Keeps his word and never gambles with other lives.
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
Dariansilently steps between the refugees and the spears
NollOffer more than they ask.
The leader of the Black Tusk leans on his spear: “Silver per head — or wade across.”
1 of 6
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.
The River Spirit’s Name
quest from Api · “The less they remember, the younger I am.”
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.
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.
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.
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.
The bridge is charred in the middle. Twenty refugees wait by a fire, and the Black Tusk demands a toll to cross.
You talk, look around or tap a button: “Say”, “Look around”, “Persuade”.
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.
Persuade the leader
Charisma · Persuasion · medium difficulty
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.
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?
- 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.
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.
Burns first, asks later.
Offers more than asked — and lets them wonder why.
Returns what was lost — always just in time.
Speaks briefly. The raven Saar flies with him.
Tells the right legend at the right moment — and shows the way.
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.
“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 ↗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.
Next time: on the far bank waits the leader you didn’t finish off. The dagger is still pledged.
hero of Amavie
Our games- …haggled at the bridge like a merchantsession 1
- …sided with the Tide-Speakersfinale
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.
Playing is free. No limits.
No energy, no timers, no turn counters. A started session is always played to the end.
Play without signing upQuanta 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
A table where you can relax.
Tools that experienced game masters have used for years — built into the table.
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.
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.
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.