- page: 1
panels:
- panel: 1
shot: "Wide establishing: drought-cracked fields; skeletal ox; silent villagers"
text: ""
sfx: "ZAA..."
- panel: 2
shot: "Close: a child’s hand measuring rice grains"
text: "Mother: 'Count again.'"
notes: "Subtext: denial as survival"
- page: 2
panels: []
- page: 3
panels: []
cliffhanger: "A relief convoy arrives—its seals are wrong."
nonnegotiables:
- "Prioritize structural causality over spectacle."
- "No direct copying of original panels, compositions, or iconic scenes."
- "Every major event must be explainable via incentives, constraints, and information flow."
- "Maintain high craft: pacing, visual clarity, character consistency, and thematic coherence."
# END DIRECTIVE](https://media.mangaai.com/f81a988b-bf6f-4e31-b170-5751d305dff0.jpg)
Manga Story
# KINGDOM_SEQUEL_PRO_DIRECTIVE_v1 # Purpose: Copy/paste directive for a professional manga-generation AI. # Output Target: Serialized manga chapters with panel scripts + dialogue + scene direction. project: title_working: "KINGDOM: AFTER THE UNIFICATION" relationship_to_original: "Direct sequel (chronologically consistent continuation)" medium: "Manga (black-and-white), weekly serialization pacing" language: script: "Japanese-style dialogue rhythms but written in English" onomatopoeia: "Romanized SFX allowed (e.g., GOGOGO, DON, ZAA), minimal and purposeful" audience: "Seinen/Shonen crossover (political-military epic; grounded realism with high drama)" canon_constraints: continuity: - "Maintain political geography, factions, ranks, and court protocol consistent with Warring States → early Qin Empire transition." - "No retcons that contradict established historical macro-events; micro-events may be dramatized within plausibility." - "Do not mimic or quote any existing Kingdom lines verbatim; create original dialogue and scenes." tone: - "Strategic realism: logistics, intelligence, morale, propaganda, law, and governance are treated as causal mechanisms." - "Heroic intensity is earned via constraints, costs, and tradeoffs—never by arbitrary power spikes." thematic_core: - "War-to-state transition: violence becomes administration; conquest becomes legitimacy maintenance." - "Structure beats spectacle: outcomes are driven by supply lines, institutions, incentives, and narrative misdirection." - "The true battlefield becomes governance: law, tax, land, bureaucracy, succession, and information control." narrative_thesis: logline: > After unification, Qin discovers that conquering a continent is easier than governing it; the new war is against entropy—rebellion, corruption, succession anxiety, and the friction between idealized unity and lived provincial realities. format_requirements: deliverables_per_chapter: - "Chapter title + 1-sentence hook" - "Cold open: 2–4 pages that immediately establishes conflict and stakes" - "Full panel script: page-by-page, panel-by-panel" - "Dialogue + subtext notes (what is said vs. what is meant)" - "Tactical layer: battlefield / administrative mechanics that explain why events unfold" - "Cliffhanger: last 1–2 panels engineered to compel next chapter" paneling_rules: - "Average 17–21 pages per chapter" - "Large establishing panel at least once every 2–3 pages" - "At least one silent panel sequence per chapter to externalize cognition (faces, hands, maps, ledgers, roads)" - "Action clarity: emphasize readable spatial logic; avoid incoherent motion" style_guidelines_visual: linework: "High-contrast ink, heavy blacks, realistic anatomy, war-worn textures" faces: "Expressive micro-tension; political scenes rely on subtlety, not caricature" environments: "Historically plausible architecture, armor, banners, siege craft, and court interiors" maps_diagrams: "Occasional diegetic maps, supply charts, tax ledgers—used as narrative devices" casting: protagonist_axis: type: "Dual-protagonist system" leads: - name: "General Shin" function: "Frontline legitimacy (symbol of unification; morale engine)" vulnerability: "Institutional illiteracy; can win battles but can lose peace" - name: "Chancellor/Strategist (new original character)" function: "Governance + intelligence architecture; designs systems that outlast heroes" vulnerability: "Moral injury; must choose between stability and justice" antagonist_axis: type: "Multi-source antagonism (no single 'final boss')" sources: - "Provincial elite networks resisting centralization" - "Bureaucratic capture and corruption" - "Succession politics and court factionalism" - "External frontier pressures (nomadic raids, border states, trade routes)" - "Narrative antagonist: information asymmetry (misreports, forged edicts, rumor economies)" supporting_cast_rules: - "Each supporting character must have: (1) institutional role, (2) incentive structure, (3) signature tactic." - "No disposable 'evil for evil’s sake' villains; opponents are rational within their local constraints." world_mechanics (must_be_explicit_in_story): governance: - "Taxation, census, land surveys, legal standardization, corvée labor, grain storage" - "Appointment systems, merit vs. patronage, inspection tours, document chains" military: - "Demobilization problems, veteran reintegration, garrison logistics, supply depots" - "Intelligence networks: couriers, codes, counterintelligence, interrogation, defectors" legitimacy: - "Ritual, symbols, edicts, public works, famine relief, narrative control" economy: - "Transport bottlenecks, river control, roads, market regulation, smuggling" story_structure: arcs: - arc_01: title: "THE PEACE THAT BLEEDS" scope: "Post-unification stabilization; first cracks" central_question: "Can unity survive without perpetual war?" setpieces: - "A famine province: relief vs. rebellion—both weaponized" - "A court trial: law becomes a battlefield" - "A suppressed mutiny: victory costs legitimacy" - arc_02: title: "THE LEDGER WAR" scope: "Corruption + bureaucratic capture" central_question: "Who truly controls the state: generals, courts, or clerks?" setpieces: - "Forgery chain uncovered through ink, seal, and courier timing" - "Assassination attempt staged as 'bandit incident'" - "Audit campaign that triggers elite backlash" - arc_03: title: "SUCCESSION SHADOW" scope: "Heir politics; factional alignments" central_question: "Is stability compatible with a human succession?" setpieces: - "Heir’s public rite with hidden negotiation" - "Border crisis timed to influence succession" - "A general forced to choose loyalty object: person vs. system" - arc_04: title: "FRONTIER ENTROPY" scope: "External pressures test internal cohesion" central_question: "Can an empire prevent periphery from defining the center?" setpieces: - "Nomad raid as strategic signal, not mere violence" - "Trade route hostage economy" - "A fort siege that is decided by supply arithmetic" chapter_generation_protocol: # Use this protocol for every chapter output. steps: - "Start with a 2–4 page cold open that contains a concrete conflict + a hidden structural cause." - "Reveal the structural cause via a planning scene (map/ledger/court protocol) WITHOUT exposition dumping." - "Execute a setpiece where tactics and institution collide (battle + policy, raid + audit, trial + propaganda)." - "End with a cliffhanger that re-frames what the reader thought was the main conflict." tension_design: - "Always run two simultaneous games: (A) visible conflict, (B) invisible constraint." - "Twists must be mechanically justified (logistics, incentives, misinformation), never magical coincidence." scene_templates (reusable): court_chess: beats: ["Formal greeting", "Hidden insult", "Policy proposal", "Counterproposal", "Public face vs private deal"] props: ["sealed edict", "rank tablets", "witness list", "precedent scroll"] battlefield_math: beats: ["Terrain read", "Supply check", "Signal misdirection", "Morale manipulation", "Decisive bottleneck"] props: ["map", "grain tally", "river crossing", "messenger timing"] intelligence_surgery: beats: ["Rumor detected", "Source triangulated", "Trap set", "Interrogation", "Counter-intel reversal"] props: ["cipher", "seal imprint", "dead drop", "false courier"] dialogue_constraints: - "Dialogue must be compressed; high informational density; subtext indicated in notes." - "No modern slang. Keep diction period-appropriate in feel (without archaic parody)." - "Each major character has a distinct cadence (brevity, metaphor use, threat style, politeness weapons)." output_example_stub: # The AI should replace placeholders and generate full content. chapter: number: 1 title: "GRAIN AND BLOOD" hook: "A province starves while the capital celebrates unity—someone profits from the delay." cold_open_pages: 3 page_script: - page: 1 panels: - panel: 1 shot: "Wide establishing: drought-cracked fields; skeletal ox; silent villagers" text: "" sfx: "ZAA..." - panel: 2 shot: "Close: a child’s hand measuring rice grains" text: "Mother: 'Count again.'" notes: "Subtext: denial as survival" - page: 2 panels: [] - page: 3 panels: [] cliffhanger: "A relief convoy arrives—its seals are wrong." nonnegotiables: - "Prioritize structural causality over spectacle." - "No direct copying of original panels, compositions, or iconic scenes." - "Every major event must be explainable via incentives, constraints, and information flow." - "Maintain high craft: pacing, visual clarity, character consistency, and thematic coherence." # END DIRECTIVE









































