Quest CouncilThe Expert Table for Game Masters

Explore the studio

From a spark
to a seat at the table.

Shape your world, connect its stories, and prepare the next night of play. The council provides structure and ideas; you decide what belongs in your campaign.

23 specialist stagesYour canon, under your controlPortable campaign exports

01 / The campaign toolkit

Guided creation

The twenty-three stages

Move through the specialists in dependency order. See what is finished, what is waiting on earlier work, and what each stage will add. Independent stages can run concurrently when the server is configured to support it.

Campaign DNA

Tone, themes, inspirations, play style, length, party composition, rules assumptions, safety boundaries and your own preferences. Every expert reads this before it writes anything.

A workspace per specialist

Each expert asks its own focused questions, names what is missing, offers alternatives and explains the trade-offs — rather than one chat box doing twenty-three different jobs.

Approve, edit, compare, regenerate, lock

Control the campaign at the level of single ideas. Regeneration writes a second version beside the first and shows a field-by-field diff, so you can take the new backstory and keep the old motivation. Lock a fact and later work cannot quietly change it.

Three depths

Quick draft, guided build, deep build. The same specialists, asked for different amounts of material.

02 / The campaign toolkit

Campaign intelligence

The shared bible

Approved facts, terminology, themes, boundaries, rules assumptions, characters, factions, secrets and open questions — the campaign's source of truth, and what each expert is handed before it starts.

The knowledge graph

Characters, places, factions, quests, clues, items and events connected by explicit typed relationships, extracted automatically from what each specialist declares. Not just what exists, but how the pieces bear on one another.

The compiler

Review structural findings such as dangling references, mistyped relationships, encounter arithmetic, branch coverage, duplicate names, misfiled entities, unscheduled content, isolated entities and disconnected geography. Inspect the evidence and decide what needs repair before play.

Dependency-aware revision

Change an antagonist, a faction or a historical event and the graph names what is downstream. Repair the clues, motivations and plans actually affected instead of regenerating a world.

Full-text search

Every word of canon, ranked so that typing a canonical id returns that entity rather than the four sessions that mention it.

Ask your campaign

Ask a question about saved campaign material and inspect the quoted sources behind the answer. Start with approved canon, or explicitly include drafts. Answers remain separate from your campaign; changed canon requires a fresh answer. Retrieval is bounded, and you remain the judge of whether a quotation supports an interpretation.

History and branches

Keep entity revisions and compare what changed. Fork a campaign to try something, and compare the two.

03 / The campaign toolkit

Player-centred playability

Backstory weaving

Character goals, fears, bonds and rivals become recurring connections. Spotlight checks help you notice when one character has fewer campaign hooks than the rest.

Faction and antagonist simulation

Important actors get goals, resources, plans and progress clocks. Advance clocks and apply selected consequences to keep the world responding when the party intervenes, negotiates or walks away.

Branching consequences

Prepare outcomes for success, failure, avoidance, alliance, betrayal and the unexpected — and each can move a clock, so a consequence is state rather than a note about state.

Rules-aware encounters

Use the selected supported rules profile and the encounter's intended party level. Review difficulty findings alongside terrain, objectives and special abilities.

Mixed play

Combat, exploration, social, investigation, puzzles and downtime, with checks that compare the generated mix against your brief.

04 / The campaign toolkit

At the table

Session packets

The run sheet: opening situation, beats, NPC cards, stat blocks, clues, encounters, contingencies and likely stopping points.

Rehearsal

What breaks first. Single points of failure read off the graph — a session whose every clue comes from one NPC is one dead NPC away from a halt.

Live mode

A surface you touch while playing. Mark beats as they land, tick clocks when the world moves, reveal a place to the players on their own screen. What you record is what the aftermath reads, so it does not have to guess. Recover unfinished notes in the same tab, then save them to the campaign. Draft recovery clears on sign-out.

Post-session adaptation

Type what happened. It reads that against the plan, proposes what moved, and changes nothing until you confirm.

The prep planner

One ranked queue instead of four lists: what is worth the next hour, weighted by severity, whether it bites at the table, and how soon the session that needs it arrives. Every item shows its arithmetic.

05 / The campaign toolkit

Seeing it

The storyboard

Arrange people, places and events from your campaign alongside notes and drawings. Canon-linked nodes follow the saved entry; your own drawn connections remain separate from canon.

Four layouts

A web ranked by connectedness, a tree of descent and allegiance, an arc along the sessions, or an approximate map informed by travel times between regions.

Findings on the canvas

Continuity problems appear as badges on the nodes they concern, so a hole in the plot shows up as a gap in the picture.

Artwork

Portraits, maps, scenes and banners drawn from what canon says about each thing, through a configured image service. Review the result for visual continuity before keeping it.

06 / The campaign toolkit

Ownership

Player links

A read-only view of exactly what you have revealed, with no account needed. Players can reload the view to see newly revealed material.

Exports

Markdown, a GM bible, player handouts, a portable re-importable bundle, and a Foundry VTT module — with a separate players' copy containing only revealed material.

A portable setup

The application supports local operation with configured model services. A future hosted offering is a deployment plan, not a subscription service promised on this page.

An illustrative table, not a generated campaign

When the party misses the witness.

The miller has disappeared. Your players still have the flour-dusted cloak and a delivery ledger to follow. Trace those leads in the mystery designer, test what happens without the witness, and bring the surviving routes into your session notes.

The tools help you prepare alternatives. Your judgment makes them fit the people around your table.

What it does not do

Quest Council does not answer a player mid-scene or make the Game Master’s decisions. Specialists generate material that you can review, revise and regenerate. Check its rules, pacing and suitability before play.

Artwork depends on a configured image service. Collaboration and invitation management remain deferred; read-only player links are a separate capability. The current specialists use distinct prompts, context and output contracts; separate trained models are not claimed.

Automated checks cover seven structural areas of the evaluation scorecard. They are evidence to inspect, not a verdict on story quality. Blinded human results are not yet published. Read the evaluation method →

Your next chapter

Bring an idea.
Make it your campaign.

Set the direction, review the council’s work, and keep the world you create.

Now in private testing with a small group of game masters. Sign-in is by invitation for now.See how the council works →