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

console.anthropic.com. On some realms this field is simply absent — the key is held for you, and there is nothing to paste.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.
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 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.
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 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.
A small row of icon buttons sits at the story panel’s corner. None of them ever spends a turn:
| 🎲 Dice bag | Roll 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 input | Dictate your next move; it transcribes into the box and, once you pause, submits automatically. |
| 📖 Make a Book | Bind the story so far into an illustrated PDF — verbatim, or retold as a novel (Chapter Twenty-One). |
| − / + | Scales only the narrative text, and remembers your size. |
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.
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.
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.
go <direction>.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 type | Who it reaches |
|---|---|
| plain text | The world. Your intention goes to the Game Master. |
/ your question | The 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. |
// command | The DM console. Two slashes change game state directly (Dungeon-Master-only; a player is simply told it’s off-limits). |
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).
The Character tab opens on your Profile sheet, with further subtabs for Equipment (Chapter Seven), Spellbook (Chapter Twelve), 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.

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.
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.
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.
| Downtime | Duration | Restores HP & MP | Notes |
|---|---|---|---|
| Rest | a short while | up to 35% | A quick breather — eases fatigue two stages and keeps your prepared spells; usable twice before you must sleep. |
| Sleep | a full 8 hrs | 65% | Real sleep. Clears a caster’s loadout (see below). |
| Camp | a full 8 hrs | 90% | 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.)
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 awake | Stage | Toll on your attributes |
|---|---|---|
| ~18 h | Tired | −1 DEX, −1 INT |
| ~30 h | Fatigued | −2 STR / DEX / INT, −1 WIS |
| ~42 h | Exhausted | −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.
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.
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.
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.
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.
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.
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.
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 armor sets, plus 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.
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).
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.
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.
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.
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.
d20 + your INT modifier against the skill’s difficulty (a Skill Study card shows the roll). Succeed and the skill unlocks and the book crumbles to dust, its knowledge now living on the card. Fail and the book stays in your pack — but you may attempt each skill only once per character level, so a missed skill is closed to you until you level up, when you can try the book again.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.
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.
| Difficulty | DC | Outcome | Result |
|---|---|---|---|
| Easy | 8 | Critical | total ≥ DC + 10, or a natural 20 — bonus xp |
| Moderate | 12 | Success | total ≥ DC |
| Hard | 16 | Partial | within 2 below DC — succeeds at a cost |
| Very Hard | 20 | Failure | otherwise, or a natural 1 |
| Formidable | 25 | — |
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.
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.
Your sheet carries three different kinds of thing, and telling them apart makes the rest of this book legible.
| Where it comes from | Can you level it? | |
|---|---|---|
| Skill | Learned — trained, read, practised | Yes — it earns xp and tiers up |
| Ability | Inherent or granted — race, item, spell, potion, flora | No — the source owns it |
| Status effect | Applied to you — a potion, a curse, fatigue, a blow | No — 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.
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.
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.
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 total | d20 + 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.
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.
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.
The Character › Spellbook 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).
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.
There is no free “Learn” button. Spells are acquired solely by reading spellbooks — tomes that name the spell(s) they inscribe. 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.
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.
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.
| Reward | What it does |
|---|---|
| Class skill | A proficiency belonging to your discipline, learned outright. |
| Skill | An open skill any class may hold, learned the same way. |
| Attribute | A permanent bump to one of your six — usually +1. |
| Stat points | Extra points dropped into your pool, yours to place where you like. |
| Boon | A 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 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.
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.
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.
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.
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.
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.
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.
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.
| Tier | Score | What it unlocks |
|---|---|---|
| Devoted | ≥ 40 | Will share their deepest secrets. |
| Friendly | ≥ 20 | Shares history and motivations. |
| Warm | ≥ 5 | Open and helpful. |
| Neutral | −4 to 4 | Polite, guarded. |
| Wary | −5 to −19 | Reluctant, terse. |
| Hostile | −20 to −39 | Antagonistic. |
| Enemy | below −39 | Attacks on sight. |
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.
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 shields on your sheet).
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.
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. A new game begins at 09:00 on the 1st of Frostmark, Year 437.
| Period | Hours | |
|---|---|---|
| Dawn 🌅 | 05:00–08:00 | A 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.”
Your growing record of the world, in ten subtabs: People, Places, Items, Monsters, Flora, Fauna, Races, Magic, Lore, and Factions. Entries 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.

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.
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.
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.
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. (A fifth subtab, Professions, waits on a system still to come.)

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.
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.

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

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.
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.
| Tier | Score | Tier | Score |
|---|---|---|---|
| Devoted | ≥ 40 | Neutral | −4 to 4 |
| Friendly | ≥ 20 | Wary | −5 to −19 |
| Warm | ≥ 5 | Hostile | −20 to −39 |
| Enemy | below −39 |
| Easy | Moderate | Hard | Very Hard | Formidable |
|---|---|---|---|---|
| 8 | 12 | 16 | 20 | 25 |
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.
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.
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.
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.
| Dawn | Morning | Afternoon | Evening | Dusk | Midnight |
|---|---|---|---|---|---|
| 05–08 | 08–12 | 12–17 | 17–20 | 20–22 | 22–05 |
1 gold = 10 silver = 100 copper.
| plain text | Your 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). |
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.