Privacy policy
Who this is about
Turquill is an early-access browser game operated by the person or business hosting the copy you use. The host supplies your game link and handles your data and support requests. The software is developed under the name turqindustrial. The host may also be the developer. Contact the host through the in-game Feedback form.
What stays on your device
During the beta there are no accounts and nothing to sign in to. Your browser stores your characters, adventures, roster, settings, shared-table membership, the players you muted at each shared table and acceptance of the current terms, and your saves stay there: they are not copied to the host's computer. Local saves are not encrypted against someone with access to your device. Clearing site data removes them; Settings → Move your hero gives you your save as a code to keep a copy or carry a hero to another device.
So that the services can tell browsers apart, the game gives yours an anonymous guest identity: a random identifier held in an HttpOnly cookie, which game scripts cannot read. It is not a login, it names nobody and you never see it. Remote game access also uses a pairing cookie. These are necessary service cookies, not advertising cookies. Old browser-readable account tokens are removed on startup.
What is sent to the host's computer and kept there
Nothing else is kept: during the beta the host holds no accounts, email addresses, passwords, recovery codes or copies of your own saves. Accounts may be offered at full release; this policy will then change and you will be asked to agree again before anything more is kept.
- Your guest identity: the random identifier, a hash of its session token and when it was created and last used. No name, email address, password or saved adventure is kept with it. It lets your browser use the Dungeon Master, send feedback and take a seat at a shared table, and keeps your place at that table.
- Tales written for you: when the story writer writes a new tale for you (the next tale where you are, a tale in a land you reach, your own idea or another opening), it writes it without your hero, so that anyone could play it, and the host keeps the finished tale in the game's library of tales, where it may be offered to other players. Only the tale itself is kept and shared: never your hero, your words, the text of your idea, your progress or anything that names you or your browser.
- Shared tables, only when you use Play Together: membership, host and player roles, the names you give at the table, characters, story, game state and recent turn identifiers. Other members can see the shared story and party details. The server validates and commits shared actions and rolls dice. Up to 20 encrypted earlier versions of each shared table are kept on the host's machine for recovery; they are not an independent off-site backup.
- Feedback: your note, rating, optional name, your hero's name, species, class, subclass, level, hit points, spells and class resources, where you are in the game (the story's title and chapter, the place, the stage and any fight, your experience points), your last two turns (what you wrote, the Dungeon Master's words and the dice and rulings), the latest six lines of the story log, any errors the game showed you, the game's version, and a short description of your device and how the game ran on it (such as "Android phone", the screen size, how long the game took to load, and your sound and display settings). Turning off "Include what happened" before you send leaves out your hit points, spells, resources and experience, the state of the game, your turns, the story lines and the errors; your name, your hero's name, species, class and level, the story's title, where you are, your device and the game's version are still sent. A note is kept with a pseudonymous label for your browser (see Service records), so the host can match it to the game's own record of what went wrong. Feedback is kept by the host and, when the host has connected the game's own mailbox, forwarded there with these details.
- Play counts, unless you turn them off under Settings → Help improve Turquill: when you stop playing (the game is hidden or closed), a few numbers about that session: how long you played, how many turns you took, how many failed and how (refused by the rules, the Dungeon Master unreachable, another error, the shared table, a save, or a fault the Dungeon Master admitted), where you stopped (one word from a fixed list, such as the title, the hero builder, a fight or your hero's death), the tale opening you chose and whether Easy start was on (for one of the host's written tales: which tale, the chapter you reached, whether you finished it and which of its endings you found, how many story moments were told and the longest quiet stretch, all as numbers), how many tales you waited for and for how long, whether the device is a phone, tablet or desktop, and the game's version. They carry a random counting identifier your browser makes for this alone, so the host can count how many devices come back; the host keeps only a cut of its hash, and it is not your guest identity, is sent with nothing else and cannot be matched to your feedback, your turns or a shared table. Never what you type, names, your hero or your story. Turning the counts off forgets the identifier.
- Session ratings, when you answer "How was that session?": your answer (Great, Good, Okay or Rough), when it was asked (after a chapter, the tale, a long rest or your hero's death, or when you left play for the title), that session's minutes played, turns and failed turns, whether the device is a phone, tablet or desktop and the game's version, and any chips you choose and line you add. A rating carries no name, hero, story or turns and no label for your browser. Settings → Help improve Turquill stops the question.
- Service records: mechanical security events and timestamps, pseudonymous guest and shared-table identifiers, response status, request counts and AI usage totals (never the words themselves in usage logs). The services count requests and wrong pairing codes. Daily usage counters survive restarts; shorter request windows are held in memory. Security logs rotate when they reach 1 MB.
- The content check: when OpenAI's moderation service (see below) holds back something you typed, the security log notes when, the categories (for example hate or harassment) and a pseudonymous label for your browser, never the words. Several held back within an hour pause your use of the Dungeon Master for twenty minutes.
- Reports, only when one player reports another at a shared table: the reason chosen, any words the reporter adds, both players' table names and seats, a pseudonymous label for each browser, the table's title and the last few lines (at most five) the reported player typed at that table. Reports are kept with the feedback notes and, when the game's mailbox is connected, mailed to the host.
- Bans: the host of a shared table can remove a player and keep them out of it; the table then keeps a keyed hash of that browser's identity, the name it used there and when. The host of the game can close the whole game to a browser; the ban list keeps a hash of its identity, its pseudonymous label, when and the host's note.
What goes to other companies
The game includes no advertising or tracking scripts. The services above receive only the data needed for their described functions.
- OpenAI. The Dungeon Master is an AI model run by OpenAI. To write the next part of your story, the host's computer sends OpenAI what you type into the game, your hero (name, description, backstory, scores and gear), the story so far and the state of the game, and asks for story text. Most pictures in the game come from the host's own library of ready-made paintings (the places you reach, the people and creatures you meet, and your hero's face), and showing them sends nothing to OpenAI. OpenAI is asked to paint a picture from a description only when that library has nothing that fits, or when you choose Paint my own for your hero, which sends your hero's description for that one painting. With each request from a phone, the tester link or a shared table it sends a pseudonymous label for your browser: a cut of its random guest identifier, never anything that names you. The label is sent so that if anyone misuses the game, OpenAI can tell that player apart from the host and from everyone else. OpenAI processes this under its API terms; at the time of writing OpenAI says it does not use API data to train its models and keeps it for up to 30 days to watch for abuse. Check OpenAI's current policies. Do not type anything into the game that you would not want processed this way: it is a game, not a place for personal, financial or health information. Before your words reach the Dungeon Master, the host's computer also sends what you type (and any name you give at a shared table) to OpenAI's moderation service, which scores it for categories such as hate, harassment, sexual content and self-harm; messages that cross the game's limits are held back and not sent on. Fights and peril in the story are never held back.
- Cloudflare. The internet (tester) link runs through Cloudflare's tunnel service, so your traffic passes through Cloudflare, which sees your network address as any website host would. Unencrypted remote play is disabled; use the HTTPS game link.
- Your browser's voices. If you turn on the narrator voice (Settings → Sound), your browser reads the Dungeon Master's words aloud. Some voices, marked online or natural, are spoken by the browser maker's servers (Microsoft for Edge, Google for Chrome, Apple for Safari), which then receive that text. The setting is off unless you turn it on.
- Google/Gmail. When the host has connected the game's own mailbox, feedback (and a session rating's line, if you add one) is forwarded to it with the details listed above, and Google processes that mail under its own policies; messages remain in the mailbox until the host deletes them. The game sends no email to players.
Why
The host processes this data to run the game you asked to play (to carry your adventure from one turn to the next and to let several people share a table), to keep the services safe from abuse (counting requests and wrong codes) and to improve the game (your feedback notes, session ratings and the anonymous play counts). Where European or UK data-protection law applies, the legal bases are the performance of a contract with you (the game itself), the host's legitimate interests (security and improvement) and, for optional features such as shared tables and feedback, your consent, which you give by using them and may withdraw by leaving the table or asking the host.
How long
- Your saves stay in your browser until you delete them or clear its site data.
- A guest identity lasts 90 days from the last time it is used and is renewed while you play. A guest not seen for 60 days is removed, with the shared tables it hosts. Clearing this browser's site data loses the guest identity and its place at any shared table.
- Shared tables remain until the guest identity that hosts them is removed or the host deletes them. Their encrypted history keeps up to 20 versions. The host must protect and periodically copy the backup key and data to a separate secure location if independent recovery is needed.
- Reports remain with the feedback notes until the host deletes them; a ban lasts until the host lifts it. Mutes stay in your browser until you unmute or clear its site data.
- Play counts are kept for 180 days and then deleted. Session ratings are kept with the feedback notes.
- Daily request counters are replaced when a new UTC day begins. Security logs retain the current and previous rotated file; feedback and mailbox messages remain until the host deletes them.
- Invitation and pairing lifetimes depend on the host's sharing settings. Campaign invites expire after 7 days and can be replaced by the campaign host.
Your choices and rights
- Clear your browser's site data to remove everything the game keeps on your device.
- Turn off the play counts, the session question or both under Settings → Help improve Turquill (per browser).
- Leave a shared table under Play Together; its host, or the host of the game, can remove the table itself.
- Ask the host to delete your feedback, a shared table or anything else about you, to tell you what they hold, or to correct it: use the Feedback form in the game or contact the host directly. Where the law gives you rights of access, rectification, erasure, restriction, portability (Settings → Move your hero gives you your save as a code) and objection, the host will honour them, and you may complain to your data-protection authority.
Children
Turquill tells stories with violence and, at the player's choice, graphic violence. It is for players aged 16 and over. The host does not knowingly keep data for anyone younger; if you believe a child has used the game, tell the host and the data will be deleted.
Security
Remote play requires HTTPS. The guest cookie is HttpOnly and SameSite=Strict, and Secure over HTTPS. Shared-table permissions are checked on the server. These safeguards reduce risk but do not guarantee that every vulnerability, outage or data loss is prevented. Do not share invite codes, and protect the devices you use: anyone who can use your browser or computer can read the saves kept in it.
Changes and contact
This policy may change as the game changes; the date at the top says when. The current version is always in the game under Settings → About → Privacy policy. Questions and requests go to the host: the person who gave you your link or code, or the Feedback form in the game.