A solo D&D 5e campaign

Chroniclesof Terros

A world that keeps score.

Single-player D&D 5e. Rules handled by code. Story written around the numbers, not over them. The guard you bribed in Port Harmony remembers your face thirty episodes later.

Desktop · No credit card · £29 one-time
Live play · The Ashbloom · Passage to New Valenhall  Session active
Scroll
One choice · Four consequences

The world
remembers.

No good/evil meter. No scripted branch. Thirty episodes of context held in memory, surfacing at the moment you have forgotten the choice that caused it.

You let the smuggler walk.

His cargo was medicine, his buyer the refugee quarter. He stops at the mouth of the alley, looks back once, then disappears into the fog off the water.

2
Episode

Niamh brings it up at the campfire.

She saw him near the Kindling. He has men with him now. They are taking a cut of the apothecaries' takings. She does not look at you when she tells you.

5
Episode

The guards come in hard.

Not for him. For the street that puts up with him. Doors kicked in along the refugee quarter before dawn. An old woman sitting on her step afterwards, saying nothing to anyone.

14
Episode

The merchant shuts the ledger.

You have traded with him for months. Today he closes the book before you reach the counter and turns his back to stack crates that do not need stacking. The bell on his door is the last thing you hear.

31
Episode

Nothing scripted these together. You chose. The state survived. That is the whole system.

Actual gameplay · Unedited

See what a session
looks like.

A real session, played start to finish. Player choices in teal. The world’s response below. Companion acts on his own while you sleep. Nothing scripted, nothing edited.

The Midnight Cargo affair is behind you now. The warehouse conspirators are dealt with, and Port Harmony’s Underdocks are a little safer for it. You earned some coin, made some enemies, and Finnick Quickfingers decided to stick around — “for the adventure,” he claims, though you suspect he just likes having someone who doesn’t try to pick his pockets.
Now you stand at the harbor, watching crystal-powered vessels bob alongside traditional ships. The resonance crystals set into their hulls hum faintly, supplementing wind and sail with steady, reliable thrust. It’s the backbone of coastal trade in the Veridian Reach — not flashy magic, just infrastructure that works.
Harbormaster KellHeading somewhere, traveler? Ships run to New Valenhall regular — three and a half days by sea. Fifty gold for passage — covers you and your companion. Or you can walk it in seven, if your boots are up to it.
You have 75 gold pieces. The sea route to New Valenhall awaits.
Marina TidewalkerFifty gold, Kell. We’re taking the ship.
Harbormaster Kell swipes the gold into a heavy iron box with a practiced, rhythmic snap, her quill scratching a final, authoritative mark across the parchment. She slides a brass boarding token across the salt-pitted wood of her desk, the metal cold and etched with the image of a flowering branch. Down at the pier, the Ashbloom groans against its moorings, a low-frequency vibration from its crystal core thrumming through the dock planks and up through the soles of your boots. Steam hisses from a relief valve, smelling of scorched copper and brine, while Bren heaves a final crate of Valenhall textiles toward the gangplank with a grunt of exertion. Lenna Ashwick stands on the quarterdeck, her silhouette sharp against the rising sun as she signals for the lines to be readied. Finnick Quickfingers hops onto the railing of the ship, adjusting his pack and looking back toward you with an expectant tilt of his head.
Finnick QuickfingersSmart choice, Marina! My legs are much too short for a seven-day hike, and I’ve had quite enough of the mud for one week. Fifty gold well spent to keep our boots dry and our heads down. Let’s get aboard before Bren finishes with those crates and Captain Ashwick decides to leave without us!
Marina TidewalkerI head up the gangplank and onto the ship.
The gangplank vibrates under your boots, the rhythmic thrum of the ship’s internal crystal core pulsing more intensely as you step onto the deck. High above, the rigging creaks in the morning breeze, and Captain Lenna Ashwick gives a sharp nod from the quarterdeck, her hand resting on the brass-fitted wheel as she watches the final lines being coiled. A heavy scent of ozone and pine resin drifts from the engine vents, and across the bustling deck, Finnick Quickfingers leans against a stack of tarpaulin-covered crates, watching the crew with a sharp, curious glint in his eyes.
Marina TidewalkerI take a look around. What kind of ship is this?
PERCEPTION · Rolled 12 (11 + 1) · Success
The Ashbloom is a century of uneasy compromise, its heavy Valenhall iron hull reinforced with shimmering Aethermoor glass-steel that catches the dawn light in iridescent fractures. Along the gunwales, the familiar scent of hot steam from the backup boilers competes with the sharp, metallic tang of the primary crystal drive humming beneath the deck plates. Your practiced eyes catch the subtle seams where industrial rivets meet seamless arcane welds, and you notice the crew—a mix of Humans and Dwarves—moving with the rhythmic tension of a team that trusts their ship more than the calm morning sea. Near the mainmast, Finnick Quickfingers shifts his weight, his gaze darting from the glowing filaments of the navigation array to the dark, widening gap of water between the hull and the stone pier of Port Harmony.
Finnick QuickfingersEasy there, Marina. Keep your eyes on the deckhands—they’re wound tighter than a spring-loaded trap today. This old girl is a beauty of iron and glass, but she feels… restless. Maybe it’s just the hum of the crystal drive, or maybe Jolly the Celebrant is telling us to keep our wits sharp. Either way, don’t let the morning sun distract you from how fast that pier is shrinking.
Marina TidewalkerWound tight? What do you mean?
The deck vibrates beneath your boots as the crystal engine’s low thrum intensifies, a sound that resonates in your marrow more than your ears. Captain Lenna Ashwick stands by the wheel, her eyes fixed on the horizon where the sun bleeds gold into the harbor mist, her posture rigid as she signals the crew to cast off the final heavy mooring lines. Around you, the salt-crusted iron of the hull groans in protest against the shifting tides, and the sudden, sharp hiss of steam from a relief valve sends a cloud of white vapor swirling across the deck. Finnick Quickfingers grips the railing with white-knuckled intensity, his gaze locked on the widening chasm of dark water between the ship and the safety of the stone docks.
Finnick QuickfingersJust look at my hands, Marina! I’m practically fused to this railing. It’s that humming from the crystal core—it makes my very bones feel like they’re vibrating, and not in a particularly pleasant way. Besides, look at that gap between us and the dock! I’m a decent rogue, but I’m a terrible anchor, and that’s exactly what I’ll be if I fall into the harbor with this pack on. I’ll be fine once Captain Ashwick gets us into the open water, I’m sure of it.
Captain Lenna AshwickRest easy, Master Quickfingers; I can read the gauges well enough to know we aren’t smoke just yet. Keep your voice low and your hands off the machinery, and I’ll see to it we stay on the right side of the clouds.
Marina TidewalkerI lower my voice. “Alright. Is there anything we can do to help, or do we just stay out of the way?”
Captain Lenna Ashwick’s gaze flickers to you, her eyes reflecting the erratic violet pulse of the crystal drive through the floorboards. “If you know your way around a pressure valve, get below and tell the tinker to vent the secondary line before the manifold fuses.” She braces herself against a sudden, violent shudder that rattles the teeth in your head. Finnick Quickfingers grabs a handrail, his knuckles white as he looks toward the hatch leading to the engine room.
Finnick QuickfingersMarina, the Captain just gave you the green light. If you know your way around a valve, I’m right behind you—I’d much rather be down there helping Renn Copperworth than standing up here waiting for this deck to turn into a cloud of violet smoke. Lead the way to the hatch; I’ll make sure we don’t get stepped on by any frantic deckhands.
Captain Lenna AshwickMove it then, Quickfingers, before the pressure spikes any further. Marina, keep him focused on the task and away from the lockboxes.
Marina TidewalkerI head for the hatch. “Come on, Finnick. Let’s find this tinker.”
The metal hatch is hot to the touch, vibrating with a high-pitched whine that sets your teeth on edge as you wrench it open. Finnick Quickfingers matches your pace, dodging a frantic crewman to reach the ladder’s edge.
Finnick QuickfingersRight behind you, Marina! Watch your step on those rungs; they’re vibrating enough to shake the teeth right out of my head. Let’s find Copperworth and help him keep us in one piece—I’m not ready to see if I can swim in the sky just yet.
Renn CopperworthOh, the vibrations are just the main gear’s way of saying it’s lonely, much like my Uncle Barnaby’s knees used to clatter before he accidentally invented the self-stirring soup ladle. Stand still and let me tighten those rivets before you rattle apart like a bucket of loose bolts.
Marina TidewalkerI climb down the ladder into the engine room.
The air below is a thick soup of ozone and scalding vapor that clings to your skin, tasting of copper and overheated grease. At the base of the ladder, the crystal drive pulses with a frantic, uneven rhythm, its usual harmonic hum replaced by a jagged screech that makes the floorboards beneath your boots shudder. Captain Lenna Ashwick is already there, her face slick with sweat and illuminated by the strobe-like flashes of the flickering engine. She is braced against a bulkhead, her gloved hands hovering near a release valve that is venting a thin, whistling stream of white steam. “The resonance is peaking!” She doesn’t look up from the trembling pressure gauge, but her knuckles are white as she fights to keep her footing against the ship’s violent lurching. “If that core shatters, the hull goes with it.” A sudden, sharp crack echoes from the center of the drive, followed by a spray of glowing blue sparks that dance across the darkened chamber.
Marina TidewalkerTell me what to do, Captain!
Captain Lenna Ashwick’s eyes snap to yours, the blue light of the engine casting sharp, dancing shadows across her grime-streaked face. She points a trembling finger toward the secondary bypass manifold, where a series of brass levers are rattling so violently they threaten to shake free from their housings. Finnick Quickfingers crouches near the base of the central housing, his gaze fixed on a section of the reinforced paneling that has buckled outward, revealing a narrow, unnatural gap where the metal meets the crystal.
FINNICK · PERCEPTION · DC 13 · Rolled 12 (10 + 2) · Failed
Finnick QuickfingersEasy there, Captain! Marina, look at this—this metal didn’t just buckle from the heat, it’s been forced. Something’s pushing back from inside the housing, and I don’t think it’s just steam. By Rosie’s rosy cheeks, if this manifold blows, we’re all going to be wearing brass hats. Marina, you want me to pry this open or should we try to jam the levers first?
Captain Lenna AshwickDon’t you dare pry it open until Marina gives the word; I’d prefer we keep our heads exactly where they are. Just keep it steady and wait for her call on the levers.
Marina TidewalkerJam the levers first. Don’t open anything until we’ve got the pressure under control.
The brass levers fight back with a rhythmic, bone-jarring force, the heat from the steam pipes searing against your palms through your gloves. As they lock into the bypass position, the high-pitched whine of the crystal engine drops into a guttural, uneven thrum that vibrates through the very soles of your boots. Captain Lenna Ashwick lets out a ragged breath, her knuckles white as she grips the command rail, though her eyes remain fixed on a hairline fracture spreading across the primary pressure dial. Below, the tension tool in the hands of Finnick Quickfingers slips an inch deeper into the buckled plating, and a hiss of freezing, silver-tinted mist curls out from the gap, frosting the metal near his boots.
Marina TidewalkerFinnick, get your hands away from that mist. What is that?
The silver mist doesn’t rise like steam; it pours downward, heavy and unnaturally cold, pooling across the deck planks like liquid mercury. Finnick Quickfingers jerks his hand back, his eyes wide as the frost on the metal begins to form intricate, geometric patterns that defy the chaotic shaking of the ship. Behind the glass of the primary gauge, the hairline fracture webs outward with a sound like snapping bone, and the metallic scent in the air sharpens into something ozone-thick and biting. Captain Lenna Ashwick’s gaze darts from the frost to the rattling crystal housing, her hand hovering over the emergency venting pull as the ship’s rhythmic thrumming hits a jarring, discordant peak.
FINNICK · INSIGHT · DC 16 · Rolled 2 · Failed
Finnick QuickfingersHands are away, Marina! Safe and sound in my pockets. By Finn the Faithful, that’s not steam—it’s biting like a winter gale in the Iron Peaks! Captain, if that mercury-looking stuff touches the grease in the gears, the whole drive-core might seize up solid. What in the name of the Maker did we fly into?
Captain Lenna AshwickBelay the commentary and keep your hands where I can see them, Finnick. If that core seizes, you’ll be the one climbing into the vents to scrub it clean, so find a way to stabilize the pressure before we’re all floating in the dark.
Marina TidewalkerCaptain, what do we do about that mist? Should we pull the emergency vent?
Captain Lenna Ashwick keeps her hand white-knuckled on the lever, her eyes locked on the frost patterns that continue to bloom across the metal like frozen lightning. The silver mist laps at her boots, and she shakes her head once, a sharp, jagged motion as the ship groans under the strain of the discordant vibration. She doesn’t pull the vent yet, instead leaning closer to the shivering crystal housing as the scent of ozone grows thick enough to taste.
Finnick QuickfingersMarina’s right, Captain—this mist is already up to my knees and it feels like stepping into a mountain stream in mid-winter. Look at those patterns on the metal; that’s not just cold, that’s… something else entirely. If that pressure dial snaps, we’re going to have more than just a leak to worry about. Should we pull it, or is that vent going to make this silver stuff spread even faster?
Captain Lenna AshwickNot yet, Marina. If we vent now, we lose the pressure we need to clear the fracture, and the whole engine block will shatter. Hold your position and wait for my signal.
Marina TidewalkerI hold my position. Watch the gauge. Wait for the signal.
PERCEPTION · Rolled 13 (12 + 1) · Success
Through the thickening haze of silver mist, your eyes lock onto the pressure dial just as the needle crosses the red threshold and begins to vibrate with such violence it becomes a blur. Captain Lenna Ashwick’s knuckles go bone-white as she waits for your nod, her gaze darting between the frost-rimed housing and your steady hands. Finnick Quickfingers shifts his weight, his fingers twitching near his belt as he watches the structural seams of the deck begin to weep beads of glowing, pressurized condensation.
Finnick QuickfingersSteady, Marina… just like that. You’ve got a better view of that vibrating mess than I do from down here, but I can see your hands are as steady as the mountain itself. I’m watching the deck seams—they’re starting to glow, but I’m not moving an inch until you say so. We’re right here with you.
Marina TidewalkerI nod to the captain. “Now.”
Captain Lenna Ashwick slams the manual release lever, and the air erupts in a deafening hiss of venting steam that tastes of copper and ozone. The violent shuddering of the crystal engine begins to smooth into a low, rhythmic throb as the silver mist is sucked back into the containment vents. Across the cramped machinery space, Finnick Quickfingers exhales a long breath, his shoulders dropping as he wipes a smear of condensation from his brow.
Finnick QuickfingersPerfect timing, Marina! My heart was hammering against my ribs harder than that engine was shaking the floorboards. I’m just glad to see that silver gunk disappearing back where it belongs—I don’t think my boots could’ve taken much more of that chill. You and the Captain really pulled us through that one.
Captain Lenna AshwickSave the praise for when we’re back in dry dock, Finnick. Just make sure those boots of yours stay clear of the vents until I’m certain the seals are holding.
Marina TidewalkerI let out a breath and lean against the bulkhead. “That was too close.”
Captain Lenna Ashwick wipes a streak of grease from her cheek, her eyes finally losing that frantic, wide-edged stare as she holsters her wrench. “Too close is an understatement; if that manifold had buckled, we’d be picking pieces of The Ashbloom out of the stars for the next decade.” She gestures toward the ladder leading back to the main deck, her movements heavy with the sudden drain of adrenaline. “Get topside and find some fresh air—I need to monitor the cooling cycle alone, but you’ve earned your berth and then some tonight.” Finnick Quickfingers gives a sharp, affirming nod toward you, his hands still trembling slightly as he reaches for the rungs of the ladder.
Marina TidewalkerI climb up the ladder with Finnick and head for the berths to rest.
The heat of the engine room dissipates, replaced by the salt-heavy chill of the night air as the ladder rungs give way to the solid, vibrating planks of the main deck. Above, the sky is a vast, unblinking void where the two new moons offer no light, leaving the ship’s path to be carved by the steady, rhythmic pulse of the crystal drive glowing from the vents. Finnick Quickfingers pauses at the top of the hatch, his silhouette sharp against the dim deck lanterns as he wipes his soot-stained palms on his vest and looks toward the narrow companionway leading to the passenger berths. He lingers there for a moment, the tension in his shoulders finally beginning to uncoil as he waits for you to lead the way into the cramped, swaying quiet of the living quarters.
Finnick QuickfingersI’m right behind you, Marina. These ladder rungs feel twice as far apart when your legs are shaking like mine, but the thought of a soft bunk is the only thing keeping me moving. Let’s get some shut-eye while the ship is still in one piece; if I start snoring louder than that engine did, just give my boots a kick, alright?
Marina TidewalkerI get into my bunk and sleep.
The narrow passenger berth smells of aged cedar and the faint, lingering ozone of the crystal drive. As you settle into the rough wool of the bunk, the rhythmic creaking of the hull acts as a heavy lullaby, drowning out the muffled footsteps of the night watch on the deck above. Finnick Quickfingers offers a weary, respectful nod from the adjacent berth before the lantern’s glow is extinguished, plunging the small cabin into a velvet dark. Sleep takes you quickly, pulling you down into a deep, dreamless quiet while the ship cuts through the lightless, moonless sea.
While you slept…
The soot on Finnick Quickfingers’ palms has mostly rubbed off onto his vest, leaving dark, smeary ghosts of his earlier work. While the rest of the ship settles into the rhythmic groaning of a vessel at sea, Finnick’s boots find no rest. The halfling’s eyes dart toward the quarterdeck, where Captain Lenna Ashwick stands silhouetted against the rising moon, her gaze fixed on the horizon. Beside her, Wren Ashdale adjusts a line, her movements efficient and tired.
Finnick doesn’t feel like talking. He feels like knowing.
He slips away from the main deck, his small frame vanishing into the shadows of the companionway. He avoids the galley, where the scent of stale hardtack lingers, and instead descends deeper into the belly of The Ashbloom. The cargo hold is a labyrinth of lashed crates and smelling of damp hemp and old brine. To anyone else, it’s a storage room; to Finnick, it’s a landscape of potential “lost” treasures and structural blind spots.
He moves toward the aft section, near the waterline. The ship’s ribs groan here, a deep, resonant sound that vibrates through his soles. He’s checking the seals, or so he tells himself, but his eyes are constantly drawn to the narrow gaps between the heavy crates marked for New Valenhall.
Near a stack of iron-bound chests, Finnick stops. A rhythmic tink-tink-tink cuts through the usual sloshing of the bilge water. It’s too sharp to be wood on wood, and too deliberate to be a loose bolt. He crouches low, his heart hammering a light tattoo against his ribs.
He spots something—a glint of silver reflecting the dim light of a distant, swaying lantern. It’s tucked deep behind a structural beam, right where the hull meets the floorboards. It looks like a coin, or perhaps a pendant, caught in a place no hand should be able to reach. But as he leans in, he notices the wood around the silver glint looks… wrong. The grain doesn’t line up.
Finnick reaches into his belt pouch, his fingers dancing over his tools as he prepares to see if this is a lucky find or a sign of something tampering with the ship’s integrity.
FINNICK · INVESTIGATION · Rolled 11 (10 + 1) · Failed
Finnick pulls a thin, serrated probe from his kit, whispering a quick “come to papa” to the glinting prize. He tries to wedge the tool into the mismatched grain, hoping to pop the silver object free before anyone notices he’s gone. But as he applies pressure, the wood doesn’t yield like oak or pine should. It feels springy, almost like cured leather.
FINNICK · INVESTIGATION · Rolled 11 (10 + 1) · Failed
The probe slips with a sharp skree against the metal. Instead of prying the object loose, Finnick’s clumsy leverage triggers a hidden tension. With a sickening thunk-whirr, the silver glint retreats further into the darkness of the hull, and a small, jagged splinter of the “wrong” wood snaps off, narrowly missing his eye.
Finnick hisses, sucking on a bruised knuckle. He peers into the gap, but the silver is gone, swallowed by a cavity that shouldn’t exist in a ship’s structural rib. He tries to poke at the mechanism again, but the more he fumbles, the more the grain seems to “heal” over the hole, the seams tightening until they look like nothing more than a natural knot in the wood.
Finnick QuickfingersRight then. Keep your secrets, you big tub of splinters. I didn’t want a cursed silver button anyway. Probably bad luck. Terrible for the complexion.
He tries to laugh it off, but his street-smarts are screaming. This wasn’t a loose coin or a simple repair job; it was a mechanism. He lingers for another hour, his back against a crate of Valenhall wool, watching the spot with narrowed eyes. He waits for the tink-tink-tink to return, but the only sound is the relentless, rhythmic heartbeat of the ocean against the hull. Eventually, the warmth of the hold and the exhaustion of the day’s work catch up to him. He curls into a small ball between the crates, his hand resting instinctively on his coin purse, though his mind remains stuck on the silver that got away.
Dawn
You wake to find Finnick already up, perched on a barrel and manically polishing a single copper piece with the hem of his vest. He looks like he hasn’t slept a wink, his eyes darting toward the floorboards every time the ship gives a particularly heavy groan.
The narrow berth smells of damp cedar and old wool, a cramped sanctuary that sways with the rhythmic, heavy groaning of the hull against the Dark Tide. As the blankets settle, the steady hum of the crystal engine below vibrates through the wooden slats of the bunk. The morning arrives not with light, but with the sharp, metallic tang of ozone and the heavy thud of boots on the deck planks overhead. Finnick Quickfingers is already sitting on the edge of the opposite bunk, his eyes bloodshot and fixed on the cabin door as he methodically checks the buckles on his leather gear. Beyond the thin bulkhead, the muffled, urgent voice of Wren Ashdale carries through the companionway, calling for the watch to rotate as the ship’s vibration shifts into a higher, more strained pitch.
Fourteen companions · Three in your party

Fourteen strangers
on the same road.

Each one has their own reasons for travelling. Their own secrets, debts, and grudges. You may earn their company. You will not earn their obedience.

The fourteen companions of Veridian Reach
Skarsk of Sandscale
Kresh Ranger
Sent by the elders to understand why the young question neutrality. Approaching fifty years, old for a Kresh. The answer is not what the elders wanted.
Reverie Between
Voidwalker Bard
Mid-experiment when the Convergence tore through. Her research partner Cadenza may still exist, scattered across dimensional frequencies. She keeps listening.
Seraphine Ironfist
Human Fighter
A failed rescue cost her squad their lives. She left the city watch. The ledger she keeps in her head does not balance.
Finnick Quickfingers
Halfling Rogue
His sister Rosie is in debt bondage to the Thieves' Guild. The weeks are running out. He has not told you.
Niamh Shadowstep
Half-Elf Ranger
Twenty years tracking the werewolf alpha. Inside the pack, a man who used to be her friend. She will ask you to take the shot.
Kragmar Stoneheart
Dwarf Cleric
He was not at the temple when it fell. The sentence arrives uninvited, at watch-change, at dawn, the third drink in.
Stellamaris
Starkin Cleric
Over a thousand years old. She failed to foresee the Convergence. Now she doubts every prophecy she speaks, and speaks them anyway.
Sylvara Moonwhisper
Elf Wizard
She left the Arcane Academy to find a mentor she was told was dead. She is beginning to suspect he was not.
Godwin Windwalker
Human Monk
Fifty-one years old. Left the monastery library to chase dangerous knowledge spreading through the world. Decades of solitary study left him lonely, not wise.
Grimjaw Bloodaxe
Half-Orc Barbarian
Last survivor of his tribe. The armies that destroyed them called it civilisation. He calls his new party family, and means it.
Resonance
Crystalborn Sorcerer
From Aethermoor, where individuality is a foreign concept. Sees your party as a new collective to harmonise with. Does not yet understand secrets.
Aurelia Dawnbringer
Human Paladin
Her divine order commands the hunt. The heretic she tracks broke his oath to save a child. She has not decided what that means yet.
Thornbriar
Treeborn Druid
Three hundred years watching humans cut down forests in the blink of an eye. She is not here to forgive. She is here because druidic duty does not ask permission.
Aldwin & Umbra
Human Shadowkin
Twenty-four, recently bonded to a shadow entity he cannot control. Together they are stronger. He is not sure that is a good thing.
None of them travel with you as a favour.
One price · One campaign · Yours
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Once. No subscription required.

Seventy-two episodes across twelve story arcs. Sixty to a hundred hours of play. Fourteen companions. One villain of fifteen, chosen by how you play. A PDF Chronicle Book when you finish, written from your playthrough.

Begin · Five Free First
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Longer episodes. Voice narration. Ironsworn difficulty. Three campaign slots. Cancel any time.
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Your campaign printed and bound. Softcover, hardcover, or full-colour edition. Ordered after the campaign ends.
Alpha cohort · Founders Wall

Charter
Adventurer.

Thirty names carved into the wood of the Adventurers Guild hall in Port Harmony. Yours among them, if you act early. An NPC at the bar with your likeness. Every player who ever runs the campaign will walk past it.

  • Your campaign, written into the world.Present in the world history for every playthrough after yours.
  • Direct line to the developer.Your playtesting shapes what ships. A Discord channel, not a survey.
  • Founding price, locked for life.£29 forever, regardless of what the launch price becomes.
Cohort Status
30of 30

Slots remaining. The wall begins with the first name carved.

Port Harmony
is waiting.

Five episodes. Sixty minutes each. No card.

Begin Your Adventure
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