The Lost Realms

A world of ancient mysteries and hidden treasures.

World Builder

Describe the world you want and the Game Master will forge it from scratch — its places, people, lore, and an opening quest. Review and tweak the generated world below, then Save World to keep it in your browser library, or Export World to download it as a file you can Import Game from the login screen to play.

Thematic guidance for the GM — setting, tone, the central conflict, notable places or people. The more vivid, the richer the world.
Sets what wealth is FOR in this world. The balance pass checks the finished world against your pick.
Off, the Game Master fills in loose requests and names what it chose (“you bed down for the night”). On, it asks first when a vague request hides a real choice — a breather or a full night, which is the difference between keeping your prepared spells and losing them.
% of an item’s value
What a buyer hands over for goods the player sells. The Game Master still haggles a quarter either way, so a specialist pays more than a general trader — this only stops the price being invented from nothing and undoing the prices you set.
A one-line visual style for the world's generated images. “Suggest” asks the GM to derive one from the name, theme & premise, tone, and prologue.
Ready-made art styles for the selected Tone. Choosing one replaces the Art Style text above.
Fed to the GM every turn (and when generating the world and prologue) so play stays consistent with the world's reality. Leave blank to let the GM decide from the tone & theme.
Given to the GM as canon and used as the world's prologue when you generate it. When World Rules are set, the prologue is written to stay consistent with them.
Fed to the GM as canon it leans on when authoring quests and plots. In a from-scratch generation the Prologue informs this, so it grounds the intended arcs on the settled world.
Handed to the GM as the beings this world MUST contain. It authors each one as you describe it and invents the rest around them — so a named NPC or a monster you care about is in the world from the start rather than hoped for.
Have the Game Master write portrait/scene image prompts, hidden lore, and lore unlock conditions for every applicable place, person, and item as it forges the world.
World JSON (editable)i

View

Live view
No Skills Yet The abilities, proficiencies, and talents your character develops through play will be tracked here as this system takes shape.

Guide

📖
Guide
Your completion guide will appear here.
⚒️ No Professions Yet Trades and crafts you take up, and your progress in them, will appear here.

World Editor

Realm
Regions map — coming soon.
Every item carries one type — what it fundamentally is — and up to four subtype labels drawn from that type's facets. The Game Master is handed this same vocabulary when it authors an item, so a label written here is a label the engine will recognise.

The current world's framing, captured when it was forged — this guides the Game Master's narration and image generation. Economy, World Rules and Prologue can be edited here and take effect immediately; the rest are read-only.

Fed to the GM every turn so play stays consistent with the world's reality. Edit to reshape what's possible here.
The opening backdrop shown as play begins, and scene-setting canon given to the GM.
GM-eyes-only summary of the world's stories, plots, and quests. The GM draws on it heavily when crafting quests and plots. Edit to steer where the story goes.
Paste a world chunk — a JSON object shaped like a subset of the world data — and merge it into the live game. Supported keys: rooms, items, entities, classes, lore, quests, encounters, and exitPatches (to stitch new rooms onto existing ones, e.g. {"village_square": {"north": {"to": "new_road", "description": "A road leads north."}}}). Merging is additive — existing rooms and quests are never overwritten.
Pick 1–4 rooms the new region connects to. These are sent to the GM in full so it stitches cleanly; the rest of the world is summarized. Unselected → your current room.
— or paste a world chunk manually —
Backup — export the entire world (rooms, NPCs, items, classes, lore, quests, encounters) to a JSON file you can keep or import into another game.
Start fresh — discard the unpublished edits in this world draft and reload the published copy from your world library. Your saved games are not affected.

Settings this world carries with it, authored here by the Dungeon Master. They travel with the world and with its saves — unlike the app's own Settings, which belongs to whoever is sitting at this browser.

Electron
Placeholder. The choice is stored with the world and survives a reload, but nothing reads it yet — so ticking it changes nothing you can see.
The world's art style. It is combined into (prepended to) every image prompt when art is generated. Edit here to change the world's art-style prompt.
The world's tone, set in the World Builder. The presets below are drawn from it.
Ready-made styles for this world's tone. The chosen preset's full text appears below — copy it into the Style Prompt above if you like.
A test subject prompt. It is combined with the Style Prompt above to generate a test image.
Ready
Engine Log
Ready Map Version:
AI Generation
Claude
Model
Image AI
Provider
Icon AI
Provider
Map AI
Provider
Gallery AI
Provider
Weather AI
Provider
Sound AI
Provider
Video AI
Provider
Model
3D AI
Provider
No active session to detach.
Start or resume a game in the main window, then detach the Editor again.

Working…