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Campaign wiki and rules engine

Where your world and your rules live in the same place.

Write your world in a wiki where you choose, paragraph by paragraph, which player sees what. Run the game on a rules engine that handles spells, conditions and combat at the table. The DM pays one subscription and the players join free.

The demo is a real campaign and needs no account. The trial runs 14 days and needs no card.

  • 2014 and 2024 open rules installed in every campaign
  • 5e- and 5.5e-compatible
  • Your campaign is stored in Europe
How it works

One campaign holds the world and the game.

Every screenshot below comes from the public demo, and every link opens that demo. You do not need an account to look around.

A wiki that keeps each player’s secrets

Most campaign wikis hide whole pages or keep one DM-only block. In Hearthmoot you address any paragraph to any single player, right in the text.

One page can hold what everyone knows, a note only the rogue has found, and a section you wrote weeks ago and have not revealed yet. Each player reads the same page and sees their own part of it. When the story catches up, you change who can see that paragraph.

Plate. One page in the demo world. The DM sees three sections; this player sees one. Select a screenshot to see it full size.

A rules engine set up the way your table plays

Character sheets run on a rules engine. Spell slots, conditions, item effects and rests work themselves out, so nobody stops the scene to do arithmetic.

Each campaign starts from the 2014 or the 2024 rules and then takes your table’s decisions on board.

  • Edition per campaign

    Start from the 2014 or the 2024 rules, and switch later if the table changes its mind.

  • Mixed editions

    Offer the 2024 Fighter next to the 2014 Ranger in the same campaign.

  • One rule at a time

    Override a single rule inside the edition you picked and keep everything else as written.

  • Spell components

    Off, warn or block. A spell with a costly component needs it in the character’s inventory, and a component the spell consumes is removed when it is cast.

A table that keeps up on game night

Build an encounter from your actual party and run it five hundred times before the session, so you know the odds before you commit to it.

On the night, the tracker runs initiative, damage and conditions, and each player follows the fight from their own screen.

  • Reactions

    When a player can react, their screen asks them, with a countdown you set.

  • Critical hits

    Four ways to count critical damage, from rolling the dice twice to taking the maximum.

  • Death saves

    Set the difficulty and decide who sees the rolls: the whole table, only you, or the player.

  • Monster health

    Players can see a monster as Bruised, Hurt or Dying while you keep the numbers.

A world that keeps its own time

The campaign runs on an in-world calendar you design, and the rest of the system reads it.

When you move the clock forward, spell effects and conditions run out on time. When you call dawn, abilities that recharge at dawn come back and injuries heal another day. Shops restock on the same calendar.

Plate. The demo world’s map, and the month its calendar is in. Festivals, restocks and expiries land on these dates. Select a screenshot to see it full size.
  • Your calendar

    Months, weekdays, moons and festivals, including festivals that fall on a full moon.

  • Moving time

    Advance by hours, days or weeks, and see which festivals you are about to skip. Dawn and dusk are their own step, so recharges happen when you say the sun is up.

  • Shops

    Stock a shop by hand or generate one: a blacksmith, an alchemist, a general store or a curiosity shop, at four levels of wealth.

  • Buying and selling

    Sell to a character at a price you can adjust on the spot, buy their loot back, or have a shop scribe a spell for a wizard.

Content to start from, and room for your own

Every campaign starts with the free 2024 and 2014 rulebooks installed: 339 and 319 spells, 330 and 317 monsters, 443 and 437 items.

Material from books you own, and everything you invent, you enter through the Create forms: spells, items, monsters, feats, subclasses, species, backgrounds, conditions, loot tables and calendars. A content pack installs whole, and installing one never overwrites a page you have changed.

Pricing

One plan. The DM pays and players join free.

Most tables keep their world in one app and their character sheets in another, and the calendar, the shop prices and the loot end up in a notebook. Hearthmoot holds all of it in one campaign, for one subscription.

€11/ month

or €110 a year, two months free.

Tax included. This is the price charged in the country you pick.

Start your 14-day trial

  • One campaign, up to six players
  • The wiki, the rules engine and the encounter tracker
  • The calendar, shops, maps and loot tables
  • The 2014 and 2024 open rulebooks, installed
  • Your own spells, items and monsters, through the Create forms
  • A full export of your campaign, any time

14 days free, no card needed. When the trial ends nothing is deleted: subscribe and your campaign comes straight back. There is no free tier.

Add to any campaignper month
  • Twelve seats+€3One campaign grows from six player seats to twelve. Players are still free.
  • Another campaign+€7A second world on the same account, with its own address and its own players.
  • Always-on+€5The campaign stays loaded at every hour. Without it, a campaign nobody has used for a few hours may rest, and the first person back waits a few seconds while it wakes.

Add-ons are billed per campaign on the same subscription and the same cycle as the plan.

If you ever leave

When a subscription ends, for any reason, this is what happens to your campaign:

  1. Paid period ends

    The campaign stops running. Nothing is deleted, and a payment brings it straight back.

  2. Until day 30

    Your full export, every page plus the campaign database, stays one click away on your account page.

  3. Day 60

    The campaign is deleted from our live systems. This cannot be undone.

  4. Day 90

    It is gone from the backups too, and the key that encrypted them is destroyed.

FAQ

Frequently asked questions

Do my players pay?

No. The DM’s subscription covers the whole table: six players, or twelve with the larger-table add-on. A player joins with a name and a passcode you give them, and needs no account or email address.

Can I bring my existing campaign?

Yes, by moving the content over yourself. There is no import from other sites. If your notes are digital, copying and pasting them into pages is the quickest route; the Create forms take spells, items, monsters and the rest one at a time.

Do my players need to install anything? Does it work on a phone?

Nothing to install. Hearthmoot runs in the browser, on a computer, a tablet or a phone, for you and for your players.

Can I use content from books I bought?

Yes, by entering it yourself: type it or paste it into the Create forms or into a page. Hearthmoot does not import from other services. The 2024 and 2014 open rulebooks come installed, so the common spells, monsters and items are already there.

Who can see my campaign?

Only you and the players you let in. Each campaign is private on its own address, and inside it every player sees only the parts of a page you have shown them.

Can I try it without signing up?

Yes. The demo is a real campaign called Emberwick, running on the real product, with no account and nothing to fill in. You can read it as the DM or as either of its two players and see what each of them is shown. It is read-only and resets every night.

Can I take my data with me?

Yes, at any time and from your account page. You get every page you wrote as text files, which open in any editor, plus a full export of the campaign’s database.

What happens to my campaign if Hearthmoot stops?

You keep your work. The export above is yours to take at any time, and the pages are plain text files that open without Hearthmoot. Take a copy whenever you like; it costs nothing.

Where is my campaign kept?

On servers in Europe. Nothing you write is used to train AI.

How do backups work?

Backups run automatically. None is kept for longer than ninety days.

What happens if I cancel?

Your campaign stops running at the end of the period you paid for. After that the steps are fixed:

  1. Paid period ends
    The campaign stops running. Nothing is deleted, and a payment brings it straight back.
  2. Until day 30
    Your full export, every page plus the campaign database, stays one click away on your account page.
  3. Day 60
    The campaign is deleted from our live systems. This cannot be undone.
  4. Day 90
    It is gone from the backups too, and the key that encrypted them is destroyed.
Which game system does it run, and what content is included?

5e- and 5.5e-compatible play. Every campaign comes with the free 2024 and 2014 rulebooks installed (339 and 319 spells, 330 and 317 monsters, 443 and 437 items).

Is this a virtual tabletop?

No. There is no battle grid with tokens to move. Hearthmoot holds everything around it: the world, the characters, the rules, the fights and the record of what happened. You can use it next to a virtual tabletop or a physical map.