AllForge

Remand

A hired outside lawyer enters a town that has argued one case for generations, and rules on debt, record and mercy.

Remand
  • story-driven
  • Difficulty: intermediate
  • About 1200 min
  • solo
  • Game Systems: Ambient Audio (New), World Map (Live), Party Members (Live), Higher Beings (Live)
  • civic-mystery
  • court-drama
  • inheritance
  • duty
  • no-combat
  • all-forge

What you do

You are hired as outside counsel in a city that has argued one case for generations, retained by either the defence or the prosecution. Sit with witnesses, take down what they say, read the seals and put the unsaid thing to someone in front of the room. What you file, what you hold back and how you treat people decide which doors open. Nothing here is settled with a weapon: this is a court drama of evidence, trust and standing.

Remand is a town where court procedure rules daily life and the courtroom is home. For generations it has argued one case, the Matter of Remand. Everyone born here learns to speak in filings, court sessions and careful hospitality. One side of the case, the defense or the prosecution, has hired you as counsel. The other side expects you to understand its weight as well. Every answer you can win matters as much as every thing you leave unsaid.

Play this experience

Plays in a web browser on a desktop or laptop computer.

Free to start, no card needed: 50 Embers on sign-up (approx 1 hour sample of standard play, estimate based on typical story play), then 15 a day.

Early Access

The Matter Is Open

A Place Made Ready

Remand is a town that has argued one case, the Matter, for generations. You enter it as a hired outsider: outside counsel, a lawyer from elsewhere. One side of the Matter expects your service. The other is already weighing what that service may cost. Your first footing might be a warm table, where a glass is filled before you notice it was empty. Or it might be a cold room, kept still and without a fire. Either welcome carries the same courtesy and the same question. What will you put on the record once you are the one asking the questions?

Before Your Name Is Entered

Nothing has been sworn for you. Your name still waits to go on the court roll, in your own voice and your own hand. Setting it there will be your first act, not a favor someone performed in advance. Papers have been squared, chairs set, and room-talk lowered for your arrival. Still, no one mistakes preparation for consent. Remand knows the difference between making a place for counsel and claiming counsel has already formally appeared.

What the Rooms Say

Talk travels easily here, but no one person owns it. Someone wonders about the last witness you trusted. Someone else tells a clean paper from an old one, and an old one from a copy made for fear of loss. There is advice about where kindness is sought, where truth is demanded, and how often those routes cross. None of it binds you. All of it shows how this town makes ordinary hospitality carry the weight of evidence.

The First Paper

Soon enough, courtesy gives way to formal procedure. The first paper is the docket your employer hands you, the case file you start from. It waits to be answered, and the first name waits to be spoken. Every door beyond them opens according to what you have earned, surrendered, or chosen to stand behind. The danger is not that Remand will hurry you. It is that a filing can stay on the record after the reason for it has changed. And one careful answer may close a route another person assumed would always stay open.

What Awaits

  • Two possible employers, the defense or the prosecution, each with a different truth cost
  • Courtly work where procedure is more dangerous than force
  • Hidden rooms, legal families, and a descent that answers only earned questions
  • A final reckoning where verdict, mercy, and survival stop being separate choices

Choose the first paper you answer, speak your own name onto the roll, and decide what kind of record will follow you down.