Spellheir

Your wizard walks out of the family Athenaeum at forty. Every node of the web costs a year, and walking home costs your distance in years. There is no timer and no energy meter. There is an age.

Cards and relics found on the road are only carried. They become the family's at the front door and nowhere else. Every step ages you; only what you carry home survives you.

PRIVACY POLICY

Not on either store yet — the buttons above become links the day there is something behind them. Paid once when they do: no ads, no in-app purchases, no subscription, no account, and nothing that needs a signal.

▶ cat the-rule.md

HOW IT WORKS

The road is priced in years

Home sits at the centre of a radial web. Entering a hollow costs one year; travelling home costs your distance from the centre. A shop is worth a year. The deepest ring is four years' walk back before you count what it took to get out there, and the thing you wanted is at the bottom of it.

Nothing is yours until you carry it home

Gold, cards, relics, herbs, the charts of the roads you walked — all of it is carried, not owned. Die to steel or to your eightieth birthday and every carried thing goes into the ground with you. The stash keeps what earlier generations brought back.

The wizard changes as he ages

One class, three leanings. Vigour in the forties hits two harder with the staff and carries twenty more maximum health; Arcanum in the sixties is the height of the art and cannot take a hit; Twilight in the seventies raises things to fight in its place. The same deck plays differently because the wizard holding it is different.

Three hard roads out of the clock

The Pale Court stops your ageing and poisons the bloodline. A phylactery reforms you at home, ten maximum health lighter and carrying a card you can never play. The Elixir of Life takes ten years off you and adds two to the starting age of every heir who follows. Each one costs somebody.

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A PAGE OF THE BOOK

Spellheir in combat: a grey-bearded wizard with a staff faces a goblin bruiser across a painted desert, five illuminated cards laid along the bottom edge, the wizard's age reading 46 in the top corner.
The whole game is one family's grimoire. Parchment and iron-gall ink, vermilion rubrication, gold leaf on the rare cards, drop caps, Cinzel Decorative and EB Garamond. Cards are pages, the combat log is the chronicle, and the menu is the flyleaf. Nothing here is borrowed from an icon set.

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WHAT'S IN IT

▶ ON THE RECORD

IT COLLECTS NOTHING

Spellheir has no account, no analytics, no crash reporter, no advertising and no in-app purchase, and no code in it makes a network request. The Android release build requests no device permission at all — not even INTERNET — and the iOS build declares no usage descriptions, so there is nothing for the game to ask you for. Your save is one file in the app's own storage; deleting the app deletes it. The full text, including the two things it would be dishonest to leave out, is on the privacy page.

READ THE PRIVACY POLICY