Worldtable · an AI game master for worlds you build

Draw a
world.

Then let people in. Keep scrolling and watch one get made.

The World Studio

Then fill it in.

The parts that matter aren't left to the storyteller. They're data the engine holds, and the storyteller has to work inside them.

The Studio's region editor over a map: land type, how many towns, border width, naming style
A people in the Studio: description, look, and strength and magic limits
A school of magic in the Studio: what it covers, the mark it leaves, what it costs
The Studio's cast list: rulers, fences and villains, grouped by region

Death and danger

Pick in words. The engine holds the storyteller to them.

When a hero falls

They die for goodThey're beaten, and wake later

Enemies' aim

ClumsyFairSharpCruelRelentless

Companions who can follow one hero

NoneOneA pairA small bandA company

Capitals

Can't be razedCan fall like any town

Hob

The Studio's assistant

Put a ruined lighthouse on Rifjor's north coast, and write down why nobody goes near it.

Done. The Drowned Light is on the map now, on Rifjor's north coast, and there's a lore entry for it: the keeper's lamp still lights itself on winter nights, and the Wardens won't say who trims the wick.Map · landmark placedLore · 1 entryUndo

Consequence · Day 41

Word gets around.

Do something loud enough and a clock starts. Days later, depending on how bad it was, the story turns up in towns you aren't in, and it's grown in the retelling. The builder decides how fast it travels.

Afterwards

It all ends up as a book.

As word of what you did gets around, a chronicler writes it up as chapters in the world's voice, not a bullet-point summary. Older chapters fold into a prologue instead of disappearing.

What happened next took less time than telling it. The stranger went in under the first swing and put a shoulder through Vesk's ribs, and the bar took the rest of him. The knife came back around anyway. It opened the stranger's arm from wrist to elbow and found nothing more to do.

Bram said nothing. Bram cleaned the bar. Bram, the regulars agreed afterwards, had the look of a man writing something down in a book he did not intend to show anyone.

By the time the stranger reached Gimsvik the story was waiting at the gate, three men taller than it had left Orstad, and it had given the stranger a name: the Quiet Blade. A better one, the stranger thought, than the borrowed one. Somebody, somewhere, still wanted that one back.

The Story So Far3
Earlier Chapters

A Borrowed Name

The road that led here

The stranger came down from the ice in the first thaw with no coin and a borrowed name, and spent the spring losing both at knucklebones in the Salt Lantern. Vesk the Cutthroat won most of it back. Not all. There was a night the stranger won, and kept the stake, and laughed, and Vesk did not.

Then the Wardens came asking for Vesk by name, and the stranger was gone before anyone thought to ask who had given it to them.

The Story So Far1

The Watered Ale

Days 41–47

On the forty-first day the stranger walked back into the Salt Lantern as if the spring had never happened, and sat where the whole room could see. Bram set down an ale without being asked. It was watered. Everyone saw that too.

Vesk was by the hearth. He did not stand up so much as arrive, the knife already out and held low, where a man holds a knife he means to use and wants you to know it.

The Story So Far2

The Story
So Far

the Quiet Blade

Last Winter

Being the chronicle of

the Quiet Blade

As it was told in Last Winter

Solo, or with friends

Nobody has to be free on Tuesday.
Unless you want them to be.

Play alone at two in the morning, one turn in a queue or four hours in a single conversation. Or form a party: you travel on one clock, fight on one battle map in shared rounds, go down one dungeon and take the same job. Each of you plays your own character, and the storyteller never speaks or acts for anyone else's.

Parties

Up to four players by default; each world's builder picks the size, from none to six. Your companions come too.

Its own chat

Every party gets an out-of-character room for planning and teasing. Every world has one, and there's a Tavern all worlds share.

Play in bursts

Turns run in the background. Close the tab mid-scene and the answer is there when you come back. Install it like an app.

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Index

The rest of
the world.

Everything else that runs underneath, in every world built in the Studio.

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  1. 01Sea voyagesBuy passage between ports and pay in coin, days and risk. Storms and pirates are the ordinary problems.
  2. 02The fogTurn on the fog and the chart shows only where your character has actually been.
  3. 03Places in the storyTap a town or a room the story names to see what it is, how far, and whether you've been. Then go there.
  4. 04Map searchFind towns, landmarks, the people you've met and the lore you've uncovered from one box on the map.
  5. 05Trouble already underwayRegions have their own situations moving before you arrive, whether or not they're your story.
  6. 06Training groundsSkills built around who your character actually is, earned in the yard rather than bought from a menu.
  7. 07CraftingDescribe what you're making at a bench and it's judged on its merits. A bad idea can still cost you the materials.
  8. 08Local marketsPrices, goods and trade differ by region and town, as the builder set them.
  9. 09DiscoveriesLore you dig up goes into a codex only you have read.
  10. 10TransformationWhere their people allow it, and only under real pressure, a character can break past their limits.
  11. 11Read aloudHave a turn narrated out loud, for one more credit.
  12. 12While it thinksFishing, Liar's Dice, Knucklebones and a relic-matching game sit under the story while a turn loads.

Straight answers

What you're about to ask.

Is this just a chatbot with a fantasy prompt?
No. The model is one part of a stack that also has a world generator, a combat resolver, an economy, a story tracker and a database in it. Its job is narrating and voicing characters. It doesn't get to decide whether you hit, what you own, how far it is, who likes you or how your story ends.
What if the AI gets something wrong?
Tell it. Switch the message box to Table talk and you're talking to your world's Game Master as yourself: ask why something happened, get a mistake fixed, or change where the story is heading. It reads what actually happened before it answers, every change it makes shows under its reply, and it's free and private.
Can I break it by typing something absurd?
Have a go. Actions get classified before they resolve, and the world pushes back instead of playing along. A peasant who announces he's the emperor gets the reception a room full of armed people would actually give him. There's no railroad and no paperwork, but there is friction.
Can I lose my character?
That's the world's call. Its builder picks what happens when a hero falls: they die for good, or they're beaten and wake up later. Either way the engine applies it. The storyteller doesn't get to decide you lived.
Do I have to build a world to play?
No. Builders publish worlds to a directory you can browse, and many let you ask to join from the world's page; others let you in with the builder's invite link. Or answer six questions, get a drafted world, and walk into it yourself.
What does it cost?
Building is free, and every account starts with 50 free credits. A turn costs one credit, and each player pays for their own turns: packs start at $5 for 200, or $12 a month for 650. Turns that fail are refunded, credits you buy never expire, and there are no streaks, countdowns or loot boxes. A builder can instead run their world on their own AI key or a model on their own computer, and then nobody in it spends credits. A private world can even be told by each player's own Claude Code or Codex.
Sign up freeFree to build · 50 free turns to start

Build a world.
Pull up a chair.

Six questions get you a drafted world in a minute or two: land, peoples, magic, a cast and a coin. Change what you like, make a character, and you're standing in a real town on your own map with a road leading out of it.

Free to build · Runs in a browser · 50 free turns to start