A blank page
Start with a floor, a quick room, or a map you already own.
Rooms can set their own. Select a room to change it. Players hear the room their token is in. You hear the room of the token or room you select.
Built-in sounds are made in code, plus free recorded dice and interface sounds under CC0. Hard-coded, not AI. Upload your own, or free CC0 sounds from Kenney (kenney.nl).
Easier to see: Trueglass swaps red and green for orange and blue, for colorblind players. Starkmoon is high contrast. Ashveil shows everything in grays.
Save how this floor starts. Rooms can then stay as players leave them, or be reset.
Icons by Lorc and Delapouite, from game-icons.net, under CC BY 3.0. Skins drawn in code. This Codex is hard-coded, not AI.
Pick one, then click the map. Room traps go on the room you click. Everything can be edited after.
Pick a room, then click the map where its top left corner goes.
On squares: rooms joined by corridors. On hexes: caverns joined by tunnels. Hard-coded, not AI.
The same seed makes the same dungeon. Everything it makes can be edited after.
Painted over the floor without replacing it. Click again to remove.
To save a group, select several tokens with Select (drag a box around them), then press Save as a group.
Start with a floor, a quick room, or a map you already own.
Sort your art, skins, tokens, and sounds into folders. Folders show in the Objects menu under My uploads.
Put a map under this floor, line the grid up with it, then trace it or let the Codex find the floors. The Codex reads light and dark pixels only. Nothing is sent anywhere.
Prints this floor as a PDF. At true scale, one square or one hex across is one inch, split across as many pages as it needs, with labeled edges to join by hand. Print at 100% or actual size.
A short walk through the tools, with speech bubbles pointing at the real buttons.
Want more than the tour? The Guide and questions tab explains every part in more depth.
The Uncharted Realmwright: Cartographer's Codex by Darkageon Youngblood. The Uncharted Realmwright is a series of tools for tabletop games. This Codex is hard-coded, not AI.
Stygian Depths and more maps, assets, and games: enterthestygiandepths.wordpress.com, where the Patreon is linked.
Objects: icons from game-icons.net by Lorc, Delapouite, and other contributors, used under CC BY 3.0, https://creativecommons.org/licenses/by/3.0/. Some are recolored.
Monsters: This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, https://creativecommons.org/licenses/by/4.0/legalcode. The data was gathered by the 5e-bits 5e-database project, under the MIT license.
Stygian Depths is Darkageon Youngblood's own game. The preset uses its attributes, conditions, and casting rule.
Sounds: Real Dice recorded by Jonathan Swenson for the Halfwits and Failed Crits podcast (halfwitpodcasts.com), CC0. Interface, RPG, and sci-fi sounds by Kenney (kenney.nl), CC0. Some sounds from the 100 CC0 SFX pack on OpenGameArt, CC0. Paid roll sounds are made in code.
Fonts: EB Garamond by Georg Duffner and Octavio Pardo, and IM Fell English by Igino Marini, both under the SIL Open Font License 1.1.
Game systems: other game names are used only to say which presets fit which games. The Codex is not made by or endorsed by their publishers.
Skins, animated objects, and sounds are made in code by the Codex.
Tell Darkageon what went wrong. It opens your email with the report filled in, to the Codex contact address. In version one it sends from here.
Space (hold) or Move: move around the map. Select goes back to using tools. Middle mouse drags too.
Ctrl + scroll, + and −: zoom. On an iPad, pinch to zoom and drag with two fingers.
N: next turn. Ctrl + Z: undo. Ctrl + Y or Ctrl + Shift + Z: redo. Delete: remove what is selected. Ctrl + D: duplicate. Arrow keys: nudge. Escape: cancel.
Select: click a thing to edit it. Drag on empty floor, or hold Shift and drag, to select many, then drag any of them to move them all.
Walls and doors: drag along edges to draw several at once. Freehand wall draws any shape.
Ctrl + C, Ctrl + X, Ctrl + V: copy, cut, and paste a selected area, on any floor.
Shift + drag with floor, fog, or terrain: fill a rectangle.
Brushes: floor, fog, terrain, and erase can paint 1, 3, or 5 spaces across.
A selected token shows where it can reach this turn in green. Players see their own reach on their turn.
Traps: pick one from the trap library in the Objects menu, or add a room trap from a room. Every trap can ask you first or spring on its own. All traps on the floor are listed in the side panel, with Fire and Edit.
Hazards and marks: paint them from the Terrain menu. Click one with Select to change its light, spot DC, damage, or how long it lasts.
Search: players press Search. You see what is hidden nearby, with spot DCs, and choose what to reveal.
Riddles: players answer in the side panel. You decide if the answer is right.
Floors: rename, reorder, duplicate, or delete a floor in the Map menu.
Side panel tabs: Play has turns, combat, handouts, and narration. Selected edits what you click. Contents lists every room and what is in it, to find, edit, or delete. Log records what happened, to save as notes.
Stats: give any token its save bonuses, initiative, and Passive Perception. Blank boxes show the raw d20 for you to judge. Players can send their own, and you approve them.
Text size: the AA button at the top makes the panels and menus larger, for you only. Screen readers get labels for every button and box, and the map announces its floor, rooms, and tokens.
Look: the Map menu switches between ink and parchment or painted textures, and between color styles.