When to use a world
Use one when you run, or play in, more than one campaign in the same setting: two tables in one homebrew world, a West Marches game, a sequel campaign. The gods, cities and factions are written once in the world. Each campaign then sees them, and keeps its own story.
Lite holds two campaigns. More than that needs Standard or above.
Make a world
- Open Settings → Worlds, type a name and press Create world.
- Open its World notes and write the shared setting under headings such as Gods, Places and Factions. Write each entry as
- **Name:** description. - Press Check and save…. LoreMonkey checks each campaign’s own notes before saving.
Put a campaign in it
- A new campaign: pick the world under Shared world when you create it.
- An existing campaign: in Settings → Campaigns, choose Join a world… on the campaign’s row. If the campaign and the world both already have an entry, you choose for each one: use the world’s, merge the campaign’s setting facts into the world (you review it next), or keep them separate.
World entries and your campaign’s own notes
In the Compendium, a world entry carries the world’s badge. Your campaign can add its own notes to it: what happened to that place or person in this campaign’s story. Those notes stay in this campaign.
No bleed. What happens in one campaign never reaches the world or a sibling campaign on its own. If the duke dies in one campaign, he’s still alive in the world and in every other campaign. Only you can move something into the world, with Add to your world… on a campaign entry, and you review it before it’s saved.
Hide or separate an entry
- Hide here stops a world entry showing in this campaign. It stays in the world for everyone else.
- Stop following the world here… gives this campaign its own copy of the entry, which you can change freely. The world and the other campaigns keep theirs.
- Entries hidden from a campaign are listed at the bottom of its Compendium, with Show here to bring one back.
Change a world entry
Editing a world entry changes it for every campaign in the world. Before saving, LoreMonkey reads each campaign’s own notes on it and points out anything that would now clash, so you can keep a campaign’s version where it matters. That check uses a little AI allowance and is included from Standard up. On other plans the edit still saves, and LoreMonkey tells you the check was skipped so you can compare by hand.
Leave a world
Leave world… on a campaign’s row takes it out of the world. You choose which world entries the campaign keeps as its own copies.