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Glossary

Structure

Universe: the container for your world. It holds all your boards and is what you load to play.

Board: a playable place. Either Open World or Dungeon, chosen at creation and permanent.

Open World: an exterior board, with terrain. 100 km².

Dungeon: an interior board, without terrain. 1 km² playable, across 111 levels of 2.56 m.

Lobby: the 3D hub where you manage your boards and launch your sessions. The central table opens with E.

Building

Sand Castle: the terrain creation tool, in four steps: Generate, Edition, Geology, Biome.

Landform: a relief shape dropped into the Sand Castle by drag and drop.

Bake: the computation that turns your landforms into detailed terrain, with erosion and biomes. Allow 2 to 3 minutes.

Erosion pass: a Geology setting that determines how detailed the relief is. More passes, more computation time.

Biome: the environment type of an area, which determines its vegetation. Four types: plain, forest, beach, rocks.

Sculpting: manual relief retouching after the bake. Keep it for finishing touches.

Snippet: a piece of construction turned into a text code, copyable and shareable.

Toolbox: the area holding every placeable asset.

Resource Outliner: the list of objects present on a board.

Resource: any object placed in a world, tokens included.

Playing

Build mode: the building mode.

Play mode: the playing mode. You switch between them via the Menyr logo in the top left.

Storyteller dial: the dial at the top of the screen. It carries the time, the weather and the view selection cube.

Token: a character's representation. In 3D (with a pose) or 2D (with an image supplied by URL).

Grabbable: the option that lets players pick an object up in play mode.

Interactible: the option that makes a door, shutter or chest openable.

Point of interest: a place marked on a board.

Interface

Gizmo: an object's manipulation handle. R cycles its mode.

HUD: the interface drawn over the 3D world. Right click toggles its display.

Menyr Documentation, The Storytelling Engine