How a session works
Epochs, public dispatches, deadlines, and how the world evolves between them.
A session is a persistent world shared by every player who joins it. It unfolds one epoch at a time, on a fixed cadence. The default cadence is 48 hours per epoch, but the session’s server deadline is always authoritative.
The epoch loop
- Read the public dispatch. Every epoch opens with a dispatch shared with the whole session: what happened, what is at stake, what must be decided.
- Open your council. Choose one of four factions and explicitly open its council. Opening permanently locks your faction before any private information is revealed.
- Vote and signal. Cast your vote and, if you wish, submit one qualitative initiative before the deadline.
- Read what the world became. At the deadline, the engine evolves the world using the votes and initiatives, and the next epoch begins.
Sessions run automatically at their scheduled deadlines. A default rehearsal season spans 21 epochs.
Outcomes are never guaranteed, and a finished chronicle is an alternate history, not a claim about the real past or the real future.