Create

Tools for Creators

Imagine a world, create an immersive experience. Set its mood, sketch its dangers, map the choices that lead through it. Gather the images that bring it to life.

The Wudlands Engine

Feed your vision into the Wudlands engine — and watch it transform into a playable adventure that thousands of wanderers will enter, explore, and carry with them forever. Everything you need to know is below. Open a section when you're ready.

Note: the Story Editor is built for large screens. Create your adventure on a desktop or laptop — it is not suited to mobile devices.

  1. 1Write your scenes as choices. Describe each scene and the choices that lead out of it — branching paths, loops, and dead ends that circle back.
  2. 2Add images. Give scenes a dark, atmospheric picture. Optional, but they bring the world to life.
  3. 3Submit for review. Send in your story and images. Once validated and approved, your adventure goes live to players worldwide.

The sections below define the essential architecture: scenes, choices, images, and story structure — from your first scene to your final ending.

The Wudlands Engine
[ Story Guidelines ]

The Wudlands is a dark, story-driven fantasy adventure rooted in Fighting Fantasy gamebooks and old-school dungeon crawling. Anyone can contribute an addon — invent monsters, ancient ruins, secret factions, forbidden magic, cursed artefacts, and whatever horrors they imagine. The only rule is that everything must serve the story.

A magic book with a glowing red cover, open to a page with a quill pen poised above it. The text on the page reads: 'Create your own story in the Wudlands.'

No base-building. No permanent home. No safe corner of the world to retreat to. Temporary shelters exist within the story — a cave to weather a storm, a barricaded inn to hold against the night. Survival systems like hunger, thirst, and disease are welcome as long as they create tension, not busywork.

Stories do not have to be linear. Build branching paths, narrative loops, and convergent outcomes. What matters is that the story remains playable at every point — no dead ends, no broken loops, no scenes that leave the player stranded.

Adventures can depend on one another. Declare prerequisites clearly — they must be completable on their own terms, not exist solely as gates. The chain should feel like a natural progression, not an artificial lock.

Every addon must include at least one ending and a retreat. When a player is overwhelmed or lost, there must always be a valid path to retreat. A story without a retreat is an incomplete story.

If a scene cannot be found, the engine falls back to the LastResort — a narrative dead end (collapsed tunnel, rockfall, ambush) that ends the story gracefully. A playthrough only counts if a scene with isEnding: true was reached. The LastResort does not consume one of the three replays.

TopicGuideline
Game StyleDark, choice-based fantasy adventure with an old-school dungeon crawling feel. Atmosphere and tension come first.
Core FocusEvery addon must center on a clear, driven storyline. Open sandboxes without narrative direction are not accepted.
Player ExperienceDangerous, immersive, and sometimes deadly — but always meaningful. Failure should feel earned, not arbitrary.
Choices MatterEvery significant decision must lead to real consequences. Choices that change nothing undermine the experience.
FameThe adventurer's reputation — famed heroes earn trust and open doors, while infamous wanderers earn darker renown. Use fame to shape how VIP and NPCs react, what they know, and what stories follow the adventurer.
NotorietyHow far the adventurer's reputation has travelled. Low notoriety means renown is local; high notoriety means even distant lands have heard the tales. Creators use this to determine what NPCs already know.
Story StructureBranching paths, loops, and various scene relationships are allowed and encouraged. Stories do not need to be linear.
Adventure DependenciesAddons may require other adventures to be completed first. Finishing one adventure can unlock one or more others, as declared by the creator.
Combat ScenesIn all combat scenes the retreat remains available by default, though the author may impose consequences — injury, lost items, narrative fallout — for choosing to flee. The retreat may be disabled when the story has clearly forewarned the player of the danger through warnings, environmental cues, or an explicit threat of ambush. The player must always have a fair opportunity to prepare or withdraw before the fight begins.
Default EntryStart is the scene id where every new session begins. It also acts as the non-error fallback when a requested scene cannot be resolved under normal conditions. It must exist in the scene map and must provide a path toward the retreat.
RetreatRetreat is the primary voluntary-exit ending. It must be marked "isEnding": true. Players must always have a path to retreat or recover. Warn in the current scene if the next scene disables the retreat button.
Missing Scene FallbackIf a scene cannot be found, the engine redirects to the addon's LastResort scene. It must be marked "isEnding": false.
SurvivalHunger, thirst, exhaustion, wounds, disease, and harsh weather may be used to deepen tension. They must serve the story.
Addon FreedomCreators may invent anything — monsters, factions, magic systems, strange worlds — as long as it serves the adventure.
Rule of ThumbIf it does not strengthen the story, the tension, or the atmosphere, it should not be in the contribution.
[ Romance & Minne ]

The Wudlands draws from 1980s and 1990s fantasy fiction — Fighting Fantasy, early D&D modules, the illustrated gamebooks that shaped a generation. That tradition carried gender roles and romantic archetypes common to the era. Players returning to this style will recognise them. They are part of what makes it feel authentic to its roots.

A knight kneels before a noble lady in a candlelit castle hall — courtly love in the tradition of Minne.

Central to medieval fantasy is Minne: the courtly love tradition of the Minnesingers. A wandering hero pledges devotion to a noble lady — often unattainable — and undertakes trials in her name. She holds power through honour, favour, and the withholding of affection. This dynamic recurs throughout The Wudlands. It is atmosphere, not instruction.

Content may reflect the gender dynamics and romantic conventions of 80s and 90s fantasy. Mysterious seductresses, lone adventurer archetypes, power imbalances rooted in class or magical allure — presented as vintage atmosphere, the deliberate aesthetic of a genre that carries both charm and the limitations of its era.

Romantic storylines may include flirtation, seduction, courtly intrigue, and morally ambiguous power dynamics. Give romance weight — a kiss earned through three nights of danger means more than one handed out freely. Writers who prefer to avoid romance entirely are free to do so.

[ 1 Story scenes ]

Every story is a .twee file defining scenes and choices, plus images that give them visual presence. Submitted stories are listed as unapproved until they pass validation. Once approved, they go live worldwide.

Rules: A Retreat can be a short story in itself but finally leads to a node with <<set $isEnding to true>>. The LastResort must be marked <<set $isEnding to false>>. Every other scene must contain [[jumpTo]] decisions.

[ 2 Images sets ]

Each scene may reference one image, displayed above the scene text. Not required for every scene, but they strongly reinforce atmosphere.

Image Dimensions and Story Design

The aspect ratio affects how much space remains for text and choices. Choose dimensions based on each scene's pacing.

Landscape (16:9, 3:2) — best for narrative passages, complex choices, vast vistas. Portrait (1:1, 2:3, 4:5) — prioritizes the image for character moments, close-ups, intimate encounters. Vary ratios throughout your addon to pace the visual rhythm.

Submit as .jpg, .png or .webp, min 600 × 340 px, max 400 KB. Name files after scene ids (e.g. ruined-gate.jpg). Dark, painterly, atmospheric — avoid bright renders or photographs. No embedded text.

TypeValueNotes
Format.jpg / .webp / .pngOther types not supported
Width600 pxany format
Max file size400 KBcompressed after submit
Namingscene_num.jpg / id.jpgfree naming choice
StyleDark fantasy artPainterly, desaturated, atmospheric
RequiredNoImages are optional per scene but at least a title image is strongly recommended.

CSS Image Style Preview

Available image_style presets applied to sample images. Click to enlarge. Use filters sparingly — a well-chosen image makes a scene memorable.

[ 3 Story example ]

A minimal addon with three scenes: a starting scene, a deeper scene, and a retreat ending. This is the smallest valid structure. Published addons typically contain 60–500 scenes with multiple branching paths and several distinct endings.

Here you find optional elements to enrich your stories. Only the active elements (marked with the wax seal wax seal) are available for use in stories.

Idea
Carrying capacity
Slot based inventory system allowing characters to carry a limited number of items.
Idea
Random Scene Choices
Random scene selection can create unique and unpredictable experiences for players. Some events only happen rarely. Others create a unique flow through the narrative.

Progress
Your Legend: Reputation
Every deed is carved into the eternal record — your deeds shape how the world remembers you, from whispered legend to feared name
Progress
Echoes of the past
Powerful figures bound to you by devotion and desire — lovers, rivals, sworn enemies in matters of passion

Idea
Creatures
Monsters, beasts, and NPCs that inhabit your stories — enemies to face, allies to befriend, and characters that shape the narrative
Idea
Prove Your Abilities
Skill and crafting checks that separate the lucky from the truly capable
Idea
Vital Status
Track special conditions of characters throughout their journey
Idea
Availablility
Track character status with countdown timers in characer preview — free, ready, working, travelling, or imprisoned — showing when they are available again.
Idea
Forged together
Legendary works built through cooperation, trust, and shared purpose — bridges, sky vessels, and sailships created by fellowships working together
Idea
Market Trading
Multiple choice buttons for item selection and trading in markets, allowing adventurers to buy, sell, and exchange goods
Idea
Story Effects
Local in-adventure values that exist only within the context of the running adventure, be it hunger, thirst, cold
Idea
Magic
Arcane forces, pagan rites, ancient spells, and forbidden lore waiting to reshape fate
Idea
Saving Throws
Moments of desperation where luck and will decide if you survive the impossible
Idea
Classes
Distinct paths that define your character — warrior, scholar, rogue, or beyond
The Wudlands Engine
[ Your Legend ]

Every decision leaves a permanent mark. Stats are not numbers — they are reputation, bonds, and enemies. Carried forward into every adventure that follows. Push too hard in one direction and its opposite diminishes into shadow.

StatDescriptionIn-story Use
FameKnown as a hero — trusted, admired, celebratedNobility welcomes you with honor, strangers offer aid
InfamyFeared by the powerful — a weapon in the shadowsNoble houses employ you for dark deeds, finest vintage wines flow freely
FaithDevoted to a god or cosmic force, earning divine favourTemples offer shelter, clergy grant healing, holy orders call on you
HeresyDenounced by the faithful, touched by forbidden powersInquisitors hunt you, holy temples bar entry, but dark shrines grant power to the condemned
NotorietyBards sing your legend in every tavern and kingdomDoors open without asking, nobles and merchants gift you gold
ObscurityUnknown, hidden, forgotten, walking unseen through the worldSlip past guards unnoticed, enemies cannot find you
LoyalityBonds of loyalty and deep romanceAllies risk their lives for you, secret aid flows freely
TreacheryScorned lovers and betrayed alliesAmbushed by those who once knew you, reputation poisoned
HonorEsteemed by peers for integrity and strengthDuels avoided through reputation, lead honor guard
DisdainScorned and disrespected by worthy foesChallenged constantly, betrayed by allies
PersuasionWords that sway hearts and mindsEnemies lay down arms, merchants offer discounts
IntimidationRule through fear and force of willEnemies flee in terror, merchants comply quickly
WealthGold, treasures, and assets accumulatedBuy out rivals, commission grand works
DebtOwe gold or favors to powerful forcesCreditors demand payment in blood
ManipulationMaster of deception and cunning schemesTurn enemies against each other, blackmail nobles
SincerityKnown for truth and unwavering honorEnemies trust your word, easier treaties

Attach stat keys to choices. Positive raises, negative lowers — and each stat's opposing force shifts with it. Only mark choices where the decision should leave a lasting impression. Stats also steer the story: scenes can branch on thresholds, choices can be gated behind show_if.

A leading ◆ marks stat-gated content. A grey ◆ means hidden options exist, locked until your stats qualify.

Scene Preview: No Reputation

◆City gates, no stats

The gate guards eye you like any other traveler and ask to pay a toll before entering the city.

[ Echoes of the Past ]

Relationships persist across adventures. When your story introduces an important character — lord, sorceress, villain, temptress — the platform reaches back into the player's history. If they have already charmed, scorned, or wronged someone of that standing, those feelings carry forward. If none is found, a new person is added to their history.

A figure who adores the player may whisper secrets or step into danger on their behalf. One who despises them may close doors or arrive at the worst possible moment. Lean on generic roles to connect to the broader world. Name your character for a clean slate.

Define matching requirements to reuse characters from previous adventures. Each criterion is a requirement (Standing: Legendary) or exclusion (!Shadow). More requirements mean a more specific match. Any criterion left undefined accepts all values.No match found? The role becomes a new person in the player's history.

TopicLevels
RelationshipLove — romantic devotion; shapes decisions through emotion and personal connection.
Magic — arcane knowledge and mystical power; rare, potent, and transformative in action.
Warfare — martial skill and combat proficiency; earned through shared battles and tested valor.
Economic — money moves mountains; convert riches into influence and exclusive paths.
Bloodline — family ties and hereditary bonds; legacy and blood obligation run deeper than choice.
Prophecy — bound by fate itself; a shared prophecy or mystical connection ties your futures together.
Knowledge — information, secrets, and insight; shapes decisions through understanding and foresight.
GenderMale — chivalric rivalry, martial honour, political alliance through strength.
Female — courtly love, inheritance intrigue, social manipulation.
Other — ambiguous, magical, or outside convention; the world does not read them easily.
RaceThe bloodline that defines your character. Choose Common, Mystical, Mixed, or Giants — or specify a particular race like Tiefling, Human, Goliath or Lizardfolk. Explore the full range in Races on the Characters page.
MoralityCorrupt — love and hate are tools; acts only when it profits them.
Pragmatic — the feeling is real but so is caution; acts when the moment is right.
Bound — feeling translates directly into action; driven by code, oath, or unbreakable conviction.
WealthPoor — no material leverage; harm or help is personal and direct.
Comfortable — coin, shelter, skilled allies, minor bribes.
Rich — funds enemies, buys witnesses, hires soldiers, changes the player's circumstances entirely.
StandingCommoner — local reach only.
Notable — guild officer, merchant, local lord; leverage across a town or province.
Legendary — noble, warlord, high clergy, royalty; their word reshapes the world.
AffiliationSpiritual — church, arcane order, cult; wields faith and sacred authority.
Power — court, military, crown; commands soldiers, law, and political favour.
Shadow — guild, merchant network, criminal fraternity; controls trade, information, and coin.
FaithSecular — religion plays no part in how they love or hate.
Observant — faith shapes judgement; doctrine justifies the feeling.
Fanatical — faith defines everything; can grant absolution or call for trial, exile, and holy war.

VIP Example: Lady Isolde

Lady Isolde — a Minne courtly love whose affection must be earned through deeds. Her matching requirements ensure continuity across adventures. 'new' parameters apply when no match exists. Use {vip.id-isolde.formal} for randomly selected formal sentences. Options in { x | y | z } vary each time.

Scene Preview

Lady Isolde

As the first light touches the camp, her eyes open. She sees you watching and rises slowly, Lady Isolde of Ashenvale expression shifting from vulnerability to something deeper.

She moves closer, and for a moment, the world holds still.

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