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.