

A story-driven RPG where you play an immortal who can't die but loses his memory each time he's killed. You wake in a mortuary with no idea who you are, only cryptic tattoos on your back offering clues. Your guide is a wisecracking floating skull. The goal: piece together your past lives and figure out why you're cursed with this cycle. Exploration happens across interconnected planes—cities, pocket dimensions, philosophical abstractions made tangible. Combat exists but takes a backseat to dialogue. Conversations branch heavily based on stats like Wisdom and Charisma, unlocking different truths. Your party members each carry trauma tied to your forgotten actions. Choices from previous incarnations haunt the present. Text-heavy, with thousands of words per major NPC. If you want combat-light D&D where talking and reading matter more than gear, this delivers.





