
Note: the Story Editor is built for large screens. Create your adventure on a desktop or laptop — it is not suited to mobile devices.
The sections below define the essential architecture: scenes, choices, images, and story structure — from your first scene to your final ending.

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.

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.
| Topic | Guideline |
|---|---|
| Game Style | Dark, choice-based fantasy adventure with an old-school dungeon crawling feel. Atmosphere and tension come first. |
| Core Focus | Every addon must center on a clear, driven storyline. Open sandboxes without narrative direction are not accepted. |
| Player Experience | Dangerous, immersive, and sometimes deadly — but always meaningful. Failure should feel earned, not arbitrary. |
| Choices Matter | Every significant decision must lead to real consequences. Choices that change nothing undermine the experience. |
| Fame | The 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. |
| Notoriety | How 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 Structure | Branching paths, loops, and various scene relationships are allowed and encouraged. Stories do not need to be linear. |
| Adventure Dependencies | Addons may require other adventures to be completed first. Finishing one adventure can unlock one or more others, as declared by the creator. |
| Combat Scenes | In 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 Entry | Start 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. |
| Retreat | Retreat 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 Fallback | If a scene cannot be found, the engine redirects to the addon's LastResort scene. It must be marked "isEnding": false. |
| Survival | Hunger, thirst, exhaustion, wounds, disease, and harsh weather may be used to deepen tension. They must serve the story. |
| Addon Freedom | Creators may invent anything — monsters, factions, magic systems, strange worlds — as long as it serves the adventure. |
| Rule of Thumb | If it does not strengthen the story, the tension, or the atmosphere, it should not be in the contribution. |
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.

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.
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.
Each scene may reference one image, displayed above the scene text. Not required for every scene, but they strongly reinforce atmosphere.
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.
| Type | Value | Notes |
|---|---|---|
| Format | .jpg / .webp / .png | Other types not supported |
| Width | 600 px | any format |
| Max file size | 400 KB | compressed after submit |
| Naming | scene_num.jpg / id.jpg | free naming choice |
| Style | Dark fantasy art | Painterly, desaturated, atmospheric |
| Required | No | Images are optional per scene but at least a title image is strongly recommended. |
Available image_style presets applied to sample images. Click to enlarge. Use filters sparingly — a well-chosen image makes a scene memorable.
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) are available for use in stories.















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.
| Stat | Description | In-story Use |
|---|---|---|
| Fame | Known as a hero — trusted, admired, celebrated | Nobility welcomes you with honor, strangers offer aid |
| Infamy | Feared by the powerful — a weapon in the shadows | Noble houses employ you for dark deeds, finest vintage wines flow freely |
| Faith | Devoted to a god or cosmic force, earning divine favour | Temples offer shelter, clergy grant healing, holy orders call on you |
| Heresy | Denounced by the faithful, touched by forbidden powers | Inquisitors hunt you, holy temples bar entry, but dark shrines grant power to the condemned |
| Notoriety | Bards sing your legend in every tavern and kingdom | Doors open without asking, nobles and merchants gift you gold |
| Obscurity | Unknown, hidden, forgotten, walking unseen through the world | Slip past guards unnoticed, enemies cannot find you |
| Loyality | Bonds of loyalty and deep romance | Allies risk their lives for you, secret aid flows freely |
| Treachery | Scorned lovers and betrayed allies | Ambushed by those who once knew you, reputation poisoned |
| Honor | Esteemed by peers for integrity and strength | Duels avoided through reputation, lead honor guard |
| Disdain | Scorned and disrespected by worthy foes | Challenged constantly, betrayed by allies |
| Persuasion | Words that sway hearts and minds | Enemies lay down arms, merchants offer discounts |
| Intimidation | Rule through fear and force of will | Enemies flee in terror, merchants comply quickly |
| Wealth | Gold, treasures, and assets accumulated | Buy out rivals, commission grand works |
| Debt | Owe gold or favors to powerful forces | Creditors demand payment in blood |
| Manipulation | Master of deception and cunning schemes | Turn enemies against each other, blackmail nobles |
| Sincerity | Known for truth and unwavering honor | Enemies 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.

The gate guards eye you like any other traveler and ask to pay a toll before entering the city.
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.
| Topic | Levels |
|---|---|
| Relationship | Love — 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. |
| Gender | Male — 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. |
| Race | The 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. |
| Morality | Corrupt — 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. |
| Wealth | Poor — 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. |
| Standing | Commoner — 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. |
| Affiliation | Spiritual — 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. |
| Faith | Secular — 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. |
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.

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.