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TheLost Realms
Player's Handbook
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[ cover illustration — placeholder ]
A traveler's guide to living, fighting, and unearthing the story
of an AI-narrated dark-fantasy world
✦First Edition✦ Copyright © 2026 Brave You Worlds, LLC · all rights reserved
Game Content under LICENSE-CONTENT — it does not convert on any Change Date
Contents

Most of what you need lives in the first handful of chapters. The rest is reference — read it when a system draws you deeper.

Part One · Taking Your First Steps
1Welcome to the Lost Realmswhat this game is
2Getting Startedlogin, class, key, saving
3The Screentabs, story, sidebar, tools
4How to Playintentions & slash commands
Part Two · Your Adventurer
5Your Characterprofile, alignment, portrait
6Vitals, Attributes & WeightHP, MP, XP & encumbrance
7What You Wear & Wieldthe thirteen slots
8Combat & Dicehow fights resolve
9Skillsproficiencies & checks
10Abilitieswhat you have, not learned
11Saving Throwswithstanding what is done to you
12Spells & Magicthe grimoire & spellbooks
13Progressionthe milestones your class promises
Part Three · The World Around You
14Containers, Loot & Trapschests, taking, disarming
15Reputation & Factionsstanding & secret orders
16Time & the Living Worldthe clock that never stops
17The Compendium & Loreyour record of the realm
18The Journal & Questsa story lived, not listed
19Mapscharting where you’ve been
Part Four · Comfort & Reference
20Settings & Comforttheme, dice, voice, art
21Bind Your Own Bookexport your adventure
AQuick Referencetables at a glance
BThe Two Mastersthe DM and the GM
Chapter One
I

Welcome to the Lost Realms

The Lost Realms is a text adventure whose storyteller is an artificial intelligence. You describe what you want to do in plain language — “pry open the rusted grate and peer down” — and the Game Master narrates what happens, then quietly updates the world behind the scenes: your health, your pack, the hour of the day, a stranger’s opinion of you, a passage newly revealed.

There is no rules sheet to memorize and no menu of buttons to click through. You speak in intentions, and the world answers. Everything in this handbook is here to help you understand what the world is doing with those intentions — never to make you study before you play.

The main play screen
The game at a glance. A narrated scene with its banner art, clickable exits and names, and your living character sidebar on the right.
What makes it unusual

The world is authored — its rooms, characters, items, and lore are real, fixed data — but it is narrated live. The Game Master improvises within that canon and records the consequences as changes the game applies. So the tale is never on rails, yet it always remembers.

Everything keeps secrets — especially the room

Because the world is authored rather than generated as you go, almost everything in it has more written about it than you are shown. An item has a history. A person has something they have not said. And a room — the place itself, the one thing always in front of you, with its own picture and its own paragraph — is very often hiding the most.

This is the habit worth forming early, because it is the one most players never form: a room is not scenery you pass through. It is a thing to be questioned. You can dive beneath a platform, sit still long enough to hear what a place does when you stop moving, look up at what everyone else walks under, or come back a third time and notice what has not changed. None of that is a command the game lists for you. It is what a curious person would do standing there.

How a secret opens

Every hidden thing has a condition the world's author wrote — a specific act, in a specific place, sometimes with a specific object in hand. You are never told what it is. You are meant to guess it from what you are looking at, and some guessing goes nowhere. That is the game working, not failing. When a condition is met the Game Master notices, the lore opens to you for good, and it is added to your Compendium with experience for the finding.

Read the description you are given as evidence, not decoration. A cracked bell named in a room's first sentence is an invitation. Water described as lapping at a shelf is telling you the level moves. A hall that is called unchanging is daring you to check. The prose is where the author left the thread; pulling it is your half of the bargain.

A caution worth having in advance: it is entirely possible to finish a world's whole story — every quest, every room entered, the ending earned — and still leave most of its lore unfound. Completing the tale and exhausting the world are different achievements. The Guide tab will show you the second one, and it is full of spoilers by design; it is there for when you would rather know than keep hunting.

The three roles

There are three ways to relate to the Realms. As a reader of this handbook you are the first, and it is nearly all you will ever need.

Speak in intentions

“Search the altar for anything hidden” works far better than search altar. The Game Master understands natural language and rewards curiosity, patience, and role-play.

Chapter Two
II

Getting Started

The title screen shows the world’s sigil, its name, and a tagline over a softly looping scene. A Prologue link reads the world’s opening; a small speaker icon unmutes the background (browsers keep it silent until you ask).

The title screen
The title screen. Enter a name, choose a class, paste your Claude API key, then begin.

What you enter

Begin, and never lose your place

Leave Dungeon Master and New Game unchecked for a normal first playthrough, then press Begin Your Journey. When the opening scene appears, type what you want to do and press Enter. That is the whole game; the rest is exploration.

Your entire session — location, inventory, world changes, discovered lore, story history, and the clock — is saved continuously to your browser. Refreshing the page drops you straight back in. Logging out keeps your save so you can Continue later.

A note on your keys

Keys never leave your device except to reach the service that owns them, and they are encrypted at rest in your browser’s storage. Treat them like any secret pasted into a web app: prefer the official hosted version, set a spend limit on your Anthropic key, and don’t enter keys on a shared computer.

The optional API keys dialog
Optional keys. Extra provider tokens for image and voice generation — all optional; you can leave them blank.
Chapter Three
III

The Screen

The interface is a simple grid: a slim header on top, the story and a sidebar in the middle, a command bar beneath, and a status bar along the bottom.

Header & tabs

The header shows the world’s title (left), your current location (center), and an in-world clock, a time-of-day icon, and the logout button (right). Below it, players see five tabs: Story, Character, Maps, Journal, and Compendium. Three small controls sit at the right end — ☰ to choose which sidebar blocks show, ⚙ for settings, and ▶ to hide or show the whole sidebar.

The story & command bar

The Story tab is a scrolling log of the tale so far; older passages load as you scroll up. Beneath it, the command bar carries a ⟩ prompt reading “What do you do?” — type there and press Enter to take your turn.

Story-panel tools

A small row of icon buttons sits at the story panel’s corner. None of them ever spends a turn:

🎲 Dice bagRoll the classic polyhedral dice (D4–D20) yourself; the result prints as a note. With one setting on, a short die-roll clip plays as it lands.
🎙️ Voice inputDictate your next move; it transcribes into the box and, once you pause, submits automatically.
📖 Make a BookBind the story so far into an illustrated PDF — verbatim, or retold as a novel (Chapter Twenty-One).
⏸ Pause StoryHolds the whole game still — the clock stops and the realm stops with it. Your next action starts it again by itself. Not available during a fight. See Chapter Sixteen.
🔊 MusicMutes or restores the room’s background music. Local to you; it changes nothing in the world.
− / +Scales only the narrative text, and remembers your size.

The sidebar

Seven collapsible blocks give an at-a-glance read of your situation: Character (portrait, name, and HP · MP · XP · WT bars), Wealth, Inventory, Magic, Items (on the floor here), People (present in the room), and Exits. The status bar along the very bottom shows the engine’s state, the moon phase, and the in-world date.

On a credits server — one where turns are metered against an account — the status bar also shows a balance badge: what you have left, marked low under about five turns and out of credits at zero. Hover it for the last turn’s cost; click it to choose a narrator, each priced in credits per turn. A turn that is refused (no credits, signed out, service down) costs you nothing: the reason appears in the story and your command returns to the box so you can retry.

Chapter Four
IV

How to Play

Every turn has the same rhythm: you describe an intention, the Game Master narrates the outcome and applies its consequences, and the world moves on.

Issuing intentions

Write naturally. Attacking, examining, taking, dropping, using, sneaking, persuading, bartering — there are no special command words. The GM reads your sentence, resolves it against the world’s rules and your abilities, and answers in a few vivid sentences.

Clickable links

Doors & barriers

Not every exit is open air. Some carry a door — or a barrier, a boulder or portcullis wearing the same mechanism under a different name — with a real state: open, closed, or locked. Examine one by name (or just “the door”, if there’s only one in the room) to see its picture, description, and state without spending a turn; a known door also shows as a small icon beside its exit, and clicking it opens the same detail in a popup. A shut or locked door genuinely stops you — whatever the narration implies, the game itself refuses the move and says why — so open it first, or open it and step through in the same breath (“I turn the key and step into the vault” resolves as one turn).

A lock may want a specific key, a magic item, or a spell, or be sealed shut by nothing ordinary at all; some can also be picked, with the Lockpicking skill (Chapter Fourteen). A hidden door is not merely closed — it is not there as far as you can tell, until an NPC tells you, a document says so, or the Game Master decides your searching turned it up.

Creatures you haven’t seen, and creatures you can’t name

Not every living thing in a room announces itself. A creature may be hidden — present, alive, watching you, and mentioned nowhere: not your sidebar, not the room’s text, not the map. A bird gone still in the tall grass, a figure on a rooftop, something in the reeds. You find one the same way you find a hidden door: by doing the specific thing that would find it — search the grass, look up at the rooftops — often behind a skill check, most often Perception. A failed search costs nothing but the try; the creature is still there next time. Meanwhile it is not idle — a hidden creature can watch, follow, flee, or strike, and one that attacks gives itself away by doing it.

A second, independent question is whether you know what a creature is. A wild animal you cannot identify reads as a plain description — a small brown bird — everywhere the game would otherwise name it, exactly as an unidentified magic item reads as a plain brass lantern; learn what it is and the real name takes its place. Two skills answer both questions without a search or a roll at all: Wildlore spots hidden animals and names any animal on sight, and Vigilance (built on Perception) spots anything hiding, animal or not. Caring about wildlife is enough to find the bird in the grass; finding the watcher on the roof takes somebody who has made a study of watching.

Two kinds of slash

Almost anything you type is a story intention — unless it begins with a slash. A slash marks the line out-of-character: handled instantly, with no narration and no time passing.

You typeWho it reaches
plain textThe world. Your intention goes to the Game Master.
/ your questionThe Field Guide. One slash asks the built-in helper about the app itself — its tabs, buttons, and systems. A bare / lists every player command; /guide opens the full guide and /handbook opens this Handbook. Never touches your story.
// commandThe DM console. Two slashes change game state directly (Dungeon-Master-only; a player is simply told it’s off-limits).
The world keeps its own time

Time advances continuously — an NPC may have wandered off, or a room read differently, between one turn and the next. The realm does not pause for you (Chapter Sixteen).

Chapter Five
V

Your Character

The Character tab opens on your Profile sheet, with further subtabs for Equipment (Chapter Seven), Spells (Chapter Twelve), Inventory (Chapter Seven), Crafting (Chapter Nine), Skills (Chapter Nine), Progression (Chapter Thirteen), and Statistics — a lifetime tally of your deeds, kept as you play and saved with your journey. The profile gathers who you are, and grows an Ailments section of its own (Chapter Six) the moment you're carrying one, and a Marks section the moment you carry a lasting scar.

The character sheet
The character sheet. Portrait, identity and gender, an editable background, vitals and attributes, and a bar to ask the GM for a portrait or a rewrite.
Alignment

Your character holds one of the nine classic moral positions, starting at True Neutral. You never set it directly — the GM shifts it, quietly and one step at a time, when your conduct over recent play shows a durable pattern: repeated mercy or cruelty, keeping or betraying your word, upholding or flouting the law. It is a mirror, not a dial.

Marks

Carry a lasting scar and a Marks section appears on this sheet: one row per mark, each with a checkbox. Ticked marks are painted into your portrait and full-body render; unticked ones are left out of the picture, but the Game Master still knows about them, because the scar still happened. Marks are cosmetic only — they never touch your stats. Worn gear can be damaged the same way, and Chapter Seven covers it; a Damaged gear section beside Marks lists each damaged piece with what the damage looks like and whether you are wearing it.

The sheet at a glance, and on paper

Click your portrait in the sidebar and the whole character sheet opens as a dialog over the story, so you can check it without leaving the scene. It has seven tabs: Profile (your full-body render, identity, wealth, vitals, attributes, statuses, ailments, marks and damaged gear), Abilities, Skills, Factions, Inventory, Magic and Treasure.

The Print button at the foot of the dialog lays everything out as one page in a new window and opens your browser’s print dialog, so you can print your character or save it as a PDF. The printed sheet lists every mark, including the ones you have unticked (labelled not painted), because paper is the full record. If nothing opens, allow pop-ups for the site and press Print again.

Chapter Six
VI

Vitals, Attributes & Weight

Four bars track your condition: HP (health), MP (mana), XP (toward the next level), and WT (carry weight). Your six attributes are STR, DEX, INT, WIS, CHA, and CON.

Recovering — rest, sleep & camp

Health and mana don’t come back on their own; you recover them by taking time to rest, sleep, or camp. Just say what you do (“I rest a while,” “I sleep until dawn,” “I make camp”) and time passes. Each restores some of both pools — never a full heal — and the longer you rest, the more you get back, up to each tier’s ceiling.

DowntimeDurationRestores HP & MPNotes
Resta short whileup to 35%A quick breather — eases fatigue two stages and keeps your prepared spells; usable twice before you must sleep.
Sleepa full 8 hrs65%Real sleep. Clears a caster’s loadout (see below).
Campa full 8 hrs90%Food & fire — the most restorative. Outdoors only; clears the loadout.

A short rest is a quick pick-me-up: it knocks fatigue down two stages (an exhausted adventurer comes back to merely tired) and keeps your prepared spells — but it never fully clears fatigue the way sleep does, and you can rest only twice before you must properly sleep or camp to recover further. Sleeping or camping is a full night’s commitment — a solid 8 hours — and you only get the recovery once you see it through; a proper camp restores the most, yet even that never fully heals you (that’s what potions and healers are for). When you bed down, a pleasing notice shows the hours passing on a little clock. Camping needs open sky: indoors, a “camp” becomes an ordinary sleep. And one catch for spellcasters — sleeping or camping empties your prepared spell loadout (your mind clears overnight), so you’ll re-memorize your spells afterward, which itself takes time. A light rest leaves the loadout untouched. (A sound sleep can be disturbed by a random encounter — coming soon.)

A picture of the night

A full sleep or camp paints the night into the story: you, asleep, in the room you slept in — composed from your Equipment tab’s full-body render and the room’s own banner as it looks at that hour, weather included. If the room has a bed you are painted in that bed; if it has nothing to sleep on, none is invented and you are shown on whatever it actually offers. Camp under open sky and a campfire is added, with you asleep beside it. A short rest paints nothing — this is a picture of a night. It is painted before the hours pass, so you see where you lay down and then watch the night go by; in the story it is sized and framed like a room banner and widens when you click it. Every one is kept in Journal › Gallery beside your victories. It needs both pictures to exist first, and your Dungeon Master can switch it off.

Fatigue — the cost of skipping sleep

Downtime isn’t optional forever. The longer you go without real sleep, the more fatigue drags you down. It appears in your Statuses and dulls your attributes in three stages:

Time awakeStageToll on your attributes
~18 hTired−1 DEX, −1 INT
~30 hFatigued−2 STR / DEX / INT, −1 WIS
~42 hExhausted−3 STR / DEX / INT, −2 CON

Because these are real attribute penalties, fatigue quietly weakens everything — your attacks, your defenses, your skill checks, even how much you can carry. Recovery clears it too: a rest knocks fatigue down two stages (but never fully, and only twice before you must sleep), while a full sleep or camp resets you completely and refreshes your rests. Bed down before a long trek or a hard fight — an exhausted adventurer is a worse one at everything.

Ailments & diagnosis

Fatigue isn’t the only thing that can drag you down — a world may carry real sicknesses of its own, contracted from a bite, a bad meal, a foul bog. A borne ailment gets its own card in an Ailments section that appears on your Character › Profile sheet the moment you're carrying one: its name, a plain description, and how many days you’ve carried it. What it isn’t is diagnosed by default — a card starts out telling you only what you can feel. A Field Medicine check — once per sickness per day, and against a difficulty that falls the worse the sickness shows — can diagnose it, and once it is, the card fills in “what a healer knows” — the real name of the threat and what it takes to treat it. Lack the skill yourself? Being examined by someone who would plainly know — a physician, a herbalist, a plague-ward’s ledger — is a real scene that places it just as surely.

Spending stat points

You begin with three unspent points to place across your attributes at character creation, and earn one more at every level-up. A stat-allocation dialog opens to spend them — raise whichever attributes you like, and confirm once every point is placed.

Three derived values

Carry weight & encumbrance

Every item has a weight, and your capacity is derived from your STR and CON — so a strength buff lets you haul more. Carry past your limit and the bar turns red and you become Encumbered: demanding feats (jumping, climbing, sprinting, squeezing through a gap) are hindered until you lighten the load. Drop weight and it clears at once.

Attributes drift

Acting in character quietly trains your attributes; at a level-up that hidden progress can surface as a permanent trained ±N bonus. Temporary buffs and afflictions show as a status ±N tag and expire against the game clock. Because every check reads your live attribute, a blessing or a curse bends your odds automatically.

Chapter Seven
VII

What You Wear & Wield

The Character › Inventory subtab is your pack laid out: a card for every thing you carry, its picture above its name, and clicking the name opens that item’s details in the corner of the tab. The cards gather under headings by what the thing IS — Spellbooks first, then Weapons, Armor, Consumables, Keys, Treasure and the rest, each with its count. Trophies are never in your pack — the game keeps them in a trove of their own — and this is the one screen that shows the pack and the trove together. Only headings with something beneath them are drawn, and the headings are the world’s own kinds of thing, so a realm that has invented a kind gets a shelf for it. Something of no recognised kind is never dropped: it takes a shelf named after itself, or stands under Other.

Across the top of it runs a Filter box — which matches an item’s name or its kind, so consumables gathers every potion and ration in one go — three readings between them — ITEMS, how many things you hold, pack and trove together and counting stacks, which is not the number beside a section heading (that one counts cards); WT, what the pack weighs against what you can carry, reddening when you go over, and counting the pack alone, since trophies sit in a trove and weigh nothing — a VAL readout beside it giving what the whole lot is worth, pack and trove together, which is why the two disagree about treasure; and an XP reading, present only while something you hold still has hidden lore to give, counting each item once however many you carry, since a story is learned once, and, on the right, a pair of buttons: By Type for the shelved view, By Item to lift the headings off and see everything in one run. The order is the same either way; only the headings come and go, and whichever you choose is remembered for next time. Treasure alone is shelved by worth, the finest piece first, each trophy carrying its price beneath its name so the ranking shows its working, and the heading carrying what the whole hoard comes to — a card prices one of a thing, the heading prices what you have.

Carrying a sword is not the same as holding it. The Equipment subtab of the Character tab is where the gear in your pack becomes gear on your body — and where a good deal of your survival is quietly decided.

The thirteen slots

Your body offers thirteen places to put something: Head, Amulet, Armor, Clothing, Weapon, Sidearm, Shield, Gloves, Belt, Leggings, Bracers, Ring, and Boots. A world’s classes may add their own on top of these — a Mage’s Spellbook slot is the one every realm ships with, and a field spellbook always settles there rather than competing for a hand. A Cleric’s psalter, a Druid’s greenwood token, and a Ranger’s hunter’s knot are the same slot under a different name — each still a spellbook-typed focus, just not a tome.

An item fits exactly the slots it names, and nothing is bent to make it fit. That is what lets a two-handed sword be a weapon and only a weapon, while a dagger declares itself both Weapon and Sidearm — so you may run it as your main arm, or tuck it in the off-hand beside a heavier blade.

Why it matters

Equipping is not dressing up. Your Armor Class — the number an attacker must beat to land a blow — is base 10 plus your DEX modifier, or the base your equipped body armor sets, plus the bonus of each other worn piece and any magical bonuses. And when your own blow lands, the dice rolled are the equipped weapon’s. Gear left sitting in your pack does neither. An adventurer who loots a fine breastplate and never puts it on is exactly as easy to hit as before.

And it cuts both ways. The creatures you face wear their gear by the same rule and are hit by the same arithmetic: a guard in mail is harder to hit than one carrying mail in a sack, and a foe holding a blade swings that blade’s dice rather than a figure the Game Master picks. Strip a body and you have disarmed it — what came off is not coming back at you.

Gear can carry gifts

Some worn things bring an ability with them — a ring that sharpens your hearing, bracers that steady you against fear. Those bonuses arrive when you equip the item and leave when you take it off (Chapter Ten).

A blow that tears your tunic tears that tunic

Damage from a fight or a mishap can land on a worn item — and it lands on the one piece you had on, never on the word “tunic” and never on an identical one still folded in your pack. The damaged piece splits off, takes a name that says what happened to it (Brown Tunic, torn at the front), and its popup gains a Damage field describing the mark and saying plainly that it’s cosmetic — it costs you nothing mechanically. A tailor or smith can mend it, which clears the damage and folds the item back into your clean stack under its plain name. Only something equipped can be damaged this way; anything sitting in your pack stays whole. On the Equipment tab, a damaged piece’s slot on the paper doll carries a small ! (hover it to read the damage), its row in the item list is tinted, and a Damaged gear list sits under the doll. On the Inventory tab, its card carries the same mark and a Damaged tag, and typing damaged in the filter finds every damaged piece.

Chapter Eight
VIII

Combat & Dice

There is no separate battle screen. Combat is narrated by the Game Master and resolved through the changes it returns — your HP shifting, a foe falling, a status like bleeding taking hold, experience awarded. Your class and level inform how hard you hit and how much you can take.

A weapon carries a Damage stat of its own — the dice it rolls and the kind of harm it deals — shown on the item much as armour shows its AC, and it is the equipped weapon’s dice that are thrown when your blow lands (Chapter Seven). Where a weapon has that stat the number is no longer a judgement call: the dice are thrown, your strength (or your dexterity, for a light or ranged weapon) is added, any enchantment on top, and a natural 20 to hit doubles the dice. You are shown the whole sum, not just the result. Whether you throw the dice yourself is a setting: Auto Roll Damage is on by default and throws them for you, and turning it off opens the dice bag and asks for your weapon’s damage on every landed hit. The arithmetic is the same either way. A weapon with no damage stat is settled by the Game Master as it always was.

When a fight begins the living world slows around it, so a single exchange isn’t swallowed by the marching clock. A foe’s own abilities, resistances, and temperament shape what it does; a creature may flee, call for aid, or press a wounded advantage.

When a die is asked of you

Some moments hand you the dice. If an action calls for a roll you can make — a saving throw against a trap, a feat of daring — the game surfaces the die and folds your result into the outcome. Saves in particular are always yours to throw, and Chapter Eleven covers them in full. You can also settle anything yourself with the story panel’s Dice bag (D4 through D20); each roll prints as a note in the tale.

🎲
[ screenshot: the dice bag & a saving-throw prompt ]
Fight, flee, or talk

Not every foe must be met with steel. Fleeing is real (though a heavy pack slows the escape), and many a “monster” can be reasoned, bribed, or frightened off. Read the scene before you draw.

Chapter Nine
IX

Skills

A skill is a proficiency — Lockpicking, Herbalism, Swordsmanship — that sharpens through use. The Character › Skills subtab shows a card for each: its icon and name, the governing attribute with your current modifier, its level and tier (Novice → Master), and an experience bar.

🔑
[ screenshot: the Skills tab — skill cards with tiers & xp bars ]

Four ways to gain a skill

A book that only ever speaks

Not every book exists to teach. One may simply carry words — a letter, a ledger, a chronicle — and reading it prints them straight into the story rather than opening a check. A book like that is never consumed, since going back to it later is the point; and a teaching book that also carries words keeps its pages once its last lesson is learned, crumbling only when it truly has nothing left to give you.

A page in a tongue you don’t yet know

Some worlds write their books in a language of their own. Pick one up before you can read it and its words come back as shapes, or as the odd word that sounds real but means nothing to you — the honest picture of what you’re actually looking at. A primer teaches the alphabet, specific words, or both, the same free and certain way any other book teaches: read it, and next time you open a page in that tongue a little more of it resolves into English. A carved or engraved passage can stay fixed in its own letters no matter how fluent you become — some things are meant to be read as written.

Or puzzle it out, once, without learning a word

Learned the skill Foreign Languages (INT, open to every class)? A Translate button appears on a page you still can’t read. It is one attempt per book per character level, easier the more of that tongue you already know, and success shows you a one-time reading laid beside the original. It teaches you nothing — the words themselves are no better known afterward, and the same page is no easier to crack next time. It is a way through a locked door, not a key you keep.

How a check is rolled

When you attempt something a learned skill covers, the GM rolls for you: it sets a difficulty and rolls d20 + your ability modifier + skill proficiency against it. One action can trigger several checks at once — picking a lock and staying hidden. The reply prints a compact manifest of every roll, so the dice are honest and legible, and a success earns that skill experience.

Prefer to roll your own dice?

Settings has an Auto-roll skill checks toggle, on by default. Turn it off and the GM stops rolling for you: when an action calls for a check it asks you to roll instead — a Roll Called For card names the skill and difficulty and opens the dice bag, and the d20 you throw is sent back to the GM to settle the outcome. Same odds and manifest either way; only whose hand throws the die changes.

DifficultyDCOutcomeResult
Easy8Criticaltotal ≥ DC + 10, or a natural 20 — bonus xp
Moderate12Successtotal ≥ DC
Hard16Partialwithin 2 below DC — succeeds at a cost
Very Hard20Failureotherwise, or a natural 1
Formidable25—
No skill for it? The 5% floor

If your action maps to no skill you’ve learned, the GM simply decides the outcome as fiction — but the door is never fully shut: an unskilled long-shot always keeps a flat 5% chance of a lucky break. Learning the right skill is how you turn a long-shot into a repeatable ability.

Crafting

You can make things now, and take them apart. Crafting (INT) is the only gate — learn it alone and you may attempt to make anything, combining materials you are already carrying (a craft never conjures a material or a finished item from nothing). Behind Crafting sit five more skills that decide how good your work turns out, not whether you may try: Metalwork (STR; metal, glass), Leatherworking (DEX; hide, fur, sinew), Woodworking (DEX; wood, bone, horn, stone), Tailoring (DEX; cloth, thread, cord), and Engraving (DEX; a decorative pass on a finished piece, not a material of its own). Taking something apart works under the same Crafting skill, one attempt per item per day, and only the ordinary materials come back — anything magical about the piece doesn’t survive the breaking down.

A craft is a sitting at a time — about eight hours per turn. Say what you want to make and, if you like, how long you mean to give it: aim higher and the work gets harder and takes longer, and how far up you got is what you end up with, from rough to pristine. If a project isn’t finished when the sitting ends, the half-made thing sits in your pack as an ordinary item — it can’t be equipped or used yet, and its popup shows an Unfinished field. Sleep and pick it back up later, or push straight into another sitting.

Character › Crafting is where all of it lives. Unfinished lists every project still on the bench, with a stage bar and a button to work on it; Methods is your notebook — a thing you make once, you can make again, without the Game Master inventing it fresh, though it still takes a sitting to build. Ask a smith or crafter to repair a worn item and, given the materials and the hours it wants, they can move its condition a rung up the ladder — two on a critical — though nothing gets it past pristine. That is a different fix from mending a torn one, which is cosmetic damage from a fight rather than wear (Chapter Seven).

Every item sits somewhere on a five-rung condition ladder — ruined, worn, average, good, pristine — and good is where anything that says nothing about itself sits, at no penalty. Taking a thing apart yields materials one rung below its own condition, so a good sword gives back only average iron, and a chest has to be emptied before it will come apart at all. Where nobody has worked out what a thing yields, your first successful attempt settles it for good — every later one of its kind comes apart the same way.

Clear no stages of a project and the half-made thing is lost, but the materials are not: they come back to you, one rung worse than they went in. And what you build can be no better than the worst of what went into it — a week’s fine work on scrap iron is a well-made piece of scrap — though a critical roll on the final stage lifts the result one rung above its materials. A thing you crafted yourself is yours to name, in a field on its popup, and that name follows it everywhere from then on; a piece bought off a shelf can’t be renamed, since that would rename every one of its kind.

Chapter Ten
X

Abilities

A skill is something you learned. An ability is something you have. Sharp ears you were born with, a climber’s grip that runs in your blood, the steadiness a warded amulet lends you while you wear it — none of these were studied, and none of them can be studied. They come with your race, or they are granted by a thing: an equipped item, a spell, a potion, a rare plant.

Because inherent gifts express themselves in particular moments, abilities are almost always situational. They read like promises about a circumstance rather than a number on your sheet:

This is deliberate, and it is the whole point. A blanket “+2 WIS” would sharpen your ears and also every other judgement you ever make, forever. An ability attaches to the check the moment actually calls for and vanishes everywhere else.

Three lanes, kept separate

Your sheet carries three different kinds of thing, and telling them apart makes the rest of this book legible.

Where it comes fromCan you level it?
SkillLearned — trained, read, practisedYes — it earns xp and tiers up
AbilityInherent or granted — race, item, spell, potion, floraNo — the source owns it
Status effectApplied to you — a potion, a curse, fatigue, a blowNo — and it usually expires

So an ability cannot be learned, unlearned, or levelled. Take off the ring and its gift goes with it; a racial trait, by contrast, is yours for the whole of a life.

Where you see them

The Profile sheet gathers your abilities in their own section, with anything inherited from your race marked by a Racial badge. You never have to invoke one, quote one, or remember it at the right moment — the game applies every bonus you are owed, and says so in the roll it shows you.

They show up most in saves

An ability that grants a bonus “to your saving throws” is folded into every save you make. One that is situational — say “+2 to saving throws · against fear” — is added only when the threat genuinely fits. See the next chapter.

Chapter Eleven
XI

Saving Throws

A skill check measures something you attempt. A saving throw measures whether you withstand what is done to you. A basilisk’s gaze, a gout of dragonfire, a lungful of poison gas, a spell reaching for your mind — each of these calls for a save, and none of them waited for you to try anything.

Unlike a skill check, a save is always yours to roll. A Saving Throw Called For card names what you are resisting and the attribute that governs it, the dice bag opens, and you throw the d20 yourself. From there the arithmetic is the game’s, not the Game Master’s:

Your totald20 + your governing-stat modifier + any saving-throw ability bonuses that apply

That total is graded on the same ladder skill checks use — Critical, Success, Partial, Failure — and printed as a manifest with the whole formula laid bare, so nothing is hidden and nothing is fudged:

d20 12 · WIS 14 (+2) · Warded Mind +2 = 16 vs DC 15

Because the modifier reads your live attribute, a blessing or an affliction bends a save exactly as it bends a check. Fatigue makes you easier to poison without anyone having to remember that it should.

The roll is yours; the ruling is the Game Master’s

A save sits on a clean division of labour. The Game Master reads the moment and settles what only judgement can settle: whether a save is called for at all, which attribute governs it, how hard it is, and whether a situational ability truly bears on the threat. Everything objective then belongs to the engine — you roll, and it does the maths off your real sheet. The Game Master never rolls your save for you, and never quietly adds or drops a bonus.

In a fight

Saves happen mid-combat too — a creature’s special attack may force one. There the save rides the combat dice flow rather than a separate card, but your ability bonuses are folded in just the same, and the adjusted roll is stated.

Chapter Twelve
XII

Spells & Magic

The tomes themselves are objects, and they stand with the rest of your belongings on the Character › Inventory subtab (Chapter Seven), under a Spellbooks heading of their own.

The Character › Spells subtab is your grimoire — spells as cards tagged with their school, level, and MP cost. A scope toggle switches between Known (what you’ve learned) and All (the whole world grimoire, so you can see every spell and where to learn it).

✨
[ screenshot: the Spellbook — spell cards with Cast / Forget ]

Open a known spell’s card for its action buttons:

Your MP pool is the fuel, regenerating as the world allows. Magical items are a distinct kind, filed under the Compendium’s Magic tab rather than plain Inventory.

Spellbooks are the only way to learn a spell

There is no free “Learn” button. Spells are acquired solely by reading spellbooks — tomes, or a class’s own focus (a Cleric’s psalter, a Druid’s greenwood token, a Ranger’s hunter’s knot), that name the spell(s) they teach. Carry one and a Read button appears; reading learns every listed spell you don’t know. Unlike a skill book, a spellbook is never consumed — it stays in your pack as a permanent reference you can re-read or pass on. Wherever the GM’s narration names a spell or a tome, that name is a clickable link.

Earth Magic — Reagents & Concoctions

Not every working is a spell. The Concoction skill (CON, built on Herbalism, open to any class) compounds ordinary ingredients into a magical draught, salve, dust, or oil through ritual rather than a loadout, and it runs two steps. First, prepare an ingredient you’re carrying into a reagent — a Prepare button on its card, or telling the GM to prepare it. That step is labour rather than a roll: it costs hours and the ingredients themselves. Second, brew a concoction from the reagents you’ve prepared — a Brew button, or asking for several at once — a CON check against the recipe’s difficulty. Failure still costs what you spent: the reagents and the hours are gone either way. Skill pays twice: the hours a working takes shrink as your Concoction skill rises (a first-day worker pays the recipe’s full time, and each level above that takes about a tenth off), and missing the difficulty by only one or two yields a thin batch — half the doses, at the plain grade — rather than nothing. A natural 1 always spoils the working, and a natural 20 always lands it at the best grade.

Two things can stop you before you ever reach for a mortar. Every reagent is worked under a craft skill — Concoction, for everything discovered so far — and without it you cannot prepare that reagent at all, however many ingredients you’re holding. And a rare reagent’s formula may be a secret nobody hands you for free: common ones are simply known, but a secret one wants a teacher — typically a receipt book, which sets the formula down in your compendium the moment you read it, no check and the book never spent. The two refusals name themselves differently on purpose, so you know which one you’re facing: missing the craft sends you to the Skills tab, missing the formula sends you looking for whoever keeps it.

What you get depends on how well you rolled — a Workable, Sound, or Potent result, named right in the item itself. Nothing yet stops a working by place or circumstance, so for now a working can be brewed wherever you have the reagents and the time.

Chapter Thirteen
XIII

Progression

Skills you go out and earn. Abilities you were born with or were handed by a thing you wear. Progression is the third kind of growth, and it is the one your class itself promises you: a path of milestones charted level by level, each one paying out when you reach it. A Warrior’s path is not a Rogue’s, and neither is a Mage’s. The Character › Progression subtab is where you read yours.

✦
[ screenshot: the Progression timeline — achieved beats above, the next milestone ahead ]

It reads as a timeline, top to bottom, earliest level first. Each stop on it is a milestone: a level, sometimes a name, and the rewards waiting there. The left rail tells you where you stand — Achieved for a milestone already behind you, Next for the one you are climbing toward, Later for everything beyond it.

Milestones are sparse on purpose. Most levels have none; a class charted across twenty levels might carry only four to eight in total. They tend to cluster early, while a character is still finding their feet, and spread out afterward, so that each later one is worth the wait. A level with no milestone is not a level wasted — it still brings its hit points, its stat point, and everything you have been earning for yourself along the way.

What a milestone gives you

RewardWhat it does
Class skillA proficiency belonging to your discipline, learned outright.
SkillAn open skill any class may hold, learned the same way.
AttributeA permanent bump to one of your six — usually +1.
Stat pointsExtra points dropped into your pool, yours to place where you like.
BoonA named mechanical gift — more max HP or MP, a resistance, a standing modifier on some kind of check.

Every one of them is mechanical. A milestone never pays out in rumor or scenery; that is what the story is for.

A skill you don’t have to study

A skill granted by a milestone arrives outright — no book to find, no Intellect check to pass, and it does not spend your one attempt for the level (Chapter Nine). Your class simply teaches you the thing it was always going to teach you. It appears on your Skills tab at Level 1 like any other and sharpens through use from there.

Titles — the honorific you wear

The meatier milestones are named — Skirmisher, Vanguard, Scholar, Nightblade — and reaching one earns you that name as a title. A gilt Title Earned banner announces it in the story, and from then on it sits beneath your name in the sidebar and on your Profile sheet, in place of the Adventurer you started as. The most recently earned title is the one you wear.

It is not decoration. The Game Master is told who you are with your title — “a level 4 Warrior (Skirmisher)” — so the world can address you by what you have become. Lighter, unnamed milestones grant no title; they are pure mechanics, and they pass without ceremony.

What you can and cannot see ahead

A milestone you have reached is always shown in full. One still ahead of you is shown only if your Dungeon Master has chosen to reveal it — otherwise the timeline marks its level and says “A milestone yet to be revealed.” You know something is coming; you do not know what. Reaching the level reveals it for good.

Earned once, and only once

A milestone pays out the first time you reach its level and never again — not on a later level-up, and not when you reload. If you are carrying a character from before your world’s path was charted, the game quietly settles up on loading: everything you were owed at or below your current level is granted at once, without fanfare.

If your class has no path charted yet, the tab says so plainly. Progression is world design — your Dungeon Master charts each class’s milestones, and may retune, hide, or reveal them — so a young world may simply not have gotten there yet. As they chart it, the beats you will grow into appear.

Chapter Fourteen
XIV

Containers, Loot & Traps

Chests, barrels, coffers, a corpse’s satchel — the world is full of containers that hold other things. Their contents stay hidden until the container is opened, whether you ask in the story (“open the chest”) or use the Open button on its detail popup.

Locks & taking things

A container may be locked — by a key you must find, a lock you can pick (with the Lockpicking skill), a hidden button, or a seal that yields only to a puzzle. Once it’s open, take what’s inside by asking (“retrieve the ring from the chest”) or with the Loot buttons on its popup — and put things back the same way. Treasure you take is filed in your admired Treasure trove; everything else lands in your pack.

📦
[ screenshot: a chest popup — contents, Open & Loot, a detected trap ]
Beware the trap

Some chests are trapped — a needle, a blade, a burst of poison waiting for a careless hand. A trap stays hidden until you find it: a cautious thief examines the container for traps first, and a successful Lockpicking check reveals it. Once revealed, you can disarm it (a second check, or the popup’s Disarm button). Open a still-armed chest and the trap springs — so the careful adventurer looks before lifting the lid. This is exactly why examining a chest and opening it are two different acts.

And what will not go in

A container has a capacity, and a living creature has a size measured on the same scale — tiny, small, medium, large, huge, gargantuan, where medium is a person. So “put the rat in my pack” is a real question with a real answer: a tiny thing goes in with room to spare, a small one fills the pack, and anything from medium up simply will not fit, however you phrase it. The same measure decides what can squeeze through a grate or down a burrow after you, and how a shove or a grapple goes when the two of you are rows apart on that scale. A creature’s size shows on its Compendium entry once it has been set.

Locks aren’t only for chests

An exit can carry the same kind of lock a container does — see Doors & Barriers in Chapter Four.

Chapter Fifteen
XV

Reputation & Factions

Every NPC holds a numeric opinion of you, shown as a tier. How much they’ll tell you — small talk, history, motives, secrets — is gated by how far you’ve earned their trust.

TierScoreWhat it unlocks
Devoted≥ 40Will share their deepest secrets.
Friendly≥ 20Shares history and motivations.
Warm≥ 5Open and helpful.
Neutral−4 to 4Polite, guarded.
Wary−5 to −19Reluctant, terse.
Hostile−20 to −39Antagonistic.
Enemybelow −39Attacks on sight.
Treat NPCs like people

Reputation moves with how you speak and act; a high CHA amplifies your gains; and the juiciest lore (and its XP) is locked behind genuine rapport. They are not vending machines.

Fame — what the realm has heard

Reputation is one person’s opinion and you can see its number. Fame is the other half of being known, and it works the opposite way: it is what the realm at large has heard of you, and you never see the number at all — only a word for it on your Profile.

FamePersuasion bonus
Unknown—
Locally Known+1
Recognized+1
Notable+2
Renowned+3
Famous+4
Legendary+5

A new character is Unknown — not a blank in the sheet, but the truth: nobody has heard of you yet. You are told, once, each time the word changes: “Your fame grows — you are now Notable.”

It rises by itself, and you never have to ask. Finishing quest beats raises it, with more for the beat that ends a thread. Treasure raises it — the jewelled, admire-rather-than-use kind that goes to your Treasure trove, and the richer the piece the more it is worth. And simply being wealthy raises it, counted at the highest your purse has ever stood, so spending the money afterwards costs you none of the renown it bought. Your Dungeon Master’s Game Master may also grant it outright for something notable you did.

What it is worth

Every step up lends a quiet bonus to winning people over — added when you improve somebody’s opinion of you, or an order’s, and never when you worsen it. Charm and renown open doors; neither takes the sting out of an insult. It is also how an order that has never met you can come to think well of you: renown is what reaches people you have not stood in front of.

Where it is written down

The Profile carries the label, and a Legends entry (Chapter Eighteen) carries a Renown chip recording what you were worth at the moment that story ended — the one place the otherwise-quiet word is kept in the record. Alignment sits beside it on the Profile and is the one measure nobody counts: it begins at True Neutral and your Game Master shifts it as you behave.

Factions

The world is threaded with factions — guilds, orders, watches, cults. A person may serve one or several, and so, in time, might you (your memberships show as cards on Character › Factions).

Discovery is earned, never automatic

A faction is not catalogued the instant you meet a member. Its very existence is a secret the GM keeps until you draw it out — asking an aligned NPC about their duties, reading a banner’s meaning, piecing clues together. Until then a guard is just “a guard,” never “a member of the Grey Watch.” When you earn the reveal, it’s woven into the story and recorded in your Journal. If you suspect someone answers to a larger power, ask them — with real interest.

Joining an order & its rank ladder

An order takes you in through conversation, never a menu — you can ask to be taken in, or one of its people can offer you a place, and either way it is earned: expect to have done it real service and to stand well with it before anyone raises the subject. The induction plays as a scene, not an announcement — an oath, a token, a name written into a book. The moment you are sworn in, every rung your standing has already bought is conferred at once, so joining an order that already thinks well of you starts you partway up its ladder rather than at the foot of it. You can also be sworn to an order you cannot yet name — what you swore to was a person — and nothing on screen tells you what you joined until you discover it.

Each order you belong to carries a rank ladder, read the same way as your class’s Progression timeline (Chapter Thirteen): the rungs are levels, and your standing with the order — its regard for you, on the same scale a person’s reputation uses — is the experience that buys them. Climbing a rung grants a skill, an attribute, stat points, or a named boon exactly as a class beat does; what differs is the flavour, which tends to be things an organization holds — its stores opened to you, a writ that carries weight, people bound to answer. What it teaches lands on your sheet for good; what it lends stops the moment your standing falls below the rank — you keep the skill, the attribute, the points, but the privileges stop until you climb back. Some rungs are marked Awaiting (held back until a particular story beat) or Trial (the order asks something of you beyond the number, found out from its own people rather than written on the card) — either way, that rung and everything above it wait until the condition is met.

Some orders cannot both be served

An order may have rivals — a wall-watch and the smugglers it exists to stop, two rival houses. Where one exists, rising with an order costs you half as much with each of its enemies the instant the gain lands, and you are told. It runs one way only: falling with an order earns you nothing with its rivals. Unlike being forgotten (below), this can cost you a rank, since being away is neglect and this is a choice. Most worlds author no feuds at all.

An order can forget you

Stay away long enough and an order’s regard for you begins slipping — about a point a week, once a full month of in-world time has passed with no change — and you’re told each time, with the reason. It never costs you a rank: it stops at the standing of the rung you hold, so only the climb you had banked toward the next rank is lost. Anything that moves an order’s regard resets the clock, and your Dungeon Master can switch the whole thing off.

Somebody speaking for you

A member who is devoted to you personally — the top band of their own regard, the same one at which they trust you with their secrets — may speak for you to their order, once, and the order thinks better of you for it. It happens in a scene, with that person present, and it works whether or not you belong yet. Getting somebody to devotion is the most expensive thing you can do for a single person in this game, so treat it as standing earned through them rather than standing for free.

Duties

Belonging asks something back. When one of an order’s people has small, repeating work — a watch stood, a package carried — go to them and ask; there is no menu. A duty you take on lands on your Journal › Tasks (Chapter Eighteen) like any other job, and finishing it pays the order’s standing as well as experience. You may carry up to three at once.

Leaving — two different things

You can resign, which is yours to do and needs nothing from them, or the order can cast you out for a real and final breach — an order merely angry with you just thinks less of you, which shows as falling standing. Either way costs exactly what a demotion costs: you keep what the order taught you and lose what it lent you. The order is never forgotten — it stays in your Journal and Compendium — and if you’re ever taken back, the ranks your standing still clears are yours again at once, though they don’t pay out a second time.

Chapter Sixteen
XVI

Time & the Living World

The realm runs on its own accelerated clock: roughly one real-world hour equals one in-world day. It keeps ticking while you read and type — unless you stop it (below). A new game begins at 09:00 on the 1st of Frostmark, Year 437.

PeriodHours
Dawn 🌅05:00–08:00A calendar of twelve months, seven weekdays, and an eight-phase moon (shown in the status bar) turns beneath the surface of every scene.
Morning 🌤️08:00–12:00
Afternoon ☀️12:00–17:00
Evening 🌇17:00–20:00
Dusk 🌆20:00–22:00
Midnight 🌙22:00–05:00

When the period changes, NPCs move to wherever their routine puts them, and if a room truly reads differently at the new hour the scene is reprinted — its title tagged like “Market Row : Afternoon,” with fresh banner art where the world provides it. Otherwise you simply see a quiet note: “◈ It is now afternoon.”

Holding the realm still

A clock that never stops is the point of a living world, and occasionally it is the problem: you want to read back over a long passage, plan a route across the map, study the Compendium, or leave the desk for ten minutes — and none of that is a reason for the world to move on without you.

The ⏸ Pause Story button in the story panel’s corner holds everything. Not the narration alone: the clock itself stops, and with it everything the clock drives — the hour does not turn, nobody walks their routine, no ambience fires, nothing wanders in, nothing ages, restocks, heals or comes back from the dead. The realm is exactly as you left it when you return to it.

Your next action starts it again, by itself. Move, rest, speak to someone, take something — anything you actually do — and the world picks up at the precise instant it was held. There is no jump and nothing happens in the gap. You can also just press the button again. What does not restart it is asking the app a question: a / question to the Field Guide leaves the pause exactly where it is, because that is you talking to the app rather than acting in the world.

Not during a fight

Combat runs on its own clock and its own turn order, and holding time still underneath one would stop a round with a blow half-thrown. The button says so and does nothing while a fight is on; it is yours again the moment the fight ends.

It can also happen on its own

Your Dungeon Master may have switched on a setting that holds the realm after a stretch of inactivity, so a session left open does not run the world down while nobody is watching. That one lifts the moment you touch anything at all — and either way, a held clock is marked in the header, so a still realm never reads as a stuck one.

Chapter Seventeen
XVII

The Compendium & Lore

Your growing record of the world, in eleven subtabs: People, Places, Items, Monsters, Flora, Fauna, Races, Magic, Lore, Factions, and History. Ten of them fill in through play — entering a room records the place, everyone present, and the notable items underfoot, each filed by its kind; a Race card is added the first time you encounter one of the world’s peoples.

A creature’s entry states its size whenever the world has decided one — tiny through gargantuan, with medium being your own scale. It is worth reading before you plan around a thing: it settles what you could carry off in a pack (Chapter Fourteen), what could follow you through a gap, and how badly a shove would go. A creature with no size stated is not average — it is one nobody has measured, and the Game Master judges it from what it is.

The Compendium
The Compendium. Your record of the realm across eleven subtabs, ten of them filled in as you explore.
History is not yours to find

The History tab is the exception to everything above, and the exception is the point of it. It is the realm’s chronicle — its wars, its famines, its sieges, the year the river froze — drawn as a timeline, oldest first, each event dated in the world’s own calendar. Some of it stands there from your first turn, set down by your Dungeon Master; the rest arrives as you are told about it. A historical event is not the sort of thing a person discovers — it is what everyone alive already knows, the way you know your own century — so there is nothing here to earn, nothing withheld from you, and no experience paid for any of it. Set it against the Lore tab beside it and the pair reads clearly: lore is what somebody had to be persuaded to tell you. Where an event names the people who were in it, those are names of record; most of them are long dead, and you have not met them.

The chronicle also walks about, and that is mostly how the tab fills. The people you meet carry their own share of it, and the Game Master knows whose share is whose — who stood inside the walls at the siege, and who only remembers what it did to the price of bread. Ask a soldier about a war, or a miller about a bad year, and you may get an account from where they stood rather than a summary. When they give you one it is written into your History tab and a quiet line says so. Nothing in that exchange is earned: no condition was met, nothing was being kept back, and no experience is paid. You were told a thing anyone in the realm could have told you, and it was written down.

That does not make the asking worthless. The same question often goes two ways at once: ask an old soldier what the siege cost him and you may get the event written into your History and, in the same breath, prise out something hidden about the man himself. The first is filing and pays nothing; the second is lore, and lore pays.

How Lore is earned

Every other tab fills by encounter. Lore is different — it is earned. A piece appears only when you draw out a specific, hidden part of the world’s history through real conversation and investigation: asking the right questions, earning trust, piecing clues together. Small talk and common knowledge don’t count. When you uncover a piece, a gold “📜 Lore uncovered” line appears and you’re granted a one-time experience reward — larger for knowledge that was harder to prise loose.

A tale, told by someone who knows it

Related, but not the same thing: some people carry a tale they can tell you — a myth, a belief, a fable, a legend — and it surfaces the same way lore does, through conversation with someone standing in front of you who actually knows it. Learning one lands on Compendium › Lore with the tale’s own picture rather than a borrowed one, and pays experience the same way. Already heard a tale? It stays listed rather than dropping away — asking someone to tell you a story you already know is the most natural thing in the world.

A thing’s own secret

Beyond the Lore tab, individual items, people, and places can each carry their own hidden history — invisible in their detail popup until unlocked. Examine an object closely, research it, or ask someone who would rightly know, and a gold “🔍 lore unlocked” line reveals it. A casual glance never gives it away.

Chapter Eighteen
XVIII

The Journal & Quests

The Journal keeps your timelines. Quests is a chronological record of the story beats you’ve unlocked, each stamped with its in-world date. Factions is a matching timeline of the orders you’ve come to know. Tasks tracks the jobs you take on as cards — each showing its giver, what is asked, and its milestones, with a state badge (Accepted → Started → Completed) and the XP it pays out once complete. A toolbar filters, collapses, and imports or exports them. This is also where an order’s duties land (Chapter Fifteen) — each arrives as a task like any other, its milestones written fresh for that occasion, paying the order’s standing alongside the XP. Say yes when someone in a scene asks you for something and it lands on this tab by the end of that same turn — with whatever the world needs for it (the beast to hunt, the letter to carry) authored in the same breath. You may carry five such errands at once; tasks are entirely optional, and a character who cares only for the grand story can finish the game having taken none. The boxes beside a task’s milestones are not yours to tick — they are an indicator, not a control, and fill only when the Game Master judges the step is genuinely done in the fiction. There is no override: a step that stays open owes you the reason in the scene, not a click.

When an errand turns out to be bigger than an errand

Now and then a task you took on for a few coins turns out to matter — the courier run is an ambush, the missing tally is a conspiracy. When that happens the task is promoted: it becomes a full quest thread, and its card gains a Became a thread line that opens the Journal at the story. You keep the task itself, milestones and all, and the thread opens already recording what you’ve done. It is rare on purpose — most errands are simply errands.

Legends is where a thread goes once it ends. Each resolved arc is chronicled as one dated entry, told in the world’s own voice — as a bard or a chronicler would tell it, not as a tally — carrying the outcome you reached, the renown it earned you, and chips for the spoils it won. Click a spoil and the item or place it names opens. It is the one place your Fame, otherwise a quiet label, is finally written down.

Languages is a card per tongue you know so much as a letter or a word of — not only the ones you set out to study. Each shows the alphabet you’ve learned, drawn letter by letter, and a count of the words you know under it; open a letter for the filtered list of words behind it. It is the one screen that answers what do I actually know of a tongue — a script or a word list is learned from a book or scroll written for the purpose, no roll involved, and a card for a tongue can appear before you ever set out to study it. A rare few carry a whole grammar instead, and teach the tongue outright: such a card shows a gold Fluent chip rather than a tally. Some worlds write a second card for what looks like the same tongue — a neighbouring valley’s dialect of a capital’s language, sharing its alphabet and most of its words. Knowing one is a running start on the other: a page in it reads clean wherever the two agree and trips you only on the handful of words the dialect says its own way. Gallery keeps your victory banners and sleep pictures in one running record, newest first, each capped on its own so a quiet week can’t crowd out a hard-won fight.

The Journal
The Journal. Quests, Factions, Tasks, Legends, Languages and Gallery are the working views — unlocked beats, discovered orders, the jobs you’ve taken on, the arcs you’ve already brought to an end, the tongues you know, and the moments the game has painted of you. All begin empty and fill only as the story surfaces.
A story lived, not listed

There is no quest list telling you what to do. Quests are curated threads whose beats stay hidden until you organically satisfy their conditions — helping the right person, reaching a place, earning enough trust. When a beat unlocks it is woven into the narration, and only then does it appear here. You discover the story by living it, not by reading objectives.

Chapter Nineteen
XIX

Maps

The Maps tab draws a node-graph of the places you’ve visited — a World overview, a Region view showing the map of the area you’re currently in, plus a subtab for each interior you’ve entered. Drag to pan, scroll to zoom, and use + / − / ⟳ to zoom or reset. Every connection is drawn as a line between rooms, labelled with the direction that joins them.

The map with two popups open
Two popups side by side. Click a room name to open its popup; click an item or occupant inside it to open that detail beside it — inspect without leaving the room.

Click a room name to open the same room popup you see elsewhere; the item and being icons along a node’s edge open their own detail popups. Only places you’ve been are drawn — the graph grows with you.

A market is not worth a compass

Some places are too close together to deserve exits between every stall — a market’s dozen stalls, a dock ward’s nine wharves. Where your Dungeon Master has filed rooms like that under a named district, a Maps › <District Name> subtab appears while you are standing in one, showing that quarter’s own drawn map with a marker over every place filed under it — drawn whole rather than assembled from your own walking, since it is one authored picture rather than a graph you fill in room by room. Press a marker to walk there: it is a real turn, not a jump — time passes and the Game Master narrates the crossing, so a shut door or an ambush along the way still happens exactly as it would anywhere else. The marker for wherever you already are is drawn but cannot be pressed. Filed under two quarters at once, a room earns a subtab for each.

Chapter Twenty
XX

Settings & Comfort

The ⚙ button opens Settings, where you tune the app to taste.

The Settings popup
Settings. Theme, comfort options, and the art-provider pickers — all remembered across sessions.

Two more controls sit on the tab bar: ☰ chooses which sidebar blocks show, and ▶ collapses the sidebar entirely. Every block can be folded on its own, and all of it persists.

Chapter Twenty-One
XXI

Bind Your Own Book

When your tale is worth keeping, the story panel’s 📖 Make a Book button binds it into an illustrated PDF through your browser’s Save as PDF. Two bindings are offered:

Both close with an illustrated appendix of the people, beasts, and relics you met along the way — a keepsake of one journey through the Realms.

✦   ✦   ✦

The rest of the Realms waits only for you to speak your intent.

Appendix A
✦

Quick Reference

Reputation tiers

TierScoreTierScore
Devoted≥ 40Neutral−4 to 4
Friendly≥ 20Wary−5 to −19
Warm≥ 5Hostile−20 to −39
Enemybelow −39

Skill-check difficulty

EasyModerateHardVery HardFormidable
812162025

total = d20 + ability modifier + skill proficiency. Critical at DC + 10 or a natural 20; a natural 1 always fails; no learned skill keeps a flat 5% chance.

Saving throws

total = d20 + governing-stat modifier + any saving-throw ability bonuses that apply. Graded on the same ladder as skill checks. Always yours to roll; the Game Master decides if and how hard, the engine decides how it lands.

Class progression

Milestones are sparse — roughly four to eight across twenty levels, clustered early. Each grants a class skill, an open skill, an attribute bump, extra stat points, or a mechanical boon; a named milestone also grants the honorific you wear. Paid out once, at the level charted. Unreached milestones are hidden unless the DM reveals them.

Equipment slots

Head · Amulet · Armor · Clothing · Weapon · Sidearm · Shield · Gloves · Belt · Leggings · Bracers · Ring · Boots — plus any a class adds (a Mage’s Spellbook). Equipped armor sets your AC base; the equipped weapon supplies your damage dice.

The day’s six periods

DawnMorningAfternoonEveningDuskMidnight
05–0808–1212–1717–2020–2222–05

Coin

1 gold = 10 silver = 100 copper. Some worlds mint currency of their own on top of that — gems, chits, favors, whatever the DM has defined — and a being only takes what it’s set up to accept. Offer the wrong kind and you’re refused and told why; sell to a being that deals in its own currency and it pays you back in kind, not necessarily coin.

The two kinds of slash

plain textYour intention, spoken to the world (the Game Master).
/A question for the Field Guide about the app. A bare / lists the player commands; /guide opens the guide, /handbook this Handbook.
//The Dungeon Master’s console (authors only).
Appendix B
✦

The Two Masters

Two “masters” stand behind every game, and this handbook keeps them strictly apart.

Authoring is a craft of its own, with its own tools and its own guide. If you want to shape worlds rather than wander them, the in-app Field Guide (/guide) carries the full Dungeon Master and Game Master reference. This handbook is for the road, not the workshop.

The Lost Realms · Player’s Handbook · First Edition. An accompaniment to the in-game Field Guide; screenshots and cover art are placeholders where marked.

Copyright © 2026 Brave You Worlds, LLC. All rights reserved. This book is Game Content, not software: it is licensed under LICENSE-CONTENT, and unlike the engine it has no Change Date and does not become open source on any future date. Reading it, printing a copy for yourself, and using it in personal or non-commercial community play are free under that licence, permanently. Selling it, redistributing it, or using it in anything you take revenue from needs a separate licence — licensing@braveyouworlds.com.