A role-playing game told by an AI Game Master.
Alone or with friends, you play a hero. The GM describes the world, brings its people to life and keeps track of your story.
Signing up is free. Play depends on your plan. See the plans

How it works
Create your account
With your e-mail address and a password. Then choose the language of your stories.
Choose an adventure and a hero
An official adventure and a ready-to-play hero, or your own, made in a few clicks.
Play
Write what your hero does or says. The GM tells what happens next; dice decide when the outcome is uncertain.
Official adventures
All adventures
The Winter Claim
A ruined barony has grain for one last winter. Its lords want a tithe, its veterans want land, and something beneath the fields is taking possession.
Fantasy · 14 ready-to-play heroes · 5 possible starts · Map of places

Neon Zero
A crew from the drowned Stacks, a vault under a corporate tower, one night to steal what is inside. The plan is perfect. That's the problem.
Cyberpunk · 6 ready-to-play heroes · 5 possible starts · Map of places

The Lantern-Thief of Glimmerdeep
In a fog-drowned harbour city, someone is stealing the soul-lanterns that keep the hungry mist at bay. Every dark lamp lets the fog climb one street higher.
Fantasy · 6 ready-to-play heroes · 4 possible starts · Map of places

The Ashes of Ys
A drowned city rises from the bay for one hour at each low tide, reliving its last day. In nine days comes the hour of the flood. Who holds the key?
Fantasy · 9 ready-to-play heroes · 6 possible starts · Map of places

The Hollow Pines Inn
Snowed into a cosy mountain inn, you're treated like family by a town that is far too kind. Something in the woods is owed a guest — and you signed the book.
Horror · 4 ready-to-play heroes · 3 possible starts · Map of places

An Afternoon at the Spell Market
A rain cloud has slipped its cage at a travelling magic market. Find it before the whole market folds away at sunset, and find out who let it go.
Fantasy · 4 ready-to-play heroes · 4 possible starts · Map of places

Signal from Kepler's Hollow
A mining station that went dark nine years ago has started calling for help. Your salvage crew is the only ship close enough to answer.
Science fiction · 5 ready-to-play heroes · 4 possible starts · Map of places

The Black Flag
A crew on the edge of mutiny, a pirate's map cut in three, and three rival ports that each hold a piece. Keep your ship, find the hoard, choose your flag.
Pirates · 9 ready-to-play heroes · 6 possible starts · Map of places

The Masked Ball
One night, one palace, three hundred masks. At midnight the candles go out and the court's master of secrets dies. Name his killer before first light.
Fantasy · 6 ready-to-play heroes · 4 possible starts · Map of places

Méridienne Station
A mountain shelter, 143 survivors, a failing turbine and a Board that may lie. Thirty-one strangers knock at the door. Who eats, who comes in, who decides?
Post-apocalyptic · 9 ready-to-play heroes · 6 possible starts · Map of places

Fog over Pier Nine
Port Calloway, 1947. A broke detective, a client who lies beautifully, a body under Pier 9, and a city where everyone has a price.
Noir · 6 ready-to-play heroes · 5 possible starts · Map of places

The Last Stagecoach
Three days of desert in the last coach of a dying line. One passenger has a secret; a gang follows and keeps coming back. Count your water and your bullets.
Western · 6 ready-to-play heroes · 5 possible starts · Map of places
What makes it different
- A GM who remembers
- Places, people, promises and secrets: the GM remembers the important parts of the game, and you can read what it knows.
- Your hero sheet
- Abilities, gear, wounds and progress follow the story, with no bookkeeping on your side.
- Dice when it matters
- A visible d20 settles uncertain moments. Roll yourself, or let the game roll for you.
- Voice, if you like
- Listen to the story read aloud and speak to the GM instead of typing, depending on your plan.
- With friends
- Invite friends to your table: one hero each, playing together or each at their own pace.