Dungeon Master's Guide

The Lost Realms · Conceive · Build · Edit · Run

A world begins as a single idea and ends as a place people can walk through. This guide walks that whole road — from the first spark, through the World Builder and every tab of the World Editor, to the art that gives it a face.

Getting StartedAbout this guide

This is the author's companion to The Lost Realms. Where the Player's Handbook teaches someone how to play a world and the in-app Field Guide is a reference to every button, this guide is a progressive walkthrough of making worlds: how to conceive one, plan it, generate it with the World Builder, and then shape every detail in the World Editor.

It is organised the way you actually work, in five parts:

I · Conceiving

The idea, the pillars, and a plan — before you touch a single tool.

II · The World Builder

Describe a world in a short form and have the Game Master forge it whole.

III · The World Editor

A section per tab — build, edit, and manage every data object by hand.

IV · Prompt & Image

Art styles, per-object prompts, providers, and the ✨ that writes prompts for you.

V · Running & Growing

Test with debug commands, then grow a world that's already in play.

A living referenceScreenshots throughout are drawn from the built-in demo world, The Lost Realms, so what you see here is exactly what your Editor will look like with content in it. Where a topic is covered elsewhere in more depth, this guide points you there rather than repeating it — see Where to go next.

Getting StartedThe DM & the GM — two different masters

Everything in this guide rests on one distinction. There are two "masters" in The Lost Realms, and they are not the same thing:

DM Dungeon Master

You. The human author. You conceive the world, generate it, and hand-tune every place, person, quest, and rule in the Editor. You decide what exists.

GM Game Master

The AI engine (Claude). At play it narrates, resolves actions, and runs your world within the rules you set. It never invents canon you didn't authorise — it works from your world data.

The two meet constantly while you build. Almost every Editor tab has a GM request box at the bottom: you type an instruction in plain language ("add a grizzled blacksmith named Doran to the square") and the GM authors the underlying data for you. The buttons work the same way for prompts. So in the Editor you are directing the GM as a co-author; at play you are handing it the keys. Keep the roles straight and the rest of this guide reads cleanly.

Also worth readingThe Field Guide's Part III · The Game Master explains what the GM sees each turn (its "dossier"/system prompt) and the exact JSON vocabulary it speaks. Understanding that helps you predict how your authored data will actually behave in play.
Judgement vs. resolution — where the GM stops and the engine beginsAt play the GM (the AI) is joined by a third, silent hand: the deterministic engine — the app's own code that rolls the dice and does the arithmetic. The line between them is worth internalising, because it governs how your authored rules behave. The GM owns judgement: it reads the player's intent, what your monsters and NPCs do, and what the room affords, and rules on the things only interpretation can settle — whether a check or a saving throw is even called for this turn, which attribute governs it, how hard it is, and whether a situational ability truly fits the moment. The engine owns resolution: once the GM has ruled, the player rolls and the engine computes the total and grades it off the character's live sheet — nothing fudged, nothing forgotten. A saving throw is the cleanest example: the GM decides if and when a save happens and which abilities bear on it; the engine rolls the d20, folds in the character's saving-throw bonuses, and settles the outcome. So when you author a bonus like "+2 to saving throws · against fear" (below, and on any race, item, or ability), you are not handing the GM a number to remember — you are giving the engine a number to apply, the instant the GM judges the fear real. Author the mechanic and its condition; trust the split to enforce it.

Getting StartedThe build workflow, end to end

A world moves through four stages. You can loop back to any of them at any time — worlds are never "finished" — but this is the natural order, and it's the order of this guide.

  1. Conceive. Settle the tone, theme & premise, art style, and the rules of reality. Sketch the regions, cast, and an opening thread. Part I
  2. Build. Open the World Builder from the login screen, describe the world, and press Generate World. The GM forges places, people, lore, and a starter quest as one editable JSON world. Part II
  3. Edit. Open the world in the World Editor and refine it tab by tab — rooms, entities, classes, skills, items, magic, quests, factions, regions. Part III
  4. Dress & run. Generate art from your prompts, then playtest with the DM debug commands, and grow the world as play reveals what it needs. Parts IV–V
Everything is dataUnder the hood a world is a single JSON object — rooms, entities, items, classes, skills, spells, quests, encounters, factions, races, regions, plus its framing (name, tone, theme, artStyle, rules, prologue). Every tool in this guide is just a friendly way to edit that object. You can always see and hand-edit the raw JSON in the World Builder, and export the whole thing to a file.
Part I · Conceiving a World

ConceivingThe seed of a world

Before any tool, decide what the place is. Five choices shape everything the GM does downstream, and all five are things you'll type into the World Builder — so it pays to have opinions about them first.

The choiceWhat it steersExample
ToneThe emotional register. Drives narration voice and, crucially, the art-style presets offered to you.Gothic mystery · grimdark · whimsical folklore
Theme & PremiseThe setting, the central conflict, the hook. The single most important field — the richer it is, the richer the generated world."A drowned archipelago ruled by merchant-priests, where the tide hides a sleeping god."
Art StyleOne line of visual direction, prepended to every image the world generates. Sets the whole look."moody oil painting, brine-dark palette, candlelit highlights"
World RulesHow reality works — magic, physics, death. Fed to the GM every turn, so it keeps play consistent."Tide-magic is real but bound to the moon and costly; the drowned do not always stay drowned."
PrologueThe opening backdrop the player reads as they begin. Canon the GM honours."The bells of Saltmarrow have not rung in a hundred tides…"

You do not have to write all five yourself. The World Builder can Suggest a premise, Suggest an art style derived from your tone and theme, and ✨ Generate both the World Rules and the Prologue from what you've already written. But the more you bring to Theme & Premise, the more the world will feel like yours rather than a default.

Tone firstPick the Tone early. It's the one field that changes the art-style presets the app offers you, and it colours how the GM writes World Rules and the Prologue. Everything else can be iterated; tone is the frame you hang it all on.

ConceivingDesign pillars — the questions worth answering

A premise is a sentence; a pillar is a decision you'll lean on a hundred times. Before you build, answer these — even roughly. They keep the generated world coherent and give you a yardstick for every later edit ("does this fit?").

What is at stake?

The central tension the opening quest pulls on. A curse, a debt, a missing person, a rising power. It should be legible in the first room.

How does magic feel?

Common or feared? Free or costly? This is your World Rules. It decides whether a Mage is ordinary or a marvel — and whether the dead stay dead.

Who holds power?

Your factions. Even one named group (guards, a guild, a cult) gives NPCs allegiances and the player something to navigate.

Where does play start?

One vivid starting room the player can act in immediately — a village square, a ship's deck, a cell. Small and concrete beats sprawling and vague.

What can a newcomer do?

Your starting classes and their inherent skills. These set the verbs of play — fight, sneak, cast, track.

What does it look like?

Your Art Style. Decide it once, in one line, and every banner and portrait inherits it. See Part IV.

ConceivingPlanning the structure

The Game Master will happily forge an entire region from one paragraph, but the worlds that play best are the ones where you had a shape in mind. Think in terms of the objects the world is actually made of — the same objects you'll edit later — so your plan maps straight onto the tools.

Scale it to the Scope

The World Builder offers two scopes: Small (a compact 4–6 room starting area) and Medium (a fuller 8–12 room region). Start small. A tight, fully-dressed six-room world — every room described, every NPC given a secret, one clean quest — is far more satisfying than a sprawling one that's mostly stubs. You can always grow it later.

Sketch the moving parts

ObjectPlan for it by asking…Editor home
RegionsWhat are the 2–4 distinct areas (a village, a moor, a barrow)? They become named zones on the map.World › Regions
RoomsWhich locations can the player stand in, and how do they connect? Which are interiors of which?Rooms
CastWho lives here? Give each a want and a secret. Which are friendly NPCs, which are monsters?Entities
FactionsWhat organised powers pull on the cast? Even one gives the world politics.World › Factions
Classes & skillsWhat can the player be, and what can each kind of character do?Player
Loot & magicWhat's worth finding? Which items teach, heal, harm, or unlock?Items · Magic
The opening threadWhat one quest, in a few beats, pulls the player into the story?Quests
The demo world as a templateThe built-in Lost Realms is a Medium world you can dissect for scale: 13 rooms across a village, a moor, and a barrow; 12 beings (8 NPCs, 4 monsters); 4 classes, 3 races, 3 quests, one faction, and a full item catalogue. Aim lower than that for a first build.

ConceivingA pre-build checklist

When you can answer all of these, you're ready to open the World Builder:

  • ◈ A one-paragraph Theme & Premise with a hook.
  • ◈ A Tone chosen from the list (it sets your art presets).
  • ◈ A one-line Art Style — or a plan to Suggest one.
  • ◈ A sense of the World Rules: how magic and death work.
  • ◈ A starting location the player can act in on turn one.
  • ◈ 2–4 regions and a rough count of rooms per region.
  • ◈ 3–6 named NPCs, each with a want and a secret.
  • ◈ At least one faction.
  • ◈ One opening quest in 2–4 beats.
  • ◈ Your Claude API key (required) and any image/sound provider keys you want (optional).
Keys & safetyOnly the Claude API key is required — it powers the GM and every authoring handoff. Image and sound provider keys are optional. All keys live on your device (encrypted at rest) and are sent only to their provider; see the Field Guide's API key security.
Part II · The World Builder

The World BuilderOpening the World Builder

The World Builder turns a paragraph of intent into a whole, playable world. You reach it from the login screen.

The Lost Realms login screen
The login screen. Enter your character name and class, paste your Claude API Key, tick Dungeon Master to author, and use the button row for API Keys, Import Game, New World, and Edit World. Tick New Game to reveal the world picker.
  1. On the login screen, paste your Claude API Key (required for generation). Optionally click API Keys to add image/sound provider keys.
  2. Click New World. The World Builder opens as a full-page workspace titled World Builder.
  3. Describe the world (next section), Generate World, review, and Save or Export it.
  4. Back at login, tick New Game, choose your world, and Begin Your Journey.
Two ways to authorNew World builds a brand-new world from scratch. Edit World (enabled when you have a resumable save) opens your current world in the Editor as a draft — handy for tuning a world you're already playing. Both land you in the same tabbed Editor described in Part III.

The World BuilderThe concept form, field by field

The Builder is a single form. Fill in as much or as little as you like — only a Theme & Premise really matters; the rest can be suggested or generated.

The World Builder concept form
The World Builder. Name, Theme & Premise (with Suggest), Tone and Scope, Art Style (with Suggest) and tone Presets, World Rules and Prologue (each with ✨ Generate), the Auto-generate Lore/Unlocks option, and the Generate World button.
FieldWhat it isHelpers
World Name (optional)The world's title. Leave blank to let the GM name it. Also sets the browser-tab title as you type.
Theme & PremiseThe heart of the form: setting, tone, central conflict, notable places or people. The more vivid, the richer the world.Suggest drafts a full premise for you.
ToneA dropdown of 11 registers — Dark Fantasy, High Fantasy, Grimdark, Heroic Adventure, Gothic Mystery, Whimsical Folklore, Science Fantasy, Steampunk, Post-Apocalyptic, Science Fiction, Cyberpunk. Colours narration and selects the art-style presets.Changing it repopulates Presets.
ScopeSmall (4–6 rooms) or Medium (8–12 rooms). Sets how much the GM builds.
Art StyleOne line of visual direction, prepended to every generated image. Sets the whole look.Suggest derives one from name, theme, tone & prologue.
PresetsReady-made art styles for the chosen Tone. Selecting one replaces the Art Style text.Populated from the Tone.
World Rules (optional)How reality works — magic, physics, death. Fed to the GM every turn so play stays consistent. Blank lets the GM infer from tone & theme.✨ Generate writes them from name, theme & tone.
PrologueThe opening backdrop shown to the player as they begin; canon the GM honours (and consistent with your Rules).✨ Generate / Create Prologue drafts it.
Auto-generate Lore/UnlocksA checkbox. When ticked, the GM also writes image prompts, hidden lore, and lore-unlock conditions for every applicable place, person, and item as it forges the world.Adds time; richer result.
A good order to fill it inPick a Tone → write Theme & Premise (or Suggest) → Suggest an Art Style or pick a Preset → ✨ Generate the World Rules → Create Prologue. Now everything downstream is consistent before you generate.

The World BuilderGenerating the world

Press Generate World. The Game Master reads your whole form and forges one complete world — rooms and their exits, people and creatures, a starting item catalogue, lore, and an opening quest — as a single JSON object. A live timer shows elapsed time while it works (a full world can take a minute or two, especially with Auto-lore on).

Two things to know about how the GM writes it:

  • Prompts are written style-free. Every banner, portrait, and item image prompt the GM authors is a plain subject description — no palette or medium words — because your world's Art Style is applied automatically at generation time. This is why one Art Style line can re-skin the entire world. See Part IV.
  • Your framing is stamped onto the world. The tone, art style, theme, and rules you chose are saved onto the world object so they survive export, import, and reload — and so the World › Profile and Art › Style tabs show them later.
Don't like it? Generate againGeneration is cheap to redo. Tweak the premise, change the tone, and regenerate until the bones feel right — then move to hand-editing. It's usually faster to regenerate a weak world than to fix it by hand.

The World BuilderThe editable World JSON

The generated world drops into the World JSON (editable) panel — a full code editor. Everything about the world is here and hand-editable: rename a room, fix a typo in a description, adjust a stat, delete an entity. Most of the time you'll prefer the friendlier tab-based Editor (Part III), but the raw JSON is always the ground truth, and it's the fastest way to make a surgical change or paste in content you've prepared elsewhere.

Keep it validThe JSON must stay well-formed — matched braces, quoted keys, no trailing commas. If an edit breaks it, saving or playing will report the error. When in doubt, make structural changes in the World Editor instead, which can't produce malformed JSON.

The World BuilderSave, export & import — and opening the Editor

The row of buttons under the JSON panel is how a draft becomes something you can play or share.

ButtonWhat it does
Save WorldStores the world in your browser's world library. It then appears in the login New Game world picker, ready to start a playthrough on.
Export WorldDownloads the world as a .json file (a versioned envelope). Share it, back it up, or Import Game it from another device's login screen.
Import WorldLoads a world .json file back into the Builder for further editing.
World EditorOpens this draft in the full tabbed World Editor — the subject of Part III. This is where most authoring happens.
Back to LoginReturns to the login screen.
World vs. saved gameTwo different files travel through the app. A world (thelostrealms.world envelope) is a place with no history — importing one always starts a fresh game. A saved game is a playthrough with a character and progress — importing one continues it. The Field Guide covers portability in full.

The World BuilderFrom world to playthrough

Once a world is saved or imported, playing it is a login-screen choice:

  1. Tick New Game. A World dropdown appears.
  2. Choose your world — Default (the built-in Lost Realms) or any world you've saved. An imported file is used automatically.
  3. Set your character's Name and Class, keep Dungeon Master ticked if you want Editor access in-game, and press Begin Your Journey.

You now have two roads into the Editor: from a fresh world's World Editor button in the Builder, or in-game via the DM's Editor tab. Both open the same tools. Part III walks every one of them.

Part III · The World Editor

The World EditorThe Editor at a glance

The World Editor is a tabbed workspace over your world's data. Each tab manages one kind of object — rooms, entities, classes, items, quests, and so on. Learn its two recurring patterns once and every tab becomes familiar.

Getting in

Three doors lead to the same Editor:

  • DM In-game. While playing as a DM, the Editor tab across the top of the screen opens it over your live world — edits take effect immediately.
  • From the Builder. The World Editor button on a generated draft opens that draft for tuning before you save.
  • Edit World. The login Edit World button opens your current saved world as a draft (a detached, full-window editor).

Pattern 1 — the standard toolbar

Most tabs are a scrolling list of cards, one per object, topped by the same toolbar:

ControlWhat it does
Filter by nameLive-filters the cards. A ✕ clears it. (Rooms add a region dropdown; Spells/Skills also match school/stat; on NPCs, Monsters and Fauna it also matches what a being is carrying — type an item name to find whoever has it, and Export respects the same filter.)
ExportDownloads the currently listed objects (respecting the filter) to a JSON file.
ImportReads a JSON file and merges it — updating objects with the same id/name and adding the rest. Never duplicates.
Collapse all / Expand allFolds or unfolds every card. Your collapse state is remembered per tab.

Pattern 2 — the GM request box

At the foot of almost every tab is a text box and an Apply button. This is where you author. Type an instruction in plain language and the Game Master edits the data for you:

add a grizzled blacksmith named Doran to the square
give Willa a night-owl routine and a smuggling secret
raise the Mage's base INT to 20
remove the smuggling side quest

There is deliberately no "New" button — you create, change, and delete objects through this box (or by Import). A few things are true of every box:

  • It is strictly scoped. The Factions box only edits factions; ask it for a room and it politely declines. This keeps edits from bleeding across object types.
  • It is not a story turn — it authors data, it doesn't advance play or narrate.
  • It merges, it doesn't clobber. Editing an existing object by name updates its fields in place (and applies to every same-named instance).
  • The result — created / updated / removed — is reported on a status line, and every handoff is written to the Logs tab.

Cards themselves also carry inline editors: description boxes with a to have the GM (re)write them, portrait controls, and collapsible prompt and lore sections. The rest of Part III is a tour of what each tab manages and the fields each object carries. The tab order below matches the Editor's own.

Two tabs are directly hand-editableMost cards are changed through the GM box, but two things you edit directly: a class's base-stat grid (Player › Classes) and every image/description prompt field. Everything else flows through the GM or Import.

Editor · MapMap

Editor › Map · inner subtabs: World / Regions

The Map tab is a viewer, not an editor — the play-map with the fog lifted, so you can see the whole world's shape at once. It has no card list, no toolbar, and no GM box.

The Editor Map tab
Editor › Map. A fully-revealed node graph of every room and its connections. Drag to pan, scroll to zoom, use the floating controls to zoom/reset, set a map background image, and click a room to inspect it.
  • World (inner subtab) — the realm graph. Zoom in/out and reset view with the floating controls; set or reset a decorative map background image; click a room node to open its detail popup, and click item/being icons on a node to inspect them.
  • Regions (inner subtab) — a placeholder ("coming soon"). It is not the region-map editor; that lives on the World › Regions tab. Don't confuse the two.

Use the Map to sanity-check connectivity — dead ends, orphaned rooms, a region that isn't reachable — then jump to Rooms to fix exits.

Editor · WorldWorld — Profile, Chunks, Regions & Factions

Editor › World · inner subtabs: Profile / Chunks / Regions / Factions

The World tab holds the world's framing and its highest-level structure. Four inner subtabs sit along its bottom edge.

World › Profile

The world's identity, mirroring the World Builder form and pre-filled from the live world.

World Profile subtab
World › Profile. World Name, Theme & Premise, Tone, Scope, and Art Style are read-only here; World Rules and Prologue are editable and take effect immediately.
FieldEditable?Notes
World Name, Theme & Premise, Tone, Art StyleRead-onlySet at creation; shown for reference.
ScopeRead-onlyA label derived from room count (Small ≤6 · Medium ≤12 · Large), e.g. "Medium — 9 rooms".
World RulesYesWritten live to the world and fed to the GM every turn. Edit here to change how reality behaves mid-project.
PrologueYesThe opening backdrop / canon. Editable live.

World › Chunks

The world's merge-and-backup bench. Three jobs live here: grow the world with the GM, merge JSON "chunks" by hand, and export the whole world.

World Chunks subtab
World › Chunks. Have the GM author a new region (Generate with GM) or a large skeleton (Stub a large region), stitch it onto existing rooms, or paste a chunk to Merge by hand — plus Export World to back everything up.
  • Generate with GM — describe a new area ("westward, a haunted salt marsh") and the GM authors a full, fleshed region and merges it. The raw JSON also lands in the paste box for review.
  • Stub a large region — lays out 8–16 skeleton rooms (name + one-line description + exits, each flagged a stub) to be fleshed out later from the Rooms tab. Great for blocking out a big area fast.
  • Stitch onto — pick 1–4 existing rooms the new area should connect to (sent to the GM in full detail so it joins cleanly). Leave it unset to attach to the player's current room.
  • Paste & Merge — drop a hand-written or exported chunk into the box and Merge. Supported keys: rooms, items, entities, classes, lore, quests, encounters, and exitPatches (to graft new rooms onto old ones). Merging is additive — existing rooms and quests are never overwritten; catalogue collisions prompt you to overwrite or keep.
  • Export World — downloads the entire world as a versioned .json backup. Do this often.

World › Regions

The functional region map — the world partitioned into named zones the player sees on their map.

World Regions subtab
World › Regions. Generate 3–7 named regions from the world's lore, select one to edit its name/description/banner, and file each room into a region.
  • Generate / Regenerate — the GM proposes 3–7 regions (each a name + 1–2-sentence description + a banner prompt) and the engine draws them as a selectable map. Regenerating asks for confirmation and clears every room's region, so you'll re-file rooms afterward.
  • Select & edit — click a region (or the "No Region" chip) to open its detail panel: rename it (renames everywhere and re-tags its rooms), edit its description, and give it a banner image (Generate / Upload, with an image prompt + ✨ and an art-style override).
  • File rooms — the region's rooms panel lists matching rooms, each with a dropdown to reassign its region.
  • Map — below the banner, each region card has a Map section that paints an illustrated map of the region's interior layout. A ✨ asks the GM to compose a direction-aware map prompt from the region's rooms and how they connect (e.g. "Market Row lies north of the Village Square"), so locations land near their true relative positions; you can also type the prompt yourself. Below the prompt sits the generated map image (or a placeholder) with Generate / Regenerate and Upload. A shared Style prefix (with a Preset picker — Oil on Aged Parchment, Ink & Quill, Watercolour, Antique Engraving) is prepended to every region's map prompt so all your maps share one look. Region maps generate through the Map AI provider (Settings), and are shown to the player on their Maps › Region tab for whichever region they're currently in.
  • Build — select a region and press Build Region to open the Region Builder, a form for authoring that one place in isolation without leaving the dialog. See below.

The Region Builder

The Region Builder is a region's own brief — description and climate (the same two fields the Regions tab edits) plus eight authoring fields: Theme & Premise, Tone, Scope (small / medium / large / extra large), Art Style, Rules of this place, Prologue, Narrative, and Beings. Every field may be left blank to inherit the world's own answer, and a ✨ beside each asks the GM to suggest it. Pressing Build Region hands the whole brief to the GM, which writes rooms, beings, items (with proper equipment slots, so any gear it mints can actually be worn), quests, and encounters for this region only — plus, if the Auto-generate Lore/Unlocks checkbox is on, its lore — told to write to the region's climate so the weather it describes matches the weather the engine resolves there, and merges the result straight into your world. It refuses on an empty brief rather than inventing a region from nothing but its name.

Authoring context, not GM contextThe brief steers generation and is never shown to the Game Master during play — a marsh you describe as bleaker than the coast while writing it does not make the GM narrate a different, incoherent world once the player is standing in it. It is a tool for you, the author, alone.

Export Region downloads this region — its brief, its record, and everything in the world that belongs only to it (its rooms, and the catalog entries only its rooms use) — as a JSON file; Import Region loads one back in. A region file deliberately carries no dungeons: a dungeon's location is free text ("a region, a room name, a direction"), so which dungeons belong to a given region has no answer the engine can compute yet — build and place dungeons separately with the Dungeon Builder.

Region fields: id, name, description, color, polygon, label, bannerImage, bannerImagePrompt, mapImage, mapImagePrompt, ignoreArtStyle, brief. The shared map style lives on world.regions.mapStyle.

World › Factions

The world's organised powers — guilds, orders, cults, guards. The player only learns a faction exists when play earns it, so factions are as much a GM tool as a roster.

World Factions subtab
World › Factions. Standard toolbar and a GM box; each card carries description, alignment, regions, a hidden reveal condition, portrait controls, and an Add to Player button.

GM box examples: "add a Thieves' Guild aligned chaotic neutral" · "make the Ashen Order hostile to the player" · "give the Salt Cartel a reveal condition tied to dockworkers" · "remove the Guards".

FieldMeaning
id, nameIdentity. Entities reference a faction by its id.
description, detailedDescriptionPublic blurb and a fuller write-up (both ✨-editable).
alignmentThe faction's moral bent.
regions, quests, tasksWhere it operates and what it's tied to.
revealGM The hidden, in-fiction condition under which the player discovers this faction. Never shown to the player.
portrait, portraitPrompt, ignoreArtStyleIts emblem and how it's generated.

Per-card, you can also generate/upload the emblem, edit the reveal condition, author DM-only lore, and hit Add to Player to enrol the current character.

Reveal conditions make factions feel earnedA faction with a good reveal ("after the player has helped two dockworkers") surfaces naturally through play rather than being handed over. Reputation and factions are covered player-side in the Player's Handbook Ch. 11 and in the Standing & Morality design doc.

Editor · RoomsRooms

Editor › Rooms

Every place the player can stand is a room. This is where you shape geography, exits, contents, atmosphere, and per-time-of-day art.

The Rooms tab
Editor › Rooms. One card per location, with a region filter in the toolbar. Stub rooms show a Flesh out with GM button; full rooms carry a six-slot banner carousel and per-time prompts.

GM box examples: "add a mossy well to the square" · "add a locked storeroom north of the kitchen" · "rewrite the crypt's description and set its region to The Barrowlands" · "add a hidden exit down from the chapel to a crypt". New rooms are created and stitched into the map automatically; edits merge (exits and descriptions merge rather than replace).

Stub & flesh

A stub room is a placeholder — a name, a line, and its exits. Its card shows a Flesh out with GM button that has the GM write its full description, banner prompt, items, and inhabitants, then clears the stub flag (its exits and visited state are preserved). Stubbing a whole region and fleshing rooms as the player approaches is a good way to build big worlds without generating everything up front.

Room fieldMeaning
id, name, descriptionIdentity and the base scene text.
descriptionsOptional per-time-of-day description overrides.
regionThe zone it belongs to (see World › Regions).
exits, hiddenExits{ direction: { to, description } }. Hidden exits stay secret until revealed in play.
itemsFloor items — catalogue refs {ref, quantity} or inline objects.
entitiesThe beings that call this room home.
interiorOf, interiorsContainment — this room is inside that one, or contains these.
bannerImages, bannerPrompts, bannerArtStyleOverrideSix per-time-of-day art slots and their prompts. See Part IV.
audioPromptsPer-time music and sound prompts (Music / Sounds, six slots each).
ambientPer-time background beats — overheard speech, a sound, a bit of activity — with a chance and interval. Detailed below.
stub, visitedFlags: skeleton-not-yet-fleshed, and whether the player has been here.

Ambient behaviours — a room that breathes

A room's ambient field holds the little background beats that make a place feel lived-in while the player lingers there: a snatch of overheard song, a fist thumping a table, the wind rattling the shutters. It is organised per time of day — dawn, morning, afternoon, evening, dusk, midnight — so the same tavern can roar at evening and fall to embers and wind by midnight. Each period holds a list of acts, and each act is one recurring beat.

Every act has four parts:

PartMeaning
typespeech — a line overheard in the room · sound — an environmental noise (optionally with a real, synthesised audio clip) · action — a brief bit of described activity. The two you will reach for most are SPEECH and SOUND.
promptThe GM steering for the beat — what is heard or happens. It is a seed, not a script: the GM rewrites it fresh each time it fires, so describe a situation, not one fixed sentence.
chanceThe per-check probability, 0–100 (percent; 0 disables the beat). Defaults to 40 when unset.
intervalSeconds between checks — how often the beat's timer rolls its chance while the player is in the room.

A beat written 30% · 60s therefore means: every 60 seconds the player stands in this room at this time of day, there is a 30% chance the beat fires and the GM narrates it. Low chances and longer intervals keep a place subtle; higher chances make it feel busy.

A worked set — one tavern, evening into midnight. Five beats that, read top to bottom, tell a small story of the room emptying out:

TypeBeat (the prompt)Chance · Interval
speecha knot of patrons singing a ragged old drinking song, off-key but full-throated30% · 60s
soundlaughter and the thump of a fist on a table as someone loses a bet30% · 60s
speecha hushed traveller at the corner table murmuring about lights seen moving wrong out on the moor25% · 60s
soundthe fire popping and settling as the crowd thins and voices drop low25% · 60s
soundthe wind rattling the shutters while the last embers glow dim in the hearth, the room otherwise silent20% · 100s

The first three are the busy evening — a song, a lost bet, a nervous rumour; the last two are the room winding down toward midnight — the fire settling, then only the wind, at lower chances and a longer interval. Authoring beats that shift with the hour like this is what makes a place feel alive rather than looped.

Two ways to add them, both in Editor › Rooms:

  • The GM box — describe the atmosphere in plain language and let the Game Master author the acts, chances, and intervals for you, spread across the right times of day: "give the tavern a lively evening — patrons singing off-key, a fist thumping the table over a lost bet, a hushed traveller muttering about lights on the moor — and quieter midnight beats as the fire dies down and the wind picks up."
  • The room card's Ambient section — expand a room and edit its per-time beats by hand: choose the type, write the prompt, and set the chance and interval. For a sound beat you can add a short text-to-sound-effect prompt and press to synthesise an actual clip (the Audio AI provider), to preview it, and tick play with ambient so the clip plays alongside the narrated beat.

How the GM generates each beat. Because the prompt is a seed rather than a line, the moment a beat fires the Game Master composes a fresh narration from it — and it does not do so blind. It reads the beat against the room's description and, above all, the room's atmosphere / mood at the current time of day (the per-time mood you can author on the room, GM-eyes-only). The same "patrons talking" prompt becomes uneasy, clipped remarks in a tense, gloom-soaked room and boisterous banter in a warm one. Since both the mood and the beat list are keyed to the hour, the GM lends the room a different voice at dawn than at midnight without any extra work from you. A speech beat yields a single overheard spoken line; a sound beat a described noise (and, if you generated one, its clip); an action beat one brief sentence of activity. None of it advances the plot, changes state, or consumes a turn — it is pure background.

Keep it a background humAmbient beats should never demand a response or move the story — they colour a scene the player is standing in. Favour low chances (roughly 15–35%) and intervals of a minute or more, vary the beats across the day, and reserve the quietest, rarest beats for the dead hours. The full timing mechanics live in the Living World design doc.

Editor · EncountersEncounters

Editor › Encounters

Encounters are the world's randomised, timed events — a wolf pack that prowls the road at night, a merchant who wanders into town by day. Each is a definition the living-world clock rolls against.

The Encounters tab
Editor › Encounters. Cards showing spawn chance, interval, despawn rule, the entities involved, a where-and-when table, and ambient behaviours.

GM box examples: "add a pack of wolves that prowls the forest road at night" · "make the wraith encounter only fire at midnight in the crypt" · "raise the wolf pack's spawn chance to 40%". If an encounter needs a creature that doesn't exist yet, the GM authors it too and adds it to the bestiary.

Encounter fieldMeaning
nameIts key (encounters are upserted by name).
chance0–100, rolled on each tick.
intervalSeconds between rolls.
despawnonPlayerExit · onTimeChange · none.
entitiesWhich beings spawn (refs into the bestiary).
whereLocation × time-of-day probabilities — a room and, per period, a chance it fires there.
ambientSelf-acting atmospheric behaviours the encounter's beings perform.
image, promptIts card art and image prompt.
The living worldEncounters, NPC routines, and ambient beats together make a world feel inhabited. The mechanics are detailed in the Living World design doc.

Editor · DungeonsDungeons

Editor › Dungeons

The Dungeons tab is a reserved shell. It carries the standard toolbar — filter, Import/Export, Collapse/Expand — and its Import/Export already work against a world.dungeons list, but the dungeon model isn't defined yet, so the card view shows an empty state and the GM box politely reports that dungeon authoring isn't available.

The Dungeons tab (shell)
Editor › Dungeons. The standard editor chrome is in place, awaiting the dungeon system. Nothing to author here yet — the tab is a placeholder for a future feature.

Nothing to build here today; it's included so the guide matches the app you see.

Editor · EntitiesEntities — NPCs & Monsters

Editor › Entities · inner subtabs: NPCs / Monsters / Catalog

Entities are the living beings of your world, split by behaviour: NPCs (people to talk to) and Monsters (hostile creatures). Wildlife (animal-type) lives one tab over, under Environment › Fauna. All three share the same rich card. A third subtab, Catalog, shows the templates those beings are built from.

The Entities NPCs subtab
Entities › NPCs. A being card: portrait, vitals & location, attributes, race, reputation, faction membership, description, and a full behind-the-scenes profile.

GM box examples (NPCs): "add a grizzled blacksmith named Doran to the square" · "give Willa a night-owl routine and a smuggling secret" · "add the Ironvale Guard faction to both Town Guards".
Monsters: "add a pack of dire wolves to the forest road" · "make the cave troll stronger and give it a regeneration ability" · "make the crypt wraith respawn after 3 days".

New beings need a homeWhen you create a being, name it and give it a valid location (a room id) — that's required. Editing by exact name updates every being that shares it, so two "Town Guard" NPCs change together.
The Entities Monsters subtab
Entities › Monsters. The same card, tuned for creatures — editable description, kind classes, abilities, and respawn controls.
Entity fieldMeaning
name, typetype is npc, monster, or animal — the behavioural split.
raceFree-text people/species (NPCs & monsters), editable inline; ties to the Races tab.
description, detailedDescriptionThe blurb and a fuller write-up.
level, stats str/dex/int/wis/cha/conPower and the six attributes (shown as chips). Scale stats to the being's level.
hp / maxHpHealth pool.
reputation, status, aliveStanding toward the player, current activity, and living state.
classes1–3 kind tags (undead, humanoid, beast, construct…) — used to judge what actions are feasible against it. Distinct from type.
factionsMemberships { ref, role, reputation }. Hostility is expressed via type/kind and faction standing — there's no separate aggression number.
abilities, inventoryNamed powers and carried items.
routine, routineDescriptionWhere the being is at each time of day, and a GM-eyes-only note on its habits.
ambientSelf-acting atmospheric beats it performs (mutter, pace, comment).
profileOccupation, age, appearance, personality, mannerisms, demeanour, speech style, history, motivation, secrets — the actor's bible. None of it is shown to the player raw.
lore, location, homeLocationHidden history fuel, and where it is / belongs.
respawn, respawnCooldownDaysCreatures only — whether and how soon it returns after death.
tasksNPCs only — errands or favours this NPC can ask of the player. Each is { name, description (the goal), subtasks:[{ text, xp }], completionXp }: a title, the desired end, the currently-known steps (each with a small XP reward), and a final XP reward for finishing the whole task. When you ask the GM to author an NPC it decides whether they warrant a task, scales the rewards to the task's difficulty (more for one that requires defeating enemies or long travel) and to the NPC's reputation toward the player (neutral or unfavourable → slightly lower), and may mint the items/other NPCs the task routes through — gating their appearance on the task's state (e.g. the fetched item need not appear until the player accepts the task or completes an earlier step). Send tasks to replace the set, or addTasks to add/update one as the story reveals new steps. Accepted tasks surface on the player's Journal › Tasks tab.
compendiumImage, portraitPrompt, ignoreArtStylePortrait and how it's generated.

Catalog — the templates, and what is using them

The NPCs and Monsters subtabs list the beings standing in rooms. Catalog lists something different: the templates a room's {"ref": "…"} resolves against. The distinction is invisible until it matters, and then it matters completely — a template is a description of a being, not a being. Defining one puts nobody anywhere.

So the column that earns this screen is the last one: what is using each template. There are three answers.

The row saysMeaning
One or more room namesBeings built from this template stand in those rooms. It appears on the NPCs or Monsters subtab.
spawned by …An encounter references it and spawns it as the player plays. In no room by design — this is correct, not a gap. The built-in world's villager is exactly this.
used by nothingNo room holds it and no encounter spawns it, so no such being can ever appear. Usually a Game Master that authored the template and forgot to place it. These sort to the top.

Two controls per row. Place builds a being from the template into the room you choose — the repair for a template nothing uses, and equally the quick way to put a second Town Guard somewhere. Delete removes the template, and is offered only while nothing uses it: deleting one that is placed, or that an encounter spawns, would leave live beings whose reference resolves to nothing.

Import adds templates and places nobodyThe Catalog's Import writes to the catalogue and puts no one in a room — cataloguing and placing are separate acts, and anything that lands unused shows here as such. A world with no templates at all is perfectly normal: beings can be written straight into their rooms instead, which is how much of the built-in world is authored.

Editor · RacesRaces

Editor › Races

The peoples and species of the world. A race is lore-and-flavour: it gives NPCs a heritage and the player a sense of place. Beings reference a race by name.

The Races tab
Editor › Races. One card per people, with traits, lifespan, homeland, description, and a portrait.

GM box examples: "add a race of stone-skinned mountain dwellers" · "give the Sylvani a 300-year lifespan and a woodland homeland" · "remove the Hollow".

Race fieldMeaning
id, nameIdentity.
description, detailedDescriptionBlurb and fuller write-up (both ✨-editable).
traits, lifespan, homelandDistinguishing features, how long they live, where they hail from.
lore, loreKeyHidden history and the condition under which the player earns it.
abilitiesCustom racial abilities — named, described traits, each rooted in a mechanic. A racial ability is inherent (members are born with it), so every racial ability is a PASSIVE (kind:"passive"): an always-true capability the character never rolls a check to use. (The "checked" modifier shape — kind:"modifier" with appliesTo/bonus, which rides a d20 check — is reserved for learned skills and granted boons, not a birthright.) A passive does one or both:
  • Waives a check it renders moot — a standing capability the members simply have. { name, description, kind:"passive", condition, waives:{ tags } }. E.g. Amphibious → waives "drowning" while submerged.
  • Modifies a roll — a signed bonus/penalty on a named roll (saving throws, to hit, AC, damage, initiative, or a free-form check), applied to the character (self) or a foe (enemy). { name, description, kind:"passive", effect:{ modifiers:[{ target, stat, delta }], condition } }. The passive isn't rolled itself, but it tips the other rolls made in play. E.g. Warded Mind → +2 to your saving throws against fear; Dreadful Mein → −3 to the enemy's to-hit. A saving throws modifier the engine folds into the player's own save; other roll modifiers are GM-adjudicated in play.
A single passive may both waive and modify. Members inherit these on their Character › Profile (with a racial badge), and race cards render an Abilities section.
portrait, portraitPrompt, ignoreArtStyleA representative portrait and its prompt.

Editor · EnvironmentEnvironment — Flora & Fauna

Editor › Environment · inner subtabs: Flora / Fauna

Environment gathers the world's natural life — plants and non-hostile wildlife — so they don't clutter the Items and Entities tabs.

The Environment Flora subtab
Environment › Flora. Plant-type items — herbs, fungi, trees, flowers — on the same card as ordinary items.
  • Floraplant-type items. They use the same card as the Items tab, scoped to type: "plant". Author with the GM box ("add a luminous moor-moss that glows at dusk"). Common vegetation is usually worth 0 coin; give it an evocative icon (🌿🌳🍄🌸) and a subtypes tag (herb/tree/fungus/flower).
  • Faunaanimal-type entities. These are beings, not items, so they use the full entity card (stats, hp, routine, ambient, portrait) minus race. Author with the GM box ("add a marsh heron that stalks the shallows"); new entries must be non-hostile animals.
Where each thing livesPlants are items → they carry a value, weight, and can be picked up. Animals are entities → they move, act, and can be encountered. Choosing the right home is really choosing whether the thing is an object or a creature.

Editor · PlayerPlayer — Classes & Progression

Editor › Player · inner subtab: Classes

Classes are the archetypes a player can begin as. Each sets starting attributes, a starting loadout, the signature skills it begins knowing, and — optionally — a milestone progression timeline.

The Player Classes subtab
Player › Classes. A class card with a directly-editable base-stats grid, starting-inventory chips, and the gold ✦ Progression button.

GM box examples: "add a Cleric class built around WIS with a mace and holy symbol" · "raise the Mage's base INT to 20" · "give the Ranger a bow and 3 arrows as starting gear".

Class fieldMeaning
name, descriptionIdentity and pitch.
baseStats{ hp, mp, str, dex, int, wis, cha, con } — whole numbers ≥ 1. This is the one grid you edit directly on the card.
startingInventoryThe opening loadout (catalogue refs or inline items). Replaces, doesn't append.
inherentSkillsSkill ids the class begins knowing — its signature abilities.
equipmentSlotsOptional — overrides to the default paper-doll gear slots when a class equips differently (e.g. a Mage swaps its Shield slot for a Spellbook slot). Add/remove/replace ops; most classes omit it and use the standard slots.
progressionAn optional authored milestone timeline (below). Built-in classes ship without one.
Every class needs a signatureWhen you create a class, give it 1–3 class skills with at least one inherent signature. Skill-reliant archetypes (rogues, mages) warrant 2–3; a tanky weapon class often needs just one. The built-ins model this: Warrior → Swordsmanship; Rogue → Lockpicking, Sneak, Surprise Attack; Mage → Spellcasting, Runecraft; Ranger → Tracking, Spellcasting. Author the skills on the Skills tab and reference them by id.

The Progression dialog

Each class card carries a gold ✦ Progression button (with a beat-count badge). It opens a big dialog showing that class's milestone timeline — the rewards a character earns as it levels.

The Class Progression dialog
The Progression dialog. A vertical timeline of level beats — each with an optional nickname, a hidden/revealed flag, and reward lines. Generate drafts it; the ask bar refines it; Confirm closes.
  • Generate drafts a whole timeline. If one already exists it asks to confirm the overwrite first.
  • The ask bar refines it in plain language: "space the beats out more" · "add a level-5 riposte class skill" · "give level 10 a +2 CON bump".
  • Confirm simply closes — edits are already applied.

A beat is { level, title?, revealed, rewards[] }: a level (2+, since level 1 is creation), an optional nickname reserved for meatier milestones (it also becomes the character's honorific), a revealed flag (show the player the beat early, or keep it hidden until reached), and one or more rewards. Reward types: classSkill, skill, stat (a fixed bump), statPoints (points to allocate), and other (a mechanical boon). Timelines are meant to be sparse and front-loaded — a handful of beats across twenty levels, not one per level. The full design rationale is in the Player Progression doc; the player sees their own copy on the Character › Progression tab.

Editor · PlayerPlayer — Skills

Editor › Player · inner subtab: Skills

The world's skill catalogue — the proficiencies the GM rolls against when an action calls for one. Skills are what classes grant, books teach, and mentors train.

The Player Skills subtab
Player › Skills. Each skill shows its governing attribute, its class gate, and its base difficulty.

GM box examples: "add a Pickpocketing skill for Rogues (DEX)" · "make Herbalism governed by INT" · "add an open-to-all Swimming skill, DC 10".

Skill fieldMeaning
id, name, iconA lowercase_snake_case id, a display name, and one emoji.
statThe governing attribute (str/dex/int/wis/cha/con) — the check adds its modifier.
classesThe class gate. Empty means anyone can use it; listed means it's a signature of those classes.
baseDCBase difficulty, 5–25.
descriptionWhat it does (inline-editable, with a ✨).
How players actually get skillsThree routes: inherent (granted by the class at creation); books (an item of type: "book" with teaches: <skillId> — reading it is an INT check vs the skill's DC, one attempt per character level); and mentors. Root skills like Spellcasting are hard-gated off-class; softer skills can be learned off-class at lesser effect. The rules are in Player's Handbook Ch. 8 and the Character Skills doc.

Editor · ItemsItems

Editor › Items

The catalogue of ordinary gear — weapons, armour, consumables, keys, books, treasure, and clutter. (Magic items, spells, and spellbooks have their own tab; plants live under Environment.)

The Items tab
Editor › Items. Item cards with type, value, weight, icon, description, and — for containers — hidden contents, locks, and traps.

GM box examples: "add a silvered dagger that harms undead" · "make the Health Potion worth 20 copper" · "add a locked chest to the vault holding a jewelled crown".

Item fieldMeaning
id, name, typeIdentity and kind — weapon, armor, consumable, key, book, spellbook, scroll, plant, treasure, gem, ring, misc, …
description, detailedDescriptionThe blurb and a fuller write-up (✨-editable).
value, weight, size, conditionWorth (in copper), how heavy, how much container space it takes, and wear.
icon / iconImage, image, promptAn emoji or a generated glyph, a card picture, and its image prompt.
subtypesKind/taxonomy tags for the item (e.g. sword, one-handed weapon) — a specialization of type.
classesOptional — character classes the item is restricted to (empty = any class may use it).
ac, acBonusFor armour: the base Armour Class the piece sets and any magic bonus on top.
damage, damageBonus, damageTypeFor weapons: the damage dice (NdX / NdX+M), a signed magic modifier, and the type (slashing, piercing, …) — the offensive twin of ac. Shown wherever AC is; combat consuming it is a later phase. See the Weapon Damage design doc.
lore, loreKey, loreUnlockedHidden history and how it's earned.
minorFlag for incidental room dressing — playable but kept out of the catalogue and Compendium.
teachesFor books, a skill id; for spellbooks, spell id(s).
containerMakes the item a container — see below.

Containers, locks & traps

Any item can be a container. Its container object holds hidden contents (concealed until opened), a capacity, a lock (method none / key / pick / button / sealed, a pick DC, an optional key ref, and hidden-button details), and optional trap fields — a labelled effect that springs on opening, with detect and disarm DCs. Containers and traps are covered in the Containers design doc.

Treasure

Items of type: "treasure" are special: they're filed into the player's admired Treasure trove rather than usable inventory, and finding them raises Fame. Use them for trophies and hoard-pieces.

Editor · MagicMagic — Items, Spells & Spellbooks

Editor › Magic · inner subtabs: Items / Spells / Spellbooks

Everything arcane lives here, split three ways.

The Magic Spells subtab
Magic › Spells. The world grimoire — each spell shows its school, level, MP cost, effect, and which tomes teach it.
  • Items — magic-type items (rings, wands, relics). The same card as the Items tab, scoped to the "magic" category. "add a ring of invisibility".
  • Spells — the world grimoire. "add a level 3 healing spell" · "make Firebolt cost 8 MP and deal 18 damage". Fields: id, name, school, level, mpCost, target, description, icon/image/prompt, an effect summary, and a GM-facing Usage note on what casting actually does in and out of combat (✨-authored).
  • Spellbooks — the tomes that teach spells. Each card adds a Teaches section linking to the spells it grants. "add a tome that teaches Firebolt" · "make The Emberleaf Codex also teach Frost Lance". A spellbook item's teaches field is a spell id or list; reading it learns those spells. The app can even mint an evocative tome for a given spell for you.
Spells vs. skillsSpells are cast from a memorised loadout and cost MP; they're learned only by reading spellbooks (never consumed). The whole magic system — the Spellcasting skill as the gate, field spellbooks as leveled loadout carriers — is laid out in the Spells and Player Spells design docs.

Editor · QuestsQuests

Editor › Quests

Quests are threads of story told in beats. Crucially, they are GM-eyes-only: the player never sees a quest list or a beat title until play organically triggers it, at which point the beat is woven into narration and written to their Journal. As DM you see the whole thread — every beat, locked and unlocked, with its hidden trigger.

The Quests tab
Editor › Quests. The full DM view of every quest thread as a vertical timeline of beats, each showing its lock state, trigger, tagged NPCs, and rewards.

GM box examples: "add a three-beat revenge quest against Baron Vale" · "give the missing-child quest a reward of the silver locket" · "change the final beat's trigger to entering the crypt at midnight" · "remove the smuggling side quest".

Quest / beat fieldMeaning
Quest id, title, summaryIdentity and a GM-only description of the thread.
Beat id, titleIdentity and the heading the player eventually reads.
Beat textThe Journal entry shown to the player once the beat unlocks.
Beat triggerGM The natural-language condition that unlocks it. Never shown to the player.
Beat npcsExact NPC names the beat concerns — cross-referenced into the Compendium.
Beat locationOptional — the room id (or exact room name) where the beat takes place. The Journal shows it as a clickable Location chip that opens that room's popup. Omit for a beat with no single location.
Beat rewards{ ref, quantity?, note } — an item, a count, and a GM-only note on how it's obtained. Delivered when the beat unlocks.

Each beat's badge toggles its lock state so you can test a thread without playing to its trigger (see Testing your world). Beats unlock one per turn, in order, only when their trigger is genuinely met.

Edits to journaled beats are guardedIf an edit would remove or change a beat the player has already unlocked (it's in their Journal), the Editor shows a confirmation listing exactly which entries are affected before applying. Non-destructive edits apply immediately. Quests are covered further in the Quests & Journal doc.

Part IV · Prompt & Image Generation

Prompt & ImageHow art works

A world can be entirely text, but a handful of images transform it. The Lost Realms is built so that one line of visual direction — your Art Style — gives the whole world a consistent look, and so that the GM can write the individual image prompts for you.

Three ideas make the whole system click:

Style is global

Your world's Art Style is prepended to every image prompt at generation time. Change that one line and every banner and portrait re-skins to match.

Prompts are subjects

Each object stores a subject-only prompt — "a grizzled gatekeeper before a village gate" — with no palette or medium words. The style supplies the look; the prompt supplies the thing.

The GM writes prompts

Every button hands off to the GM to author a prompt grounded in that object's data and your world's canon. You rarely type prompts by hand.

So the division of labour is: you set the style once and pick a provider; the GM writes the subjects; the app combines them and paints. The rest of this part shows where each of those levers lives.

Prompt & ImageThe Art › Style tab

Editor › Art · inner subtab: Style

This is the control room for your world's look. It has four sections.

The Art Style tab
Art › Style. The world Style Prompt (prepended to every image), the read-only World Tone, tone-matched Presets to copy from, and an Image Prompt test bench with Generate and Test.
SectionWhat it's for
Style PromptYour world's Art Style, live-editable. This exact text is prepended to every image prompt when art is generated. Rewrite it to change the world's entire look at once.
World ToneRead-only, from the World Builder. The presets below key off it.
PresetsReady-made styles for your tone. Choosing one drops its full text below so you can copy it into the Style Prompt.
Image PromptA test bench. Generate asks the GM for a random subject fitting your world; Test paints it through the real pipeline (style prepended) so you can preview your Style Prompt on a live image before committing.
Iterate here firstBefore you batch-generate a hundred images, dial in the Style Prompt on this tab. Generate a test subject, Test it, tweak the style, Test again. A good Style Prompt pays off across every image in the world.

Prompt & ImagePer-object prompts & the ✨ handoff

Almost every object that can have a picture carries its own image-prompt field and a small set of controls. The glyphs are consistent everywhere:

GlyphMeans
Ask the GM to write the prompt (or, on an item icon, generate the icon) — grounded in the object's data and world canon.
Upload your own image for this object.
Regenerate the portrait/banner from its current prompt.
GeneratePaint an image for an object that has none yet.
Play a generated sound.

Where prompts live, by object:

  • Rooms — a banner for each of six times of day. Each slot has its own prompt, a ✨ to suggest it, a per-slot art-style override, and Generate/Upload/Regenerate. So a tavern can look warm at evening and cold at dawn.
  • Entities, items, factions, races, spells, encounters, regions — a single portrait/emblem/scene prompt with a ✨, plus ⬆ upload and ♻ regenerate.
  • Items — additionally, a generated icon: the item popup's ✨ mints a minimalist game glyph (a single bold symbol on a transparent field) that then shows in place of the emoji across the sidebar, sheet, story, and Compendium.

The "Override World Art Style" checkbox

Every prompt block has an Override World Art Style checkbox. Ticked, that one object is generated from its prompt alone, without your world style prepended — for the rare thing that needs to look different (a map, a UI-like sigil, a photoreal insert). Leave it unticked and the object inherits the world look.

Why prompts stay style-freeBecause the style is applied at generation time, the stored prompts are pure subjects. That's what lets you re-skin the world by editing one Style Prompt — and it's why the GM is told to write subjects, not styles, when it authors a world. If you hand-write a prompt, keep it a subject description too.

Prompt & ImageThe Missing dashboard & batch Generate

Editor › Art · inner subtab: Missing

The Art tab opens on Missing — a dashboard of everything in your world that doesn't have art yet, grouped as Characters & Monsters, Races, Encounters, Rooms, Items (and, separately, their icons), Spells, Skills, and Factions. It's your worklist for dressing a freshly-built world.

The Art Missing dashboard
Art › Missing. Every un-arted object in one place, with a single gold Generate button that paints them all — one at a time — then turns green to Confirm.

The single Generate button at the foot batch-paints every card shown (respecting the name filter), one at a time: it writes any missing prompt first, then paints. While it runs, the button becomes Stop (click to finish the current card and halt); when it's done it turns green to Confirm, which clears the now-arted cards off the list. A summary is logged.

A good dressing passSet your Style Prompt → filter Missing to one group (say, just NPCs) → Generate → review → Confirm. Working a group at a time keeps the batch short and lets you catch a bad Style Prompt before it's painted onto everything.

The Review subtab is a gallery of everything that already has art, grouped the same way as Missing — click any cell to open that object's detail popup. It's the place to spot-check a world's art after a batch, without hunting through each catalog tab. The Music/Sounds subtabs remain shells, carrying the standard chrome but no authoring yet.

Prompt & ImageImage providers & keys

Prompts are provider-agnostic; the painter is a separate choice. There are two independent decisions: which image provider renders your pictures, and which optional keys you've supplied.

Choosing a provider

Providers are chosen in Settings (the gear), under Image AI (with parallel pickers for Icon AI, Map AI — the provider used for region maps (see World › Regions), Gallery AI, Sound AI, and Video AI):

ProviderNotesKey
PollinationsThe default and fallback. Keyless (an optional token raises limits). If any other provider lacks a key, the app silently falls back to this one.Optional token
Nano Banana (Gemini)Google's image models. A model picker offers Nano Banana (flash) and Nano Banana Pro.Gemini key
HiggsfieldA model picker offers Soul (1080p) and a faster 720p variant.Higgsfield key ID
OpenAIThe GPT Image models. Text-to-image only, so it is offered for Image, Icon, and Map but not for the Gallery or weathered banners.OpenAI key
fal.aiThe SANA family — a model picker offers Base, the very fast Sprint, and 1.5 at 1.6B and 4.8B, with three optional tuning fields beneath it (see below). Text-to-image only, the same three slots as OpenAI.fal.ai key

Keys are entered from the login screen's API Keys dialog (Pollinations, Nano Banana / Gemini, Higgsfield, OpenAI, fal.ai, ElevenLabs for sound, Runware for video, Tripo for 3D) — each optional, each stored encrypted on your device. On a Server Vault realm they are held on the server instead, entered once on the admin page and never sent to a browser. When a provider that needs a key doesn't have one, generation quietly uses Pollinations and notes the substitution.

Tuning SANA

Choosing fal.ai reveals three optional fields under the model picker: Inference steps, Guidance scale, and Seed. All three are blank by default, and blank is the setting that matters most — a blank field is not sent at all, so the model you picked uses its own tuned default. That is deliberate rather than lazy: Sprint resolves a picture in a handful of steps where Base wants roughly eighteen, so any number pinned across all four variants would suit one and spoil the rest.

  • Inference steps — how many denoising passes the model makes. More is generally finer and slower.
  • Guidance scale — how tightly the picture is held to your prompt. Higher obeys the words more literally; lower gives the model more room to compose.
  • Seed — pin one and the same prompt paints the same picture every time, which is how you refine wording without the composition shifting underneath you. Left blank, every generation gets a fresh seed.

A value out of range settles to the nearest one the API accepts, and clearing a field hands the decision back to the model. Whatever you set applies to every fal slot — Image, Icon, and Map alike.

Two different "models"Don't confuse the GM text model (the Claude model picked on the login screen, which powers narration and every ✨/GM-box authoring call) with your image provider (chosen in Settings). They're separate systems: the text model writes the prompt; the image provider paints it.

Prompt & ImageMusic & sound

Rooms can carry audio the same way they carry banners. Under a room's Audio section are Music and Sounds, each with six per-time-of-day prompt slots and a ✨ to have the GM write them. Sound slots add Generate Audio (synthesise a clip via your Sound AI provider and play it) and ▶ Play.

Ambient beats of the "sound" kind can carry a play-with-ambient flag: when the beat fires in play, the app makes sure a clip exists (authoring the sound prompt via the GM and synthesising it if needed), stores it so it isn't regenerated, and plays it so the text and the sound land together.

The Sound AI provider (currently ElevenLabs) is chosen in Settings and keyed from the API Keys dialog. As with images, the standalone Music and Sounds Art subtabs are shells today — room-level audio is where sound authoring lives.

Part V · Running & Growing

Running & GrowingTesting your world

Authoring and playtesting are the same loop: build a little, play a little, fix what the play reveals. A set of DM-only tools lets you test without grinding through your own content.

The // debug console

As a DM, prefixing a typed line with // issues an out-of-character command that changes the live game directly — no story turn, no time passing. Use it to jump to the state you want to test:

// heal            — full HP/MP
// set dex 14      — set an attribute
// gold +100       — coin, xp, fame…
// level up        — jump a level (to test progression)
// give me a torch — conjure an item
Ask the guide with //A // line phrased as a question (e.g. // how do I add a faction? or // what do encounter timers do?) is recognised as a how-to query and answered from this Dungeon Master's Guide in a popup — the DM counterpart to the player's / Field-Guide lookup — rather than changing any game state. Anything phrased as an instruction still runs as a live command.

Quest & hint testing

  • unlock the quest beat <name> / lock the quest beat <name> — jump a beat's state so you can test a thread without meeting its trigger. (The Quests tab's per-beat badge does the same by click.)
  • /hint — ask the GM for a subtle nudge toward the nearest quest thread. Useful for checking that a beat's trigger and nearby NPCs actually point the player where you intend.
  • verbose on / verbose off — lengthen or tighten GM narration while you read your own scenes.

The Logs tab

Every GM handoff — world edits, prompt authoring, turns — is recorded on the DM-only Logs tab, including the raw model responses. When an edit doesn't do what you expected, the log tells you what the GM actually returned.

The full debug familyThe complete // command set (attributes, vitals, coin/xp/fame, status effects, spells/skills, alignment, travel, world/being construction, app recolouring) is documented in the Field Guide's OOC meta-commands.

Running & GrowingGrowing a live world

Worlds are meant to expand as play pushes at their edges. You have three ways to grow one that's already in motion:

  • From the Editor. Everything in Part III works on a live world — add a room where the player is headed, a quest to chase, an NPC who just became relevant.
  • World chunks. On World › Chunks, have the GM author a whole new region and stitch it onto existing rooms, or stub a large area to flesh out room-by-room from the Rooms tab as the player approaches.
  • In play. The DM command expand the world <brief> grows the world mid-session from a one-line description.

Because merges are additive, growing a world never overwrites what's already there — new rooms and quests are added, existing ones are left intact, and only catalogue collisions ask you to choose.

Running & GrowingKeeping it consistent

A few habits keep a growing world coherent:

  • Export often. Use World › Chunks → Export World as a backup before big changes. A world file is small and portable.
  • Lean on World Rules. Because your Rules are fed to the GM every turn, keeping them accurate is the single biggest lever for consistent play. Update them when the world's reality shifts.
  • Let reveals be earned. Faction reveal conditions, hidden lore loreKeys, and quest triggers all keep secrets until play earns them — resist spelling things out in public descriptions.
  • One Art Style. Resist per-object style overrides except where genuinely needed; a single Style Prompt is what makes the world look like one place.
Appendices

AppendixWhere to go next

This guide covers authoring. For the rest of the system, these companions go deeper:

The in-app Field Guide (guide.html)

The Player's Handbook (players-handbook.html)

The player-facing rules — attributes, combat & dice, skills, spells, containers & traps, reputation & factions, time, XP & leveling. Know these to author fair challenges.

Design deep-dives (Designs/)

DocCovers
combat.htmlTurn-based combat, initiative, AC/to-hit, fleeing, rewards.
weapon-damage.htmlThe per-weapon damage stat (dice, magic bonus, type) — the offensive twin of AC.
spells-and-scrolls.htmlThe spell system and player-facing magic — how the world catalog, a class and a spellbook decide what is castable (§04), and everything from memorisation to casting. (character-spells.html was merged into it.)
character-skills.htmlSkills — gating, checks, off-class penalties.
class-gating.htmlClass gating – why gear is a hard refusal and skills a soft penalty, and where to draw each.
player-progression.html · character-progression.htmlClass progression timelines and the attribute/vitals model.
entity-leveling.htmlHow level shapes a being's stats and abilities.
living-world.htmlThe clock, routines, encounters, and ambient life.
quests-and-journal.htmlQuest threads, beats, triggers, and the Journal.
standing-and-morality.htmlReputation, Fame, and alignment.
containers.htmlChests, locks, keys, and traps.

AppendixData-object cheat-sheet

The world's building blocks and where you edit each. Fields are detailed in the linked sections above.

ObjectLives inEditor tab
World framing (name, tone, theme, artStyle, rules, prologue)world rootWorld › Profile · Art › Style
Regionworld.regionsWorld › Regions
Factionworld.factionsWorld › Factions
Roomworld.roomsRooms
Encounterworld.encountersEncounters
Entity (NPC / monster / animal)world rooms' entitiesEntities · Environment › Fauna
Raceworld.racesRaces
Class (+ progression)world.classesPlayer › Classes
Skillworld.skillsPlayer › Skills
Item (incl. plant, container, treasure, book)item catalogueItems · Environment › Flora
Magic item / Spell / Spellbookcatalogue · world.spellsMagic
Quest (+ beats)world.questsQuests

AppendixGlossary

TermMeaning
DMDungeon Master — you, the human author.
GMGame Master — the AI engine that runs and co-authors your world.
World BuilderThe New-World screen that generates a whole world from a concept form.
World EditorThe tabbed workspace for hand-editing a world's data.
GM request boxThe bottom-of-tab input that has the GM author data from a plain-language instruction.
ChunkA partial world (rooms/items/entities/…) that merges additively into an existing world.
StubA skeleton room — name, line, exits — to be fleshed out later.
BeatOne step of a quest, unlocked by a hidden trigger and written to the player's Journal.
Art StyleThe world's one-line visual direction, prepended to every image prompt.
Reveal / loreKey / triggerHidden conditions that keep factions, lore, and quests secret until play earns them.
Inherent skillA signature skill a class begins knowing.

The Lost Realms — Dungeon Master's Guide. Companion to the Field Guide and Player's Handbook.