The road remembers
A moment along the journey
They keep moving without waiting for commands.
The party keeps to the road, cloaks stirring in the wind.
The Party Remembers
What will they remember of you?
A company of unlikely companions. Your words in their heads. A road neither of you can quite predict.
Offer a little counsel, then let them go. Come back to the choices they made, the companions they became, and the words they remembered. There is no penalty for leaving a decision to them.
Offer guidance
Shape how the party approaches the unknown.
They choose
Answer important moments or leave them to decide. Both are real ways to play.
Return to what happened
Find changed companions, journal entries, and mementos.
Begin a personal campaign
Choose an instinct, not a build
Your first hero's class is a disposition they carry into the world, not a loadout.
Along the road Open / close counsel
Counsel, not commands
Guide their judgment
One thought waits with them. Choosing another before delivery replaces it.
World map
Journal and return summary
Since your last look
Return summary
The road has been quiet.
The remembered road
Journal
Company
The company
Party
Things worth keeping
Memento shelf
Settings
Display
Your data
The server keeps your campaign and recovery token until deletion. Optional progress protection stores one provider identifier, removed immediately on unlink. Notifications separately store a browser subscription to send decision invitations and minimal permission and delivery-funnel records—attempt and open timing—to measure delivery reliability. Disable retires the subscription; campaign deletion removes it and those records.
Notifications
Notifications are optional. The party keeps playing if they are unavailable or denied.
Delete campaign
This permanently deletes the campaign, its history, recovery token, progress protection, and notification subscription.
Along the road
- Counsel, not commands
- Guidance teaches judgment for later choices. It never orders an action now.
- Instinct
- Each hero's class is a disposition. Teaching shifts how they read a situation, but never erases who they are.
- Invitations
- A decision stays open for hours. Answer it, or leave it to them — ignoring costs you nothing.
- Their condition
- Hard fights leave a mark, and they rest on the road to recover. A hero too worn to fight still travels with the party.
- Time
- The world runs on the server's clock, not this tab's. You can close it whenever you like.
- Mementos
- Things they bring home. They do nothing except remind you where the party has been.
The Road Ahead — what is here and which directions are being explored.
What's new
- 29 Aug — An opening that explains itself, and this panel.
- 29 Aug — Notes that point out delegation and remembered counsel the first time each happens.
- 28 Aug — The first minutes are compressed, so a new campaign shows the whole loop in one sitting.
- 28 Aug — Optional notifications when the party reaches a choice. Denying them changes nothing.
- 28 Aug — Fixed a stuck "offline" screen that never recovered after a phone slept.


