You spend an evening with an AI storyteller. You save a village, make an enemy of a smuggler, and talk a stubborn blacksmith into trusting you. A few days later you come back, and the blacksmith asks who you are.
That moment is why ArcQuill exists.
The thing we kept missing
Tabletop games work because a good game master remembers. The innkeeper brings up the favor you did three sessions ago. The rival never forgave you. Those small callbacks turn a string of scenes into a campaign.
Most AI storytelling is wonderful for an evening and shaky after that. The longer you play, the less the world seems to know about you. It should be the other way around. Your fiftieth session ought to feel richer than your first.
A world that keeps its promises
In ArcQuill, the people, places, factions and items in your story are saved as part of your world. When you walk back into a tavern, the DM knows who runs it, what happened the last time you were there, and what has been going on since.
You push open the door of the Broken Keel. Voss looks up from the bar and sets down his rag. "Back already? The harbor master's men were asking after you. I told them nothing. You owe me for that."
Nothing in that scene was invented on the spot. Voss remembers the debt because the world remembers it.
Build your world by talking
Before your first adventure you can run Session Zero, a conversation with the AI where you decide what kind of story this is. How common is magic? Who holds power? Who are you in all of this?
It is a conversation, not a questionnaire, and everything you settle becomes part of the world. Say that magic is rare and feared, and wizards stop turning up at every crossroads. Invent a corrupt merchant guild, and they will keep making trouble for you.
Already have material? You can upload a book, an adventure module or your old campaign notes, and ArcQuill will build a world from the pages. Book import is still experimental, so expect a few rough edges.
Real dice, your style of game
When the outcome is uncertain, the DM calls for a roll and the dice decide. Roll them yourself on the dice panel, or switch to auto-roll and let ArcQuill do it for you. You can choose how strict the DM is, or write a playstyle of your own.
Play it your way
There is more than one way to sit down at an ArcQuill table.
- Solo or together. Play alone, or bring friends to a shared table. The AI can run the game, or you can take the DM seat yourself with an AI copilot that drafts suggestions for you to approve.
- Worlds from other players. The Marketplace is full of worlds made by the community, and you can publish your own.
- Read aloud. Every DM message has a Listen button that reads the scene to you, with a narrator voice you pick.
- Save slots. On solo adventures you can save your game and jump back to before the dragon fight.
- Your language, your theme. The interface comes in nine languages, in light and dark themes.
Credits pay for turns, not for words
ArcQuill runs on credits, and a turn costs the same whether it is a quick line of dialogue or a long battle scene. Detailed play should never feel like a penalty. Every account starts with some credits and a daily top-up. The details are on the pricing page.
Where we are
ArcQuill is in early access, and we are still building. Voice narration, the Marketplace and multiplayer tables were all on the wish list when this post first went up, and they are all here now. The newest update is a big one for anyone who loves tinkering with their world. You can read about it in what is new in 1.4.
If you want to share feedback or tell us what broke, come find us on Discord. And if you just want to see whether the blacksmith remembers you, start free at arcquill.com.