Every fork remembers which way you went.
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Every step of an expedition is a fork: a fight, a find, a stranger, a gamble. Six equip slots and two bag slots — every treasure you take means something left behind.
Spare a thief and she'll open doors for you chapters later. Rob a traveler and his brothers will find you. Characters can die by your hand — permanently — and their friends keep score.

Every swing trains the weapon in your hand while your other skills slowly fade. Sword beats axe, hammers crack armor, tower shields fear magic — smart heroes carry two weapons.

Level up your gear at the forge and set gems that are destroyed if you ever change your mind. Then find something shinier and ask yourself the hard question.
Sell your old gear to other players at your price — the bazaar burns 15% of every sale. Climb the ladder, found an alliance, bring friends for crowns.
Everything you grab on the road is unbanked until you walk out — past the guardian for the full haul, or out the quiet way for 60%. Go down, and the road keeps it all.
"The left path lies," said the beggar — and would say no more.— somewhere in Thornwood