Talehaven
Items and equipment

An item does not have to be just another line in the inventory.

Sometimes a sword is simply a sword. Sometimes it belonged to someone nobody should remember, opens the way into a sealed city or begins an argument that lasts for the entire campaign. Talehaven gives you space for both.

An ordinary key opens a door.
A good key opens a story thread.

01

An ordinary key opens a door. A good key opens a story thread.

Create equipment, plot items, documents, relics, weapons and objects whose importance may not become clear until several sessions later.

Add descriptions, properties, files, notes and custom fields suited to your system.

02

Know who has it, and why that might be a problem.

Assign an item to an NPC, a player or a location. When ownership changes, you do not need to update five separate documents or wonder who took the amulet last time.

03

A description for the players. The whole truth for the GM.

Players can see the appearance, known properties and history of an item. The curse, true origin or hidden activation condition remain in private GM notes.

Reveal them only when the moment is right.

04

Connect the item to the story instead of leaving it in a separate table.

An item can lead to an NPC, a location, a document, a map or another story thread. It is no longer a dead record. It becomes part of a world shaped by the party’s decisions.

Items

The things that drive the story

01
Items
02
GM secrets
03
Player view
04
NPCs
05
Locations
06
Board
Coming soon

Many more features are on the roadmap. We ship them every month with feedback from GMs and players.

Time to start

Your campaign begins with a single note

Create an account, build your first campaign, add an NPC or a location. The rest follows in time.

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