At the table now: Darian, Noll, and Liara

Play tonight — no group, no rulebook

A tabletop role-playing game by fifth-edition rules. Your party is the heroes of Amavie, each with their own character, voice and face. The Master leads, the dice decide, and your companions remember your past games.

  • Free, no limits
  • Sessions of 20–45 minutes
  • The server rolls the dice

Heroes, campaigns and parties are open now. The table with the Master is coming next.

Tap the die — the server rolls it

Masterruns the table
DarianAI · AI
NollAI · AI
LiaraAI · AI
Vela · youyour turn

Dariansilently steps between the refugees and the spears

NollOffer more than they ask.

Master

The leader of the Black Tusk leans on his spear: “Silver per head — or wade across.”

The mercenaries will cross
1 of 6
Example of play

Play one scene right here.

Aftermyth is a world where the old gods live as long as they are remembered. Choose what you do, roll the die — and the Master will tell you how it ended. Six endings, no rules to learn.

Aftermyth · the Winding Vales · scene 1

The River Spirit’s Name

quest from Api · “The less they remember, the younger I am.”

Perekat forgets his name2 of 4
Master

The Old Ford stop. While they waited for the ferry, people here always sang: “Perekat, Perekat, ferry us back.” Today it is quiet — no one remembers the words.

On the ferry’s railing sits a river spirit — a boy with eyes like the current. “My name is…” He wrinkles his brow. “My name is…”

Someone has carefully scraped the inscription off the altar stone by the pier. And on the far bank, a man in grey is unhurriedly finishing off a second stone.

Api · resident of the worldHe was older than me! And now he’s younger. That’s not fair.

Your turn. What do you do?

In the game you don’t have to pick from a list — write your move in your own words, and the Master will understand.

Three truths of the table

Dice decide. Heroes are alive. Games are remembered.

Not a chat in costume, but a game: it has rules, risk and an ending — and a party no one else has.

The dice are honest

The engine counts, the model only narrates. Every roll shows its formula and a “why?”. You can retell a scene, but you can’t reroll the dice.

Companions are alive

Darian covers you, Noll bargains, Liara burns first and asks later. They argue and advise — but never speak or decide for you.

“You’re haggling again, just like at the bridge”

— Noll, a week later, in another campaign

Games are remembered

Companions and the Master remember your past adventures. You see in advance what will be remembered and strike out the rest.

One session

Thirty minutes: a setup, a fight and a hook.

A director sets the pace: every move changes something, threats have ticking clocks, and the session ends on a question that makes you want to come back. Tap a point.

climax · 73%
Master

The bridge is charred in the middle. Twenty refugees wait by a fire, and the Black Tusk demands a toll to cross.

What you do

You talk, look around or tap a button: “Say”, “Look around”, “Persuade”.

The mercenaries will cross0 of 6
The refugees lose patience0 of 4
Your turn

The table counts the rules. You decide what to do.

Easy mode is the default: action buttons, a roll when the table asks for one, and a “why?” behind every number. The buttons respond — try them.

The table asks for a roll.

Which check is needed is the Master’s call. All you have is one button.

Masternow

Persuade the leader

Charisma · Persuasion · medium difficulty

d20

Tap “Roll the d20” — the server rolls

Abilities as cards.

Next to each one — what it does and how many uses are left. Slots, charges and rests are counted by the table.

Vela · Rogue · level 2
 
Sneak Attack+1d6 damage when an ally is next to the targetonce per turn
Cunning Actionhide or slip away without a strikeonce per turn

Tap the potion: the table rolls 2d4 + 2 on its own — and won’t heal you past your maximum.

A companion will help.

Not sure what to do? Ask. Your companion answers in their own way, and the table suggests three moves.

Noll, how do we get across the bridge?

Noll · AIOffer more than they ask. Let them guess what we really want.
  • The engine counts, the model only narrates
  • Every roll is visible to everyone — with its formula
  • No one speaks or decides for you

“By the rules” is coming: every number, slot and level choice will be yours. The rules are the same — only who does the counting changes.

Your party

You and three heroes of Amavie.

Build your party by temperament, not just by class. The Master will tell you who’s missing — and your party takes its seats at the table at the top of the page right away.

Velayou · Rogue
DarianAI · AI
NollAI · AI
LiaraAI · AI

Master: the party is ready: Darian, Noll, and Liara. I’ll be waiting at the table.

Darian Thorne

Keeps his word and never gambles with other lives.

Liara

Burns first, asks later.

Noll

Offers more than asked — and lets them wonder why.

Jadwiga

Returns what was lost — always just in time.

Kaelen Veyr

Speaks briefly. The raven Saar flies with him.

Tahan

Tells the right legend at the right moment — and shows the way.

The Tavern at the Crossroads

Where heroes from different worlds meet.

That’s how Noll from present-day Earth ends up next to a knight from The Marches. Parties gather here — and set out on adventures from here.

Master

“Make a move. Own the outcome.”

Runs every table and keeps the tavern: greets newcomers, describes the world, plays everyone but you, keeps the rules and explains them when you ask. The outcome is the die’s, not a mood’s.

Profile in Amavie ↗
After the game

What your companions remember is up to you.

A session ends on a hook, and your companions take away what they saw themselves. Strike out what you don’t want kept — the rest they’ll remember in the next campaign.

Session 1 is overexample

Next time: on the far bank waits the leader you didn’t finish off. The dagger is still pledged.

What they’ll remembertap a line to strike it out
Worlds of Amavie

Three worlds — choose where your party plays.

The worlds come from Amavie: maps, peoples and residents are already there. Your party takes the world and its places, and the world’s canon doesn’t change because of the game.

Soon — more worlds

New worlds will come with their own residents and places.

steampunkstar routesneon districtsAncient Egypt
Price

Playing is free. No limits.

No energy, no timers, no turn counters. A started session is always played to the end.

Play without signing up

Quanta pay only for beauty

  • A scene picture or a hero portrait1 quant
  • A minute of the Master’s and companions’ voices1 quant
  • Dice and table frames“Style” catalog
  • On sign-up10 quanta as a gift

One wallet with Amavie and Joker AI.

Never

  • paying mid-scene
  • the game playing for you
  • loaded dice
  • explicit scenes
Safety

A table where you can relax.

Tools that experienced game masters have used for years — built into the table.

13+

Only about the game

Companions talk only about the game. A personal conversation with a hero happens in Amavie.

You can see who is AI

The Master and companions are always marked, and every session begins by saying so.

X-card

One tap and the last event is gone. Anonymous, no explanations.

Lines and veils

Before a campaign, mark what will never happen and what stays off-screen.

Questions

The short version.

Ask the Master about the rest — he greets everyone who walks into the tavern for the first time.

Is it really free?

Yes. Play as much as you like: no energy, no timers. Only scene pictures, hero voices and table decor cost quanta.

Do I need to know the rules?

No. In easy mode the table says when to roll and adds the modifiers itself. Every roll has a “why?” — you learn the rules as you play.

How long is a game?

A session lasts 20–45 minutes and ends on a hook. Your campaign waits in “Campaigns”.

Do companions really remember me?

Yes — your past games in Quest. At the end of a session you see what will be remembered and can strike out the rest.

Can I play with friends?

A campaign can already recruit players by link: a friend applies with a hero and you seat them. A shared table and a friend as the Master come later.

Is it the same fifth edition?

Yes, the rules are the open SRD 5.2.1. A “By the rules” mode, where every number is yours, comes next.

The Amavie family

One account for everything.

Quest is a separate game in the Amavie family: the account and wallet are shared, and you can talk to the heroes in person in Amavie.

The Master is already waiting at the table.

You can play the scene above right now, with no sign-up. To save a hero and start a campaign, sign in with your shared Amavie account.