A client built for this game

Phoenix Sagas plays in your browser: no download, no plugin. The story runs down the middle; a self-drawing map, your vitals, and everything you are carrying keep their own panels around it, and you can drag any of them where you want. It is a modern front end onto a classic game, but the game is honest telnet underneath, so if you'd rather bring your own client, telnet and TLS are on the new players page.

What you get in the browser
The live map panel: Coldhollow's rooms as linked tiles with the current room ringed, and a clicked room showing a card that names who is there with a 'travel here' button.
The map draws itself, and then walks you there. Every room you enter joins the picture, named and linked, with your position ringed and stairs marked up and down. Click any room and it tells you who is standing in it and offers to take you: one press of travel here and your character walks the route. Over 1,400 rooms map this way, from this square to the peaks past the Iron Gate.
The map's creature finder: a search for 'rat' listing plague rats and sewer rats, with the sewer rat selected and its four haunts outlined in red across the town's drains.
"Where do I hunt these?" Ask the map. Type a creature's name and every haunt it keeps lights up. The list knows what each thing is and what level it runs at, so you can find something your size before you go looking for it.

Training you can read. Skills advance rank by rank from one Training ledger. Early ranks carry the most weight, and each discipline is favored, familiar, or foreign to your calling. The sheet shows price, depth, ranks, and the working bonus they produce.

One sky, read two ways

These two shots were taken minutes apart, under the same weather front, at the same hour of the same day: once in the far north, once on the southern green.

Coldhollow's town square: snow falling in fat flakes, snow dusting the character's shoulders, and a WEATHER line naming a cold that pays the calendar no mind.
Coldhollow, under the Frostspine. The front arrives as snow. It never rains here, and it starts settling on you while you stand in it. Ask the sky what it's doing and it won't even name the season: a cold that pays the calendar no mind.
Southmere's green under the same front, where it is falling as steady rain on a rainy summer day.
Southmere, on the green. The same front, an hour of the same afternoon, falling as a steady rain, and here the sky is happy to call it a summer day. Walk the road between the two and you can watch the weather change its mind.
Every panel, and where to put it

There are more panels than fit any one screen, so you open the ones your character actually needs and leave the rest shut. The ⊞ Windows menu lists them all. Each one is fed live by the game rather than scraped out of the text, so it is right the instant it changes.

VitalsHealth, mana, stamina, spirit, and the recovery track that governs when you can act again.
ExperienceLevel, permanent experience, the climb to the next one, grave-chill recovery, and Training in hand.
StatusStance, posture, level, encumbrance: the things that quietly decide how a fight goes.
InjuriesA body diagram. Wounds land on limbs, head, organs and nerves, and this is where you read them.
HandsWhat is in your left and right, at a glance, which in a game with committed recovery matters more than it sounds.
Inventory & containersWhat you carry, and what is inside the packs and boxes you carry it in.
SpellsWhat you have prepared and what is still running on you, counted down.
Room & occupantsWhere you are and who else is, kept separate from the story so the scene never scrolls away.
DirectionsThe obvious exits as buttons; click to walk, or keep typing them; both work.
MapThe self-drawing map, with click-to-travel and the creature finder shown above.

On top of those, the game's channels can each have their own window: Combat, Speech, Resonance, Arrivals, Deaths and Ambients. Open one and it captures that channel's lines out of the main story; close it and they flow back into the middle. That is how you stop a busy town square from burying a fight, or keep regional resonance where you can see it. Your session log always keeps the merged feed regardless, so nothing is ever lost by routing it.

Panels dock into columns by default, or you can flip to desktop mode and let every window float free. Drag them anywhere, resize them, pin one above the rest, or roll one up to its title bar when you want the space back.

Make it yours

Three editors, all built in, and this is the part worth knowing: none of it lives in your browser. Your layout, your macros, your highlights and your theme are stored on the character, server-side. Sit down at a different computer, sign in, and your setup is already there.

Hotbar & macros. Bind anything you type often to a key or an on-screen button. Hotbar slots answer to F1–F12, macros take any key including the F-row, and a chord your browser has claimed for itself gets flagged so you know why it won't fire. One command per line runs them in order, so a whole opening sequence is one press. And %?item% anywhere in a macro makes it ask you when it runs. Reuse the name and one answer fills every step, which is how get %?item% / put %?item% in backpack becomes a single keystroke for any object you name.

The name highlights editor: a list of highlighted words each with a colour swatch, a palette of text and background colours, and whole-word, bold and case-sensitive options.
Name highlights. Any word or phrase, in any colour, with an optional background; whole-word, bold and case-sensitive if you want them. Put your own name in red, your companions in their own colours, and whatever is currently hunting you in something you physically cannot miss.
The Appearance dialog: five skins named Ember, Midnight, Verdant, Parchment and Contrast, a font selector, a size slider, per-colour overrides, and a live preview of game text.
Appearance. Five skins: Ember, Midnight, Verdant, Parchment and a high-Contrast set, followed by the font and size of the text you will be reading for hours, and per-colour overrides if a skin is almost right. The preview at the bottom is live, so you are choosing against real game text rather than guessing.
See it for yourself

Every screenshot here is the real client, unedited. You can be standing in that first snowbound square about ninety seconds from now. make a character and it runs in the tab you already have open. Everyone who walks the world before January 1st, 2027 keeps the founding-era mark, permanently.

Playing on a phone? The panels stack and the story column takes the width. It works, though a wider screen is kinder to the map.