How it works
Twenty-three experts, in an order that makes sense
Quest Council does not open an empty chat box and ask you to explain a world. It moves through a structured sequence of specialist stages, each with focused questions, editable output and a defined handoff to the stages that follow.
Define the campaign
Establish the central promise, the intended experience, tone, themes, player preferences, boundaries, rules assumptions, party composition and expected length. This becomes the campaign’s DNA: the principles every later expert has to understand and respect.
Build the world
Develop setting, history, regions, settlements, cultures, factions and conflicts. Geography can include biomes, elevation and declared travel times. Those details inform a map layout; its spacing is an approximation, not a scale-accurate terrain map.
Create the story engine
Central conflict, antagonists, arcs, secrets, clues, escalation, branches and consequences. Rather than one predetermined plot, this builds something that can respond: each decision declares outcomes for success, failure, avoidance, alliance, betrayal and the unexpected, and each of those can move a faction’s clock.
Make it playable
NPCs, quests, encounters, investigations, exploration, social conflicts, hazards, rewards and progression — built in the context of the campaign, the party and the decisions already approved. Encounters are checked against the selected supported rules profile at the encounter's intended level. Review special abilities and terrain as well as the rating; encounter arithmetic cannot establish every tactical risk.
Run and evolve
Session packets, a live table mode that marks beats and ticks clocks as they happen, and a post-session pass that separates what was planned from what occurred. The campaign does not end when generation finishes.
The campaign bible
The twenty-three experts do not work in isolation. They share approved information through a structured bible holding the facts, constraints, relationships, themes and decisions that define your world. When an expert begins, it receives the parts relevant to its discipline. When you approve something new, the experts that follow can see it.
- Accept, edit or rewrite any single recommendation
- Regenerate one piece and see a field-level diff before committing it
- Take part of a regeneration and leave the rest
- Lock approved canon so later work cannot silently change it
- Keep every earlier version
The knowledge graph and the compiler
Characters, locations, factions, quests, clues, items and events are connected by explicit typed relationships, extracted automatically from the references each specialist declares. You can see not only what exists but how the pieces bear on one another — and what a change would reach.
Deterministic checks examine the saved campaign and its relationships: dangling references, mistyped relationships, encounter arithmetic, branch coverage, duplicate names, misfiled entities, unscheduled content, isolated entities, geography that cannot be drawn, and more. They are repeatable structural checks. They can expose missing connections, but they do not establish whether every scene is coherent or enjoyable.
When something major changes, the graph identifies what downstream material is affected so you can repair the relevant clues, motivations and plans rather than regenerating the campaign.
The storyboard
Create a board from available campaign content, then add notes, drawings and links. A new campaign can begin with an empty canvas; as you develop its people, places and conflicts, you can bring them onto the board.
Links that mirror canon are drawn thin and cool; links you draw yourself are gilt. The distinction matters: one is what the campaign says, the other is what you think, and a board that renders them identically is worse than no board. Nodes hold a canonical id rather than a copy of the text, so renaming an NPC updates every board showing them.
Lay the same board out as a web, a family tree, a session timeline, or a map informed by the travel times between regions.
At the table, and afterwards
A session packet becomes a run sheet: opening situation, beats, NPC cards, stat blocks, clues, encounters, contingencies and likely stopping points. Live mode turns that into a surface you touch while playing — mark a beat as it lands, tick a clock when the world moves, reveal a place to the players on their own screen.
What you record at the table is what the aftermath reads. It does not have to infer which beats played from your notes, because you already said. Unfinished notes can be recovered in the same browser tab after a refresh or a return to the session. Choose Save note to keep them with your campaign; signing out clears unfinished drafts.
Players get a read-only link with no account needed, showing exactly what you have revealed and nothing else. Everything exports: Markdown, a GM bible, player handouts, a portable bundle, and a Foundry VTT module.