Fablyos help
How each screen works. Use the search box to find a button or setting by name, or jump in from the ? links on each page.
Nothing in the help matches that. Try a shorter word.
Getting started
Signing in
Enter your username and password and press Sign in. After several wrong tries, sign-in pauses for a few minutes. Fablyos keeps one sign-in per account: signing in on another device signs you out here, and the page tells you why.
You're signed out after a long time without activity (two hours by default). A banner warns you five minutes before; tap it to stay signed in.
Creating an account
On the sign-in page press New here? Create an account (or Have an invite code? while sign-up is by invitation), give your date of birth, choose a username and a password, and accept the terms. New accounts start on the free plan; an invite code, if you have one, is entered on the same form.
Questions, problems signing in, or a request about your account or data: write to support@fablyos.com.
- Password: at least 12 characters using 3 of lowercase, uppercase, numbers and symbols, or a passphrase of 20+ characters. The checklist under the box says what's still needed.
- Age: you must be 13 or older. Accounts for ages 13 to 17 are limited to Teen content.
Your recovery code
Your stories are encrypted with a key only you hold; not even the site owner can read them. Right after you sign up you're shown a recovery code. Save it in a password manager or download it as a file: it's the only way back into your stories if you forget your password and it has to be reset.
Lost it? Make a new one in Account → Recovery code (the old one stops working). If a reset password leaves your stories locked and you have no code, I don't have my recovery code deletes the locked stories so you can start fresh.
Library
Your stories
Each card shows the story's cover, world, content level, hero, current event and how much you've played.
- Continue opens the story. Saves opens its save points.
- ⋯ has Rename, Content level, cover picture options, Duplicate (a full copy to try another path), Download as text (the whole story as a text file to keep), Archive and Delete.
- Archived stories move to the Archived tab. Archiving doesn't free library space; deleting does.
- Deleting asks you to type the title and can't be undone.
Starting a story
Press New story.
- World: the built-in Two Moons, your own worlds, or worlds shared by other players.
- Play as: in worlds with a playable cast, play your own hero or one of the cast. You can give a cast member your own name and gender (their look is filled in for you to edit); the story keeps their history and everyone still knows them. Some worlds only let you pick from the cast.
- Hero: name, gender, pronouns, class and race where the world has them. Appearance is used for pictures too. Background is your hero's history and personality; tick Auto-create to have it filled out for you.
- Romantic interest: who your hero is interested in. Other characters respect it. It stays as you set it; with Story decides, the story picks it up from your own flirting and choices (never "No romance", which only you can choose).
- Content level, Play style and Narration (you / I / the hero's name): see Reference. All of these can be changed later. With second person, your Do lines are turned into "you" ("I check the tyres" shows as "You check the tyres"); words in quotes always stay as you typed them. Pick Second person, my input stays as I typed it to keep your own lines in "I" while the story narrates in "you".
- Use location data gives the story a map with real places and travel distances.
- Author's note: standing wishes for the writing, for example "keep it light" or "avoid tired tropes".
Save points
A save point is a snapshot you can return to. Make one from the story's Status panel (Save point) or from the library (Saves → Save now). Restore saves your current progress automatically first, so restoring never loses anything.
Account
Your plan, content limit and today's use are shown at the top. Here you can change your username, email (optional, only for password recovery) and password, make a new recovery code, or delete your account and everything in it.
Playing a story
The story appears a short passage at a time. You choose what your hero does, says or what happens next, and the story responds.
Do, Say and Story
| Mode | Use it for | Example |
|---|---|---|
| Do | An action your hero attempts. | I climb the wall and look over. |
| Say | Words your hero speaks, exactly as typed. | Who sent you? |
| Story | Narration you write yourself; the story continues from it. | A bell rings across the valley. |
| Image | A picture of the scene (plans with pictures). | Leave blank to illustrate the current moment. |
Press Enter to send, Shift+Enter for a new line.
Continue, Retry, Undo
- Continue lets events unfold without you acting: your hero watches, others act. On a new story it writes the opening.
- Retry rewrites the last passage. Each retry is a new passage.
- Undo removes your last input and everything after it.
- What next? gives a hint when you're stuck: only the next thing the main story needs, never how it turns out. The first hint is vague; ask again for a plainer one.
- The small Updating cards spinner means the game is recording what just happened (who's here, facts, the clock). You can keep reading; the next passage waits for it.
Editing and rewinding
Hover over a passage (tap it on a phone) for its tools. Edit lets you fix a passage's text; Save & rewind here also removes everything after it. Rewind here removes everything after the passage, and undoes the card changes that came with it.
⚑ Report (on every passage and picture) tells the people who run Fablyos that something shouldn't be there: content involving minors, hate, gore, sexual content beyond your story's level and so on. Pick a reason, add a note if you like, and choose whether the passage's text goes with it. To take the passage out of your story too, use Retry or Rewind here on the passage before it.
Status panel
On a computer the panel sits to the right of the story; on a phone, open it with Status. It shows your hero's level, rank, XP and stats. Full status opens your hero's full card.
Some things about your hero may be hidden until the story reveals them. That's intentional: you'll find out in play.
Levels come from experience: fights, training, danger and finishing story events all give XP.
In worlds where you play a dungeon, the panel also lists your dungeon: its rank, every floor you have built (in order, with its look) and the named monsters and people who live there. Click one to open its card. New floors and named monsters appear after the passage that creates them.
Story notes and facts
Story notes show the time, where you are, your party, who's in the scene, who's elsewhere, and what you carry.
If the 📍 location is wrong (the story still thinks you're in a dungeon after you left), press Fix beside it and pick where you really are.
Remembered facts are things the story treats as always true. If one is wrong, delete it with its ✕ so the story stops relying on it. Chapters summarize the story every 20 passages.
Writings keeps what letters, notes, parchments and inscriptions said the first time you read them. Read one again and it says the same thing.
Leads and story events
Each world has planned events, grouped into arcs. They're never forced on you and never skipped: an event happens when you're where it fits, and otherwise waits. Within an arc, events keep their order; later arcs open as earlier ones end or as your hero levels up.
Leads in Story notes lists the events happening where you are (marked "here") and the ones your hero has heard about, with where they are. Head there when you're ready; the story may also send word now and then, as a rumour, a letter or a messenger. Your companions may also mention what's on their minds, which often points the way. Finishing an event gives your hero experience.
Cast
Cast lists the people in the current scene, everyone you've met, and people you've only heard of (named in the story but not met yet). Tap a character for their card. Cards show only what your hero has learned: some people aren't what they seem, and you'll see them as they present themselves until the story shows otherwise.
From a card you can make or save a portrait (plans with pictures). A portrait helps keep that character's look consistent in later pictures.
Story settings
In the Status panel. Most take effect from the next passage.
- Content level, Play style, Narration, Romantic interest: as when starting a story.
- Story focus: how firmly the main story keeps you on track. Tight (the default in Two Moons): at most two side threads the writer invents stay open, side quests wrap up in about three passages, and after about six passages without progress the main story comes to find you: a summons, a messenger, someone arriving. Balanced (the default elsewhere): three threads, about five passages, about twelve passages. Sandbox: the main story waits however long you wander. It never moves you or makes your choices. When you've spent a few passages (Tight 3, Balanced 6) in the place a planned moment belongs, with the people it needs, and it still hasn't happened, the story steps in and plays it: the game notes "[Director]" under that passage. What you do next is still yours.
- Picture style: the art style of your pictures, for every story.
- New text: watch passages appear as they're written, or wait for the finished passage.
- Show game details: extra notes under each passage about what the game tracked.
- Show pictures in the story: pictures inline, or as small markers with the pictures in the Gallery.
- Use location data and Map viewer: see The map.
- Author's note: standing wishes for the writing.
The map
With location data on, the story knows where you are, what's nearby and how long travel takes. By default the map viewer opens only once your hero has a map in the story: find, buy or be given one. Set Map viewer to Always available to skip that. 🗺 Map shows a painted or exact view; the gold dot is you.
Pictures and clips
Making pictures
Choose Image, describe the picture (or leave it blank for the current scene) and send. A picture takes about 15–40 seconds. Optionally pick an earlier picture as a reference to keep its people and art style.
Gallery
Gallery lists this story's pictures and clips, newest first. Each picture can be Saved, used for a New picture from this, set as the story's cover (covers must be Teen-suitable), Regenerated, Animated (where available) or Deleted. On wide screens you can Pin the gallery beside the story.
Free pictures
Every new story gets a free picture of its opening scene after a few passages. Milestones (every fifth level, or finishing an arc) offer a free picture too: press Capture it. Free pictures don't count against your allowance.
Clips
Where available, Animate turns a picture into a short clip: choose length, camera, focus and mood. Clips take a few minutes, are checked before you see them, and are kept only on your device. Deleting a clip keeps its picture, and deleting a picture keeps its clip.
Worlds
Catalog
Filter the catalog by category (Fantasy, Isekai & LitRPG, Romance, Sci-fi, Modern, Horror & Mystery, Superhero), search by name, genre or tag, and sort by most played, newest or A to Z. A series shows as one card with its later seasons underneath. Your own world's category and tags are set on its page, beside sharing.
Worlds shared by players, ready to play. New story starts one, Preview browses its cards, and on paid plans Copy to my worlds lets you change it. Shared worlds are Teen copies (General if the original was). They can't be downloaded (only their creators can); you can download your own stories, and worlds you built or uploaded yourself.
Building a world
On paid plans, Build a world walks you through eight steps: genre and pitch, tone and rating, tropes, setting, protagonist, cast, rules and review. Drafting takes one to three minutes; you can leave the page and the world appears in My worlds when it's ready. Upload world adds a world file instead; every card is safety-checked first, which can take a minute or two.
Building a world offline
Download the world template (also Template on the
Worlds page): a world file with every kind of card, filled with placeholder text that says what goes where. Edit it in
any text editor, keep it valid JSON, and use Upload world. Notes starting with
_help explain each card and are ignored on upload. The template uploads as it is, so you can also upload it
first and finish it in the card editor.
- Top of the file: name, genre, rating (general, teen or mature: the lowest level its stories run at) and rules: levels or none, stats, skills, classes, growth per level, up to six world rules for the writer, play style, map on or off, name style, the hero's race, and the catalog category and tags.
- Cards: world, threat and style guide (the writer always sees these), the protagonist (age, starting level, background; the player picks name, looks and class), characters and monsters (every one needs an age; under 18 means never romantic or sexual), races, classes, regions and places (with a look-and-motif line and creatures for random encounters), artifacts, arcs and events.
- Events and beats: an event is a few scenes at one place, with up to four beats. A beat says who must be
involved and what must come of it; dialogue, time of day, props and feelings go in a trailing
(Colour if it fits - ...)part. Write beats that still work whatever the player did before, name the result rather than the method, and give every person and place a beat names its own card. Side events take an order like 1.5 to sit between main ones. - Limits: world, threat and style text up to 2048 characters, other cards 1280, traits 300 (appearance and personality 500), beats 400.
The World building guide below covers every card in detail. After uploading, the world page lists Story design notes: beats play may not reach, places with no card, and other things that make stories stall. Fix them in the card editor or in your file and upload again.
Science fiction worlds
A world file can carry a star chart in its rules ("space"): star systems with positions in
light-years, gates, wormholes and hyperlanes between them, the home system and its calendar year, and the ship's
drive. Stories in such a world show ✦ the current system, home time and the crew's time in Story notes, with a
Chart button for the star map.
- Drives: jump (instant jumps up to a range, then a recharge), hyperspace (light-years per day, optionally only along lanes), warp (a multiple of light speed), gate (no drive: only gates and wormholes), or sublight (an acceleration in gravities and a top speed as a fraction of light speed). Gates and wormholes are instant along their links whatever the drive.
- Voyage times come from the chart, not from guesses: when the story arrives in another system, the clock moves by the trip's real length, and the writer is told beforehand how long each trip from here takes.
- Relativity: on sublight voyages the crew ages less than everyone at home, using the real formulas for an accelerate, coast and brake trip. A five-year flight for the crew can be thirteen years at home; news, prices and people outside the ship have moved on by the home figure. Messages home travel at light speed unless the world has a gate or a courier.
- In one star system (
"scale": "au"): planets, moons and asteroids on orbits that move, so distances and light delays change with the date. Rockets (impulsive, with a delta-v budget) fly minimum-energy transfers that wait for launch windows and can't reach what needs more delta-v than they carry; thrust drives (ion, fusion, nuclear pulse) accelerate, coast and brake, and leave any time. The chart shows the orbits as they stand today. - New drives and hidden places: a world can list several drives, each arriving with an event (a better engine, an alien ship), and keep star systems or links off the chart until an event reveals them.
- Keep
"location": falsein a world with several star systems: the terrain map is a single planet's surface. A world set on one planet can use the terrain map as usual.
Editing cards
A world is a deck of cards: the setting, places, factions, cast, rules, arcs and events. Open a world and click any card to edit it, or add new ones. Edits apply to stories you start afterwards; stories already started keep their own copy. Also called lists words that bring a card into a scene when they appear in the story. Every character needs an age; under 18 means no romantic or sexual content.
Places and factions have a Look and motif: one line describing how the place looks, sounds or smells, plus a recurring symbol tied to its history. The writer builds the scenery from it, so a place looks the same on every visit. The builder writes one for each place; leave the field empty and the AI suggests one when you save. An older world shows Suggest looks for places that don't have one yet.
Creatures here lists what attacks travellers in a wild or dangerous place, weakest to strongest. Each passage in the wilds or on the road has about a 1 in 5 chance of a random encounter, and in a dungeon about 1 in 2 (never the passage right after a fight); on a hit, something from that list finds the hero. Towns and safe places never get random encounters, and neither do worlds without monsters (a romance, a mystery): in the builder, encounters come with the Monsters option.
Sharing and maps
Worlds can be shared in the catalog, with your username or anonymously. Card edits reach the shared copy when you press Update shared copy. With location data on, the world gets a map built from its places and factions; Paint map adds an artwork version (it costs one picture).
World building guide
How to write a world that plays well: what each card is for, the rules the writer and the story director follow, and the mistakes that make stories stall, drift or contradict themselves. The same rules apply whether you build in the builder, edit cards on the site, or write a world file offline.
Planning a world
- A threat or central conflict that drives every arc: a villain, a deadline, a secret, a team about to be sold. The writer always sees it, so put the hidden truth there too; players only learn it through play.
- A cast with jobs and ties. Each person needs a reason to be in the hero's life (mentor, rival, landlady, teammate) and their links to others written on their own card. Six to fifteen named people is plenty.
- Places the story actually visits: every place an event happens needs a card.
- Three or four arcs, each ending on a turn, with three to six main events each and a few side events.
- Romance, if the world has it: several options of more than one gender, written as open to romance "if the hero is", so the player leads. Say so in a rule note.
- Everyone in a romantic or sexual role is an adult (18 or older), at every content level, and is described with adult words.
People cards (characters and monsters)
- Name (60 characters): unique in the world, first and family name. People who share a family name should be family, and both cards should say how ("Theo Lin's grandmother"). The writer is told never to give made-up extras a name from your cards, so a name always means the person on the card.
- Age is required. A card with no age is treated as under 18 and kept out of anything romantic. Use the age someone is; a long-lived being can also have a "looks age".
- Description (1000 characters): who they are, their job, where they live and work, and their relationships, stated plainly. Stories contradict themselves when this is vague: "Danny owns the Blue Line Tavern" stops the writer calling someone else the bar owner.
- Traits (300 characters each, appearance and personality 500): appearance (what pictures draw: hair, build, clothes; adult wording, never petite, tiny, kid or little girl for an adult), personality, attitude (how they treat the hero, including "open to romance if the hero is"), goal, secret (the writer knows it; the player has to find it).
- Also called (up to 8): nicknames and titles that bring the card into a scene. Avoid common words.
- Affiliations (up to 4): team, family, guild, with the role in it.
- A dead person (a late uncle, a murdered hero) stays a card for memories and photos: put it in a trait such as fate ("Dead: died this spring") and in the description.
- Disguises: the card's name is the true identity; known as and disguise hold the cover. The writer and pictures use the cover until the story unmasks them.
- Playable cast: tick Playable on characters players may take over (they can rename and regender them), and set the world to "players choose from the cast" if they must.
The protagonist
The protagonist card has no name: the player gives one when starting. Write the hero's situation (why they're here, what they have) in the description. A preset personality or goal is a default only: what the player writes about their hero when starting a story wins wherever they disagree. Refer to the protagonist as the hero on every other card and in every beat.
Places, factions and maps
- Places (locations) belong to a region (a faction or kingdom card). Give each a look and motif: one line of sights, sounds or smells plus a recurring symbol, so it looks the same on every visit.
- Creatures here lists what attacks travellers in wild places, weakest to strongest; towns get none.
- Core cards: tick Core card on the few people, places or objects every passage must get right (the hero's car, a cursed sword, the home base). The writer has a core card in every scene instead of only when the text names it. Keep it to six or fewer: each one rides along with every passage.
- Names are unique across the whole deck: an event, a place, a faction and an artifact should never share a name ("Ashfall" the colony and "Ashfall" the event confuse both the director and the bookkeeper).
- A hand-drawn map (world files:
rules.map) must be square, 8 to 40 cells a side, one letter per cell:^peaks,Mmountains,hhills,gplains or farmland,Fforest,Jjungle,mmarsh,ddesert,ssavanna,ttundra,Ttaiga,Iice,~water.cell_kmsets the scale andpinsplace cards at[row, column]. A map that isn't square is ignored and replaced with a generated one, which can put places hundreds of kilometres apart.
Artifacts and objects
Anything the story keeps coming back to: a sword, a notebook, a car. Description (1000 characters) holds the full detail, powers (300) what it lets its holder do, price or danger (200), where it is now (80), and looks (300) what pictures draw ("a pearl-white 2013 Subaru BRZ, low, wide wheels, carbon fenders"). Without a look, pictures fall back on the description; without either they draw a generic object.
Arcs, events and beats
Events are the scenes the story director steers toward, in order: arc 1 order 1, then 2, and so on. A side event takes an order like 1.5 and can happen any time around it. Each event has a place (a place card), a short director's note, and up to four beats. The story moves on when a beat's core has happened, so beats must be reachable whatever the player does.
- One sentence per beat. The core (8 to 30 words) says who and what: "Haruka Mizuno shows the hero the car's ethanol sensor and the uncle's last, nearly empty drum of E85."
- Details go in colour: end with
(Colour if it fits - ...)for props, dialogue, mood and time of day. Colour is optional; the beat counts without it. - No time of day in the core ("At dawn", "That evening"): put it in the colour.
- No ": " in the core and no lists of steps: split chained scenes into separate beats or events.
- Don't decide for the player: no "the hero chooses", "the hero refuses" or a fixed emotional reaction. Name the result, not the method; let a bribe, a bluff or a fight reach it. A fixed fight outcome is fine only when the fight is the point.
- Be flexible about how: "The hero gets E85 from Noriko Tomoe" counts whether she sets a price or the uncle already paid; "Noriko sets her terms" fails if she doesn't.
- Name only people and places with cards, and match their cards: a beat that calls the reporter "the bar owner" will be played that way.
- Event names are unique and different from place names: "Shelter at Ashfall", not "Ashfall".
Rules, notes and categories
- Progression: levels (with stats, ranks and growth) or none; skills and classes are optional.
- Rule notes: at most six, each at most 300 characters. Extra notes are dropped and long ones cut, so merge them. Use them for what the writer must always know: how fights or races are decided, the romance rule, special resources (fuel, mana, money).
- Category and tags file the world in the catalog (Fantasy, Isekai & LitRPG, Romance, Sci-fi, Modern, Horror & Mystery, Superhero, Other), set beside sharing on the world page.
Limits
Up to 150 cards per world. Names 60 characters. World, threat and style guide 2048; other descriptions 1280; traits 300 (appearance and personality 500); beats 400; up to 4 beats per event; up to 8 "also called" words; up to 4 affiliations. Artifacts: looks 300, powers 300, price or danger 200, where it is 80. Rule notes: 6 of 300. Text past a limit is cut on upload.
Checking your world
Story design notes (on the world page) are instant checks: beats that break the rules above, places or people with no card, maps that won't load. They update as you save.
World check is an AI editor that reads the whole deck and fixes what it safely can: beats that break the rules, events that get someone's job, relationship or name wrong compared with their card, event names that clash with places, events with no place, adults described as young. It runs by itself when the builder finishes a new world, and any time from Check my world. Every change is listed with the text before and after and an Undo; what it couldn't fix is listed as notes. It never changes ages, romance, rules, or which cards exist, and each changed card passes the same safety check as a hand edit. A check costs about as much as a few story passages and counts toward your spending.
Reference
Play styles
| Style | What your words do |
|---|---|
| Free | Your actions happen as you write them. |
| Grounded | Your actions are attempts; the world, the rules and the cards decide what happens. |
| Strict | Like Grounded, and the game rolls the dice: the odds come from your stats and ranks. The result is final. |
In every style, powers your hero doesn't have don't work just because you wrote them.
Content levels
| Level | What it allows |
|---|---|
| General | All ages: bloodless action, no swearing, innocent romance. |
| Teen | 13+: action violence with some blood, flirting and kissing, no sexual content. |
| Mature | 18+: strong language, graphic violence, intimate scenes fade to black. |
A world sets the lowest level its stories can use; your account sets the highest. Accounts for ages 13 to 17 are limited to Teen. Changing a story's level takes effect from the next passage.
Limits and allowances
Each plan has a monthly allowance. When it's used up, pictures and world building pause until the 1st and text continues on a smaller extra allowance; when that's used up too, play pauses until the 1st. An account can also have a daily limit, which resets at midnight. The Status panel shows how much of the month you've used.
Your library has a storage limit. When it's full, delete old stories or save points to keep playing.
Troubleshooting
"Writing… (slow provider, still working)"
The writing service is slow to start. The passage is still coming; you don't need to do anything.
"The connection dropped for a moment"
Your device lost its connection (a network change, the screen turning off). The passage is still finished and saved on the server, and appears when the page reconnects.
A picture is missing or says it's on another device
Pictures live only on the device that first received them. Open the story there, or press Regenerate to make a new one.
A picture was discarded by the age check
Adult pictures must clearly show adults. Youthful art styles (anime, webtoon) are discarded more often; try a painterly, dark fantasy or photorealistic picture style.
The story got something wrong
Use Retry for a different passage, Edit to fix one, or delete a wrong remembered fact in Story notes. During testing, playtesters can also send a Report a story problem from the Status panel.