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Quests, NPCs & the world

The DM's world-building tools. All of these support markdown and carry a DM-only secret field that players never see.

Quests

Open the Quests board and New quest. A quest has:

  • Title and a markdown body.
  • Status — available → active → completed / failed.
  • Objectives — a checklist. Players can tick objectives; only the DM edits their text.
  • Subquests — nest a quest under a parent to build a tree. (Deleting a parent promotes its subquests to top level rather than orphaning them.)
  • Giver NPC and a reward.
  • DM secret — the twist behind the quest, hidden from players.

The dashboard quest card shows the tree inline with tickable objectives.

NPCs

New NPC captures a role (Townmaster, Merchant…), a disposition, a home location, a markdown body, and a DM secret. NPCs linked as a quest giver show up on that quest, and NPCs placed at a location show up there.

Locations & the map

Locations are places — towns, dungeons, regions — with a kind, a status (unexplored → explored → current), and a body plus DM secret.

  • Pin map — locations plot onto the campaign's map. By default that's a stylised canvas; the DM can upload a real map image and place pins on it by dragging.
  • Discovery — advance a location's status as the party finds it; setting one to current updates the campaign's current-location header.

Storylines — the arc/beat planner

Storylines is a DM-only space for planning where the story might go, ahead of the table. It's prep, not canon — players never see it.

  • Arcs group the story into chapters, each with a markdown summary and a status (planned → active → resolved / abandoned).
  • Beats are the ordered moments inside an arc — a scene, a reveal, a decision — each with markdown notes and its own status (planned → active → done / skipped).
  • Branches are the forks: on a beat you add labelled next-options ("players side with the duke", "the ritual is interrupted"), each optionally pointing at the beat it leads to. You can sketch a branch before its destination beat even exists, so you can map how a session could go without committing to one path.

An AI assistant can draft and rearrange arcs and beats too (see What an AI can do).

Timeline — the in-world calendar

The Timeline tracks in-fiction time, separate from when your table actually met.

  • Events carry a free-text in-world date ("3rd of Flamerule, 1492 DR" — fantasy calendars don't fit ISO dates), markdown notes, and an optional era grouping ("Age of Chains"). The DM controls the order directly, so undated "sometime around here" beats still sequence sensibly.
  • A per-campaign current in-world date and a free-text calendar note (month names, moon phases — whatever you want to remember) sit alongside the events.
  • Events carry the same secrecy tools as the rest of the world: a DM secret field, and events can be hidden entirely from players until you reveal them.

How it fits together

Quests reference their giver NPC; NPCs reference their location; the dashboard stitches all three into one view. Because every entity has a DM-secret field that's stripped server-side, you can prep the truth behind the curtain and reveal it at your pace — the players' view only ever shows what they've earned.