Write your own tale

The Bramblewick Game Tables

A corridor of warm rooms, four tables in each. Take one, send the code to your friends, and the Keeper will tell you what awaits you.

The world

Weave a world of your own

Give it a name and a temper, and the Keeper weaves the land hex by hex: moor and marsh, peaks and sea roads, villages with names of their own, and strangers scattered across it, each carrying some trouble.

The party

Make your wanderers, gather your friends

Everyone at the table makes a wanderer: a folk, a calling, a quirk, a likeness drawn. Take a table, send its code, and up to four of you walk out into the world together.

Miss a sitting, and your wanderer waits by the road until you are back.

Four wanderers walk a sunlit cliff road above a dark wooded valley

Your story is written the moment you tell it.

Play the hero, the villain, or simply a wanderer seeing where the road goes.

Two friends laughing over mugs of ale
The folk

Make friends

The folk remember you. Stand a round at the inn and the tinker keeps you a seat by the fire; mend a ferryman's boat and he will row you across when nobody else will.

And find a companion to travel with you: a stray, a crow, or something stranger that decides to follow. Give it a name.

A horned spellcaster and a rogue with daggers drawn
And the rest

Make enemies

Not everyone forgets a slight. Cheat at cards, spare the wrong bandit, cross the witch at the crossroads, and the tale keeps count. Some of the strangers you wrong will be waiting for you, chapters later.

The Keeper

Wake the Keeper, or bring your own

Every table has someone at its head. You choose who sits there.

A Keeper is waiting

Wake the Keeper

It tells the tale, voices every stranger, sets the odds and calls for the dice, and will read it all aloud if you like. It never tires, and it never forgets a name.

A Short Journey €5
About two hours on the table's clock, which stops whenever you step away. Near the end the Keeper looks for a good place to set the tale down rather than cutting you off.
A Long Tale €8
About four hours on the same clock: twice the room, and the Keeper leaves the ending alone for far longer.

Either way: a realm woven for your table, up to four chairs, a Keeper for the whole chapter, and a ledger you keep and can carry into the next one. One payment, no subscription.

You keep the tale

Bring your own Keeper

One of you takes the head of the table with the Keeper's screen: the party at a glance, the secrets close by, the dice in hand. The world is woven for you; the telling is yours.

Always free. No coin and no clock: these tables are free, and always will be. You bring the Keeper, so the house has no hour to pay for.

Playing on your own? Keep the tale and the wanderers, on one screen: you choose who speaks each time, and there are no turns to pass.

Pull up a chair

The tables are set

Pick a room, take a table, and send its code to your friends. Your chairs are waiting.