Realm Forge
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A map editor for tabletop roleplaying games

Realm Forge is a web-based map editor and live session tool for tabletop roleplaying games. Draw pixel maps tile by tile, prepare tokens and private notes, then hand the table a shared view that stays in sync while you play.

What is Realm Forge?

Realm Forge is built around the way a game master actually works: prepare a world, then run it. You draw maps on a pixel grid, decorate them with tiles, tokens and notes, and keep the GM-only details hidden from the players. When the session starts, everyone joins through a single link and watches the same world update in real time. You don't have to install anything: the whole interface runs in the browser, so you can pick up your work from any machine. Preparation and play are two separate worlds: while preparing, you decide what the players see, and while playing, everyone stays in the same shared view. Tiles, tokens and notes are reusable building blocks: whatever you make once, you can drop onto any of your maps. Realm Forge is designed so the game master can focus on the world, the story and the table, not the technical details. Private notes keep the GM's secrets where they belong: the players never see what you are planning for the next scene.

Everything lives in your account in the browser. Maps, token templates, notes and media are stored for you, so a campaign can span months and still open exactly where you left it. The interface is available in Hungarian and English, and it switches between a parchment daylight theme and a brass-and-stone night theme.

Pixel map editor

Maps are drawn on a square grid, one cell at a time. Paint tiles with a brush, erase them, and pan or zoom the canvas with a camera that keeps the pixel grid crisp at any scale. The editor works directly on the map, so what you see while preparing is exactly what the table sees while playing.

Each map keeps its own size, background and tile data. Start from a blank canvas or open an existing map and keep refining it between sessions. Because the grid cell is the unit of editing, walls, floors and features line up cleanly, and tokens always rest on whole cells.

The tile system is the heart of the editor. A tile library holds the individual squares you paint with: floors, walls, water, doors, furniture. Simple tiles are single images, while complex tiles can stack several layers, so a wall with a window or a floor with a rug is one tile, not three.

Tiles can be edited in a dedicated dialog, shared between maps, and reused across your account. A map background sits under the grid, so you can set a base texture or image for the whole canvas before any tiles are painted.

Game masters can pin private notes directly onto the map. Each note is a marker at a grid position with its own text and optional media, visible only to the GM. It is the digital version of the sticky note on the screen: a reminder about a guard rotation, a hidden door, or a plot hook that fires when the party reaches a room.

Notes are managed in a side panel where you can browse, edit and delete them, and they stay attached to the map between sessions.

Live game sessions

A session is a live, shared view of a map. The game master runs the table, players join with their own view, and spectators can watch without interacting. Everyone sees the same map, tokens and fog, and changes propagate in real time, so there is no refresh button and no out-of-sync table.

Sessions are joined through a single link. The session screen is a lightweight, full-bleed view designed to be projected or opened on a second device, keeping the preparation interface out of the way while you play.

Unexplored areas can be hidden under fog of war. During a session you reveal cells as the party moves, so players only see what their characters have discovered. The fog is part of the shared map view, so it applies to everyone at the table at once.

Tokens represent characters, monsters and objects on the map. Place token instances on the grid, move them, and stack them when several occupy the same cell. Each token can carry a character sheet with its own fields, so a token is not just an image but a small data record.

Movement paths can be drawn for a token, which is useful for showing ranges, routes and chase sequences during a session.

Dashboard

The dashboard is your overview: all of your maps, token templates and sessions in one place. Search, sort and filter by visibility to find what you are working on, and open any of them directly into the editor or a session.

Token templates are the reusable originals behind placed tokens. Build a library of templates with images, names and tags, then drop instances of them onto any map. Tags let you group and filter the library, so a campaign with dozens of monsters stays organised.

The template sheet editor covers the full character sheet: fields, values and presentation, edited in a form that mirrors what the table will see.

Images used by maps, tiles and tokens are stored as assets in your account. An asset manipulator lets you adjust and prepare images before they go into the game, and the storage is shared, so the same image can back a tile, a token and a note without being uploaded three times.

The interface is fully localised in Hungarian and English, and you can switch languages at any time without losing your place. The visual theme follows the same idea: a parchment palette in daylight and brass-and-stone in the dark, with a switcher in the header.

Ready to forge your realm?

Sign in to open the dashboard and start editing your first map.