
Gather your party
Create at least 2 heroes in the Characters tab (or use the tavern heroes already waiting), add them to your party, then pick a dungeon above. The Nat Master (the game) will narrate — you choose, you roll, you live with it.
A Dungeons & Dragons–style text RPG set in the Astra, a mythic Burma of the 37 Nats, Naga lakes, Belu caves and gilded stupas. Create heroes, roll the carved wooden dice, and quest together — 2 to 6 players, hot-seat multiplayer on one device.

Thousands of stupas hum with trapped Nat spirits across the Astra. Your party — at least 2 heroes — will bargain, sneak, and fight through living Myanmar myth. Every check is a d20 roll. Every Nat is watching.

Create at least 2 heroes in the Characters tab (or use the tavern heroes already waiting), add them to your party, then pick a dungeon above. The Nat Master (the game) will narrate — you choose, you roll, you live with it.
Every hero is described in words, like a classic D&D character sheet. Finish creating your hero, then write their hair, build, features and attire in the Appearance tab — it is inked onto their character-sheet PDF.
Dice of carved wood with kanote engravings, thrown the old Burmese an-sa way. Pick a die, add a modifier, roll with Advantage (take higher) or Disadvantage (take lower) on d20s. Nat 20 = the Nats applaud. Nat 1 = a Belu laughs.
Hot-seat multiplayer for 2–6 players: everyone shares this device. When it's your hero's turn, the banner says “Pass to …” — hand the phone over, roll your own dice, choose your own fate. One player can be Nat Master and read the story aloud. Just 2 players? Open the AI Nat Master tab — the AI runs the game and both of you play heroes.
Roll initiative to set combat order.
Gold, potions & offerings are shared — argue about them in character, like a real party.
Exactly two heroes at the table and nobody wants to run the game? The AI Nat Master takes the Game Master's seat — it invents the scenes, sets every DC, narrates the Nats and monsters, and calls for your rolls. Both of you just play your heroes. It runs entirely in this page: no sign-up, no server.
Real online multiplayer with no accounts and no server: browsers connect directly to each other (peer-to-peer). The host creates a room code and sends it to friends any way they like — chat, message, in person. Friends paste it back with their reply code, and everyone is at the same table: shared dice feed, party chat, live hero roster, and the host narrating as Game Master.
How to start: 1) Host taps Host Game and copies the Room Code. 2) Each friend opens this same page, taps Join Game, pastes the code, and copies their Reply Code. 3) Host pastes each Reply Code and taps Accept Reply (use Add Another Friend for more players). 4) The table opens — chat, roll and play. Codes are long because they carry the whole direct connection; that is the price of having no server in the middle.
You are the Game Master: you narrate, call for rolls, and your word is law.
Your friend hosts; you bring your hero and your luck.
No table yet. Host or join a game and your party gathers here.
The Astra is a mythic Burma folded into one golden land: eight regions strung along the great river, each with its own Nats, monsters, and grudges. Tap a marker (or a region card) to read its lore, then travel there and take its quest.

Describe each hero in words, as on a classic D&D character sheet: hairstyle, build, distinctive features, and attire in the Burmese tradition. Tap any suggestion chip to add it, or write your own. What you save here is inked onto the hero's character-sheet PDF.
Portrait — set by PathThis is exactly how the hero's description appears on their roster card and character-sheet PDF. Portraits follow the hero's Path (class).
Every Path learns three signature powers, unlocked at Levels 1, 2 and 3 and fuelled by Spirit Points (SP), restored by a Long Rest at a shrine. Use a hero's unlocked powers below, or unleash damage powers from the combat menu.
Every blade, bow and sacred instrument of the Astra, painted in the classic fantasy-manual style. Equip and upgrade each hero's weapon here — upgrades cost shared party gold, and a +3 blade hums near Nats.
A codex of 340 creatures of the Astra — the Thirty-Seven Nats and their kin, Naga serpent kings, Belu ogres, Chinthe guardians, the Garuda host, great beasts, ghosts, Popa demons, Zawgyi alchemists and celestials — each with battle statistics, temperament, and the region it haunts. Every portrait is painted in the classic fantasy-manual style.
1) Each player creates 1 hero. Party needs 2–6 heroes. 2) Pick a dungeon. 3) The game narrates a scene — discuss as a party, then the active hero picks a choice. 4) Many choices need a d20 + attribute modifier vs a Difficulty (DC). Meet or beat it = success. 5) In combat, heroes act in initiative order, then the monster acts. Reduce it to 0 HP before it does the same to you. 6) Rest at shrines to heal. Nat 20 always succeeds spectacularly; Nat 1 always fails comically.
| Attribute | Used for | Astra Tongue |
|---|---|---|
| Might | Melee, lifting, intimidation | Khun-A |
| Agility | Stealth, dodge, ranged, flee | Hlyin-Myan-Mhu |
| Wisdom | Lore, perception, Naga magic | Pyinnya |
| Spirit | Nat bargaining, healing, wards | Seik-Dat |
| Charm | Persuasion, trickery, court talk | Hswe-Hsaung-Mhu |
| Endurance | HP, poison, long marches | Khan-Naing-Ye |
Modifier = ⌊(Score − 10) / 2⌋. HP = 10 + Endurance mod × 2 + Level. Defense = 10 + Agility mod.
| DC | Task |
|---|---|
| 8 | Easy — village gate |
| 12 | Moderate — typical check |
| 15 | Hard — Nat shrine riddle |
| 18 | Heroic — Belu King himself |
1. Initiative: d20 + Agility mod, highest first. 2. Attack: d20 + Might (melee) or Agility (ranged) vs enemy Defense. Hit = roll damage (weapon die + mod). 3. Powers: Nat Speakers & Mystics spend Spirit to heal/blast. 4. Defend/Flee: Defend = +4 Defense till next turn. Flee = Agility DC 12 or take a parting hit.
Myanmar's spirit pantheon, formalised by King Anawrahta at Bagan. Famous Nats you'll meet: Mahagiri (Lord of the Great Mountain, Popa), Hnamadawgyi (his sister, Lady Golden Face), Shwe Myo Pin, Thonbanhla, Ma Ngwe Taung, Shin Nemi, and the Min Mahagiri house Nat in every home's coconut shrine. Offer bananas & coconut, never beef near Popa, and don't wear red/black at certain shrines — the Nats notice.
| Creature | Notes |
|---|---|
| Chinthe | Lion guardian of pagodas. Proud, honorable, tests heroes. |
| Belu | Ogre of Popa jungle. Huge Might, loves riddles & rice wine. |
| Naga | Serpent king under lakes. Wise, venomous, keeps sunken treasure. |
| Galon (Garuda) | Eagle king, eternal foe of Nagas. Patron of knights. |
| Nat | Human-turned-spirit. Powerful, petty, party-loving. Bargain carefully. |
| Byala / Zawgyi | Alchemist wizard with flying hat. May offer immortality… at a price. |
When the party is exactly 2 heroes, the AI Nat Master takes the Game Master's seat so both humans can play. It invents a 5-scene quest plus a final boss, sets DCs that scale with depth (DC 11–15), and rules on anything you type: it maps your action to an attribute (fighting → Might, sneaking → Agility, praying → Spirit, reasoning → Wisdom, talking → Charm, enduring → Endurance), rolls d20 + your modifier, and narrates the outcome. Success earns gold and glory; failure costs 1d4 HP but always moves the story forward — the GM never lets a bad roll end the tale. Heroes alternate as active hero each scene. Against the Hollow Nat, land 3 successful blows before your party falls. With 3+ heroes, a human Nat Master is recommended instead.
Read scenes aloud with drama. Do voices for Nats (slightly offended, always). Let players try anything — set a DC and roll. A failed roll should move the story forward with a cost, not stop it. End sessions at shrines with tea and a cliffhanger.
The Astra is the golden land between the northern snows and the southern sea, ruled from no throne — the 37 Nats hold it in uneasy truce. Bagan Plains: four thousand stupas and the Chinthe who guard them. Mount Popa: the gods' own volcano, home of Mahagiri. Inle Lake: stilt villages above Naga courts. Rakhine Coast: pirate coves and tide temples. Shan Hills: terraced tea hills and star shrines. Irrawaddy Riverlands: the great river road of kings and smugglers. Chin Highlands: mist, tattooed warriors, sky-burial cliffs. Tanintharyi Forests: the deep green where the oldest trees remember older gods. Travel from the World Map; each region hides a quest, a monster, and someone who needs help.
Every Path learns 3 signature powers, unlocked at Levels 1, 2 and 3. Powers cost Spirit Points (SP) — each hero holds 3 + Spirit modifier SP, restored by a Long Rest. In combat, choose Powers on your turn; out of combat, use a hero's unlocked powers from their roster card. Zawgyi alchemy turns lead to luck; a Galon Knight calls the sky down; a Nat Speaker lets the 37 speak through one mouth. Powers never fizzle quietly — the Astra notices style.
A hero's weapon sets their damage die. Dha (the Burmese blade, d8), Spear (d8), War Bow (d6, Agility), Nat Drum (d6, Spirit), Jade Staff (d8, Wisdom), Hunting Bow (d6, Agility), Twin Daggers (d4+d4) and more. Weapons carry rarity — Common Fine Epic Legendary — granting +0 to +3. Any weapon can be upgraded at the roster with party gold: each +1 costs more than the last, and a +3 blade hums near Nats. Choose your starting weapon in the Creator; re-equip anytime from the roster.
Victories grant the whole party XP: 40 for a monster, more for a region quest or a dungeon crown. Levels rise at 120 XP per level. Each level brings +1 max HP, and Levels 2 and 3 unlock your Path's greater powers. The Astra keeps score in temple murals — heroes who finish regions get their faces painted a little larger.
Every tongue of the Astra, glossed for travellers: the word as the Astra speaks it (in Latin letters), then its meaning.
| Word | Meaning |
|---|---|
| Nat | A spirit of the Thirty-Seven — once human, now powerful, petty and party-loving |
| Nat Saya | “Spirit Master” — a medium who speaks with the Nats |
| Naga | Serpent king of lakes and rivers, keeper of sunken treasure |
| Galon | The Garuda, eagle king and eternal foe of the Nagas |
| Belu | An ogre of the jungle hills — huge, hungry, fond of riddles |
| Chinthe | The lion guardian carved at every pagoda gate |
| Zawgyi | An alchemist-wizard who seeks the elixir of life |
| Dha | The single-edged Burmese sword |
| Saung | The boat-shaped arched harp of the old courts |
| Thanaka | Cooling golden bark paste worn on the cheeks |
| Pe | A palm-leaf manuscript, inked and bound with cord |
| An-Sa | Dice — and the board they are thrown upon |
| Mahagiri | “Lord of the Great Mountain”, first of the 37 Nats, of Popa |
| Ava | The old royal capital on the great river |
| Ayeyarwady | The Irrawaddy, the Astra's great river road |
| Pwè | A festival — dancing, drums, and offerings all night |
| Kan Kaung Bar Say | “May you be lucky” — the dice-prayer's blessing |
Built on Myanmar myth — Bagan • Popa • Indawgyi • Ava. Roll well, honour the Nats, and never split the party in a Belu cave.
Kan Kaung Bar Say — may your d20s be ever golden.