Threpwick

A world that keeps going when you look away

The tide comes in. Shutters go up. Six hundred and eighty-four people walk to work along roads they'd rather not leave — whether or not anybody is watching. Then you walk into it.

£15 a month · cancel whenever you like · look around before you pay

684townsfolk
852hostiles
7towns
148,864cubes so far…
1,537things
Simulated, not described

Not a description of a world. A world.

Most fantasy worlds are a story that reacts to you. Threpwick is a physics engine wearing a cloak. Everything below is a rule the world obeys whether anyone is looking or not — not a sentence someone wrote about it.

Built cube by cube

The whole region stands on one five-foot × five-foot grid — every field, street, floorboard… A wall stops you because it's a wall, not because there's a label that you could ignore. If you can reach a place, you can go there and stand in it; but if you go where you shouldn't the NPCs won't like it.

Everybody is somewhere

Every person is in an exact spot — in a room, on a road, at a bench by the fire. Nobody is filed as "in the tavern, roughly". The world knows which square they are standing on, and so does anyone close enough to see them.

The dice really decide

When you swing, you throw first. The d20 and its damage dice go on the table in one handful, exactly as they would at a real table — and if you miss, the damage lying there simply does not count. Nothing about the outcome exists until the dice have stopped moving.

Time actually passes

A clock, a calendar, and a tide that goes out and comes back. Shops keep hours, people keep routines, and the estuary at four in the morning is not the estuary at noon.

It remembers

Carvings you cut and furniture you shove stay cut and shoved. They belong to the spot you left them in, not to the evening you were playing. Come back in a month and your mark is still in the doorframe.

Nothing is painted on

Every room and every door is checked, automatically, for whether you can actually get to it. A cathedral you can see but never enter counts as a broken world here — something to be fixed, not explained away.


The region

Seven towns, and real roads between them

Threpwick on Mudwater sits where the river meets the sea. Six more settlements sit a mile or so out — upland Stanscar, the port at Brinehaven, the fen at Willowmark, the corn at Flintmere, the minster at Candleford on the Rise, and Redbarrow out on the moor.

  • Every road found its own way over real ground, round the crags and the meres — none of them was drawn by hand
  • Wet crossings become timber decks, because a road does not go through an estuary
  • Travellers keep to the road once it is there, exactly as you would
  • No two towns share a name, a trade list, or a way of speaking
The map of Threpwick on Mudwater: town walls, the High Street, the Mill Pond, the Mudwater estuary and the roads out to Stanscar, Redbarrow and Willowmark.
The street

Down to the pots on the shelf

Walk in close and the roofs come off. The Gobble Inn has a kitchen and a pantry; the Apothecary has a stillroom with bottles in it; the Boot & Last has a workshop behind the shop. None of it is set dressing — it is all cubes, and all of it is somewhere you can stand.

  • Doors open, shut and stay however you left them
  • Windows have width and height. If your character is too big, you might not fit through!
  • Things — barrels, carts, chests — have physical locations, just as people do. Carve a mark on them, and the mark stays for the next person to discover, so you can leave clues or deceive each other
  • Beware the objects… anything could be a mimic!
The High Street in close: the Gobble Inn, the Forge, the Apothecary with its stillroom, the Church of St Mabb and townsfolk standing in the road.

Everyone has a name, a trade, and a bed to go home to

Six hundred and eighty-four of them

Not "a villager". Not "Guard #12". Every person in the region was named out of their own town's vocabulary, given a trade its economy actually needs, and dealt a house with room for them. Here is one from each town — real people, lifted straight out of the world as it stands today.

Alys Bramm
Alys BrammCooperThrepwick
Aggie Halloway
Aggie HallowayQuarrymanStanscar
Amos Pellew
Amos PellewChandlerBrinehaven
Fenella Reedman
Fenella ReedmanOsier MerchantWillowmark
Amos Grange
Amos GrangeFleecemongerFlintmere
Ambrose Sarum
Ambrose SarumVintnerCandleford
Angharad Gwennow
Angharad GwennowShepherdRedbarrow

And a great many who would rather you left

Eight hundred and fifty-two of them

The drowned dead under the mudflats. A werewolf with a den within walking distance of the High Street. Something further down that holds court. They are not set dressing either — each one stands somewhere exact, keeps its own hit points, and fights by the same rules you do.

Vaunt, Ninth of that Name
Vaunt, Ninth of that NameBarrow-KingThe Silt Hall
Ossuar, the Pale King
Ossuar, the Pale KingLichSixth level
Countess Sanguine Mirelle
Countess Sanguine MirelleVampire LordSeventh level
Kormourn
KormournWerewolfA den near Threpwick
Gluuk'thoth, Slug King of the Mire
Gluuk'thoth, Slug King of the MireSlug KingDeep under the fen
Sarkle
SarkleSnake-folk stewardDeep under the fen
Gnarrow the Scavenger
Gnarrow the ScavengerKoboldFirst level

Under the estuary

Nine levels of the Silt Hall

Beneath the mudflats lies a barrow that fills and drains with the tide: traps, the drowned dead, and a Barrow-King who was a person long before he was a problem. Every room in it is provably reachable, and every fight in it is run by the same rules that govern a walk to the baker's.

  • Turn-based combat on the same grid you were just strolling across
  • Spell slots, class legality and rests, all kept on the sheet
  • If you try to take a long rest while there's a live hostile character still in the room… you won't get one!
  • Something down there is imitating the furniture…
The quay and the mudflats at Threpwick, where the Silt Hall lies beneath the estuary.
Membership

One key, the whole region

Founding access

£15/month

Everything below, for as long as you keep the lantern lit. Cancel whenever you like — nothing renews behind your back.

Create your account →

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  • The whole region. All seven settlements, the roads between them, and the country they cross.
  • A character of your own, who stands somewhere real and stays there when you close the tab.
  • The Silt Hall, nine levels of it, and the rules to survive it.
  • Build rights. Author your own rooms and streets; what you make is sealed as yours.
  • Every new town as it opens. The region has grown from one village to seven.
  • Payment by PayPal. We never see or store your card details.
Before you ask

Reasonable questions

Do I need to know Dungeons & Dragons?

No. The rules run themselves — the world works out what a thing costs, whether it is allowed and what it does. If you have played 5e you will recognise every ruling; if you have not, you can walk into a tavern and order a drink without reading anything first.

Is this an AI game?

No. The game is a personal one, where individuals play with one another. The computer provides the conflict. Position, presence, time, and whether you're allowed to do something are settled by the simulation, and the numbers by dice you watch land. We do use AI to generate the narration, and the language is only ever used to describe the facts that have already been settled by your actions and the simulation's reactions to it. Nothing in this world is true just because a model hallucinated, and you won't be able to conjure a banana of doom. (There is a banana of doom, but you'll need to find it… if you're lucky!)

Can I look before I pay?

Yes. Making an account is free and costs you an email address. The gate sits between the account and the world, not between you and finding out what this is.

What happens when I stop paying?

Your character will not appear in the world anymore. If you then re-activate your subscription, you'll still have all your items, and you'll appear back where you were (or as close as possible). If someone builds a house or is standing where you were, you might be moved a few feet… but that's the fun of a shared world. Nothing is deleted, and coming back later picks up where you left off. Each payment buys a month; nothing bills you automatically, unless you want it to.

Is it finished?

No, this is a work in progress. We need your help to craft the biggest and best, most immersive world in which to play your favourite RPGs. If you have a suggestion, simply email us, and we'll see if we can make it happen!

The lantern is lit

The tide is going out. Come down to the quay.

Six hundred and eighty-four people are already having a day without you. It would be a shame not to join them.

£15 a month · cancel whenever you like