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Your life is the quest.
A real-world RPG for people who actually want to change. Quests. Daily vigils. Structured trials. Real skills. A permanent legend.
Not a to-do list. A quest has steps, a written submission, and a real review — by AI or a person you choose. No checkbox, no self-scoring. You earn it or you don't.
Vigils are daily commitments that reset at dawn and track your streak. Trials are multi-stage learning paths with a fixed goal. Two ways to build something lasting.
Every completion earns XP, levels up real skills, and forges a permanent card for your deck. Your Legend page tracks everything you've become. It doesn't reset.
The Dashboard
Your home page surfaces what needs attention right now — due vigils, active quests, trial progress, and suggestions. Sections reorder based on what's relevant. Empty sections sink to the bottom.

The Quest Giver
Tell the Quest Giver what you want — or let it surprise you. It knows your history, your skills, your weak spots. Every suggestion is built around you, not a template.
Vigils
A Vigil is a commitment you make to yourself every single day. Where quests are completed and archived, a Vigil resets at dawn — the discipline begins again.
Set morning, afternoon, or evening windows. Or make it available any time. Your streak is tracked. Your history is there. You can't hide from it.
Morning window
✦ Vigil kept today — returns tomorrow
♦ View VigilVigil Groups
Group related vigils together — your fitness vigils, your work rituals, your health tracking. Then watch them as one. A single view that shows how your habits interact, reinforce, and undermine each other.
Log data as you go — calories, steps, cigarettes, push-ups, weight. Each log becomes a data point. Over time, patterns emerge. Tap any point to see what you recorded that day.
Then the Quest Giver goes to work. It reads your data, spots what you can't see yourself, and builds quests designed to push you in exactly the right direction. Not guesses — conclusions drawn from your actual life.
You tend to walk less on Tuesdays and Thursdays — and your calorie logs are higher on the same days. Your next quest targets this pattern directly.
Trials
A Trial is a multi-stage journey with a fixed path and a specific goal — write the essay, learn the skill, build the thing, become who you're trying to become.
Each stage is its own quest with its own review. Complete the whole thing and the achievement is permanently recorded in your legend. Trials are about becoming, not just doing.
Skills & The Legend
Every quest you complete earns XP toward real skills — assigned by the Quest Giver based on what the quest demanded. Discipline. Writing. Fitness. Focus. Whatever you're actually building.
Your Legend page tracks all of it: your skills and their levels, every card you've ever earned, and a Chronicle — a written account of your journey generated from everything you've done.
When you show someone your Legend, they see exactly what you've built — not a profile, but a history.
✦ Skills

The Journal
Each day starts with a blank journal. Write down what you need to do. When you're ready, hit Questify — and the Quest Giver turns your list into real quests with steps and success criteria, ready to accept. The fastest way to go from intention to commitment.
The Deck
Every quest you complete gets turned into a card — written about you specifically, illustrated based on rarity, and added permanently to your deck. The harder the achievement, the rarer the card.
Elara had circled the idea for months. On a cold Tuesday she simply began — opened the document, wrote the first three hundred words, and did not stop. The blank page lost its power that night.
"Every journey requires one true beginning."
James had not slept before midnight in three years. He catalogued his time, cut what did not serve him, and reclaimed six hours a week from the void. What he built with them surprised even him.
"Time is not found. It is taken back."
Maya ran the first kilometre before the sun was fully up. By the end of the month she had run thirty-one mornings without exception. The body she thought she had lost was waiting for her all along.
"The body keeps its own kind of score."
Over six weeks, Callum learned to cook twelve dishes, cleared his debt spreadsheet, and finally had the conversation he had been avoiding for two years. Three quests. One adventurer. An ordinary life, remade.
"Not all who wander have lost their way."
Cards are written in the third person using real details from your review. No two cards are alike. Your deck is public — others can see exactly what you've done.
The Quest Giver
Most AI tools start fresh every time. The Quest Giver doesn't. It builds a persistent picture of who you are — your goals, your struggles, what you follow through on and what you don't — and uses it every time.
After a few weeks, the quests stop feeling generic. They start feeling like they were made specifically for you. Because they were.
The Quest Giver is one part of Squire — not all of it. You're in charge. It's a tool, not a boss.
✦ Quest Giver knows
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Start with who you are. Build from there.