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Privacy
Privacy policy, legal bases, rights and retention
This server tries to minimise the collection of personal information. Web registration asks for a real email address in order to manage sign-ups, privacy rights and messages about the account itself, but it does not ask for a real name, phone number, postal address or real date of birth, and it does not use that email for marketing. Even so, since there is a website, a database, technical providers and access logs, necROmantic operates with data protection responsibility criteria appropriate to its case as a private server.
1. Data controller
The data controller is the natural person who administers necROmantic, acting in a personal capacity and not as a company or an organisation.
Main contact channel: necromantic@necromantic.online.
Alternative contact channel: Discord EsteveCS85.
2. Data that is not requested, and the minimum datum that is
A real contact email address is requested in order to manage access, legal requests and the eventual complete deletion of the account.
No first name or surname is requested.
No postal address, phone number, identity document or equivalent data is requested.
No real date of birth is required for web sign-up.
3. Technical data that is processed
The username chosen by the user themselves.
The contact email address provided at registration.
The password, processed by the server's authentication system.
The technical M/F avatar profile needed for the client and the game characters to work.
Registration IP, last access IP, registration and last login dates, access counter, and technical traces from the panel and the game.
Some older accounts may retain an internal identifier on the private.invalid domain, for historical compatibility predating the policy change.
An express record of legal acceptance at web sign-up, together with the date, the IP address and the internal version of the legal texts accepted.
4. Purposes and legal bases
Managing access to the panel and to the game server. Legal basis: performance of the private server usage relationship.
Preventing abuse, automation, duplication, unauthorised access and behaviour contrary to the server rules. Legal basis: legitimate interest in the security and defence of the private service.
Maintaining basic traceability of the sign-up, including legal acceptance. Legal basis: legitimate interest in evidencing consent and operating the panel securely.
Handling contact requests by email or Discord. Legal basis: the voluntary request of the person making contact, and ordinary management of the private project.
No advertising mailings, newsletters, promotional campaigns or direct marketing are carried out.
5. Storage and retention
Basic account data is kept while the account remains active.
Technical access and security logs, including registration and last access IPs, are kept for an indicative period of up to 12 months, unless an abuse or incident investigation requires otherwise.
The record of legal acceptance at sign-up is kept while the account exists and, after closure, for an indicative maximum period of 3 years if needed to evidence consent or handle incidents.
Contact requests by email or Discord may be kept for as long as necessary to reply, document the incident or protect the service.
6. Recipients, providers and third-party services
There is no sale, commercial transfer or advertising exploitation of data.
Data may be processed by technical services necessary to run the project, among them Namecheap as DNS provider, IONOS as hosting and infrastructure provider, Google for email, Discord for voluntary communications and OpenRouter for the mercenary, homunculus and pet chat and for the roleplay page, both described below.
Some of those providers may involve international data processing according to their own infrastructure, policies and terms.
Data may only be consulted by the technical administration to the extent necessary to operate and secure the private service.
Conversations inside the game
No record is kept of what you say. Not general chat, not whispers, not party chat, not guild chat, not clan chat. The server has that function completely disabled and the corresponding table is empty.
The first exception, and that is why it is written out separately, is what you say in public chat while the chat with your mercenary, your homunculus, your pet or your companion is switched onand one of them is next to you. That does leave the server and is kept for a limited time. It is explained in full in the next section.
The second exception are the whispers you send to a character driven by the AI — a Companion or a @helpme —, and only those. Before anything is sent, that character warns you in private that there is no person on the other side and needs your express permission. It is explained in full in the section on whispering an AI-driven character. A whisper to a person is never recorded, as the line above says.
That means the administration cannot recover a past conversation even if it wanted to, neither to prove you right nor to prove you wrong.
For that reason, when somebody reports behaviour, the evidence is supplied by whoever reports it, normally as screenshots. Those screenshots are reviewed as part of the case and may be the basis for a sanction.
Keep your screenshots if you think you will need them: nobody will be able to recover them for you later.
A screenshot supplied by somebody else may contain messages of yours, including private whispers. That is the unavoidable trade-off of not logging anything centrally.
Screenshots are kept only for as long as the case is being handled, and are neither published nor shared outside the administration.
When you talk to your mercenary, your homunculus or your pet
On necROmantic, with this feature switched on, your mercenary, your homunculus, your pet and your companion hear you when you speak out loud next to them, and answer if the line was meant for them, each one in character. That answer is written by an artificial intelligence model, not by a list of canned lines.
This changed on 26 August 2026. It used to require a leading asterisk (*), and only those lines left the server. Now any line you say out loud is sent while the feature is on and a companion is within 12 cells — because deciding whether it was meant for them is exactly what the model has to be asked. The asterisk still works, and now it is how you make sure they answer.
To be able to decide that and to write the answer, the server sends that line to OpenRouter, an external provider that passes it on to the model. It is the only moment in which anything you write in the game leaves this server.
What is never sent: anything you say by party, guild or inside a chat room, and anything you say with no companion nearby. And nothing at all with the switch off. Whispers to another person are never sent either: they do not leave the server. What does leave, and only with your express permission, is what you whisper to a character driven by the AI — see below.
What is sent, exactly: the line you wrote, your character's name, the name and type of each companion you have out, its level and its affinity, and the map you are on. If you have written them a backstory in the panel, that text goes too. And if you have enabled memory, the recent conversation described below goes as well. Nothing else.
What is NOT sent: your account, your email, your password, your IP address, your inventory, your zeny or any registration data. The provider receives nothing that could identify you outside the game.
Every line travels alone, unless you decide otherwise. By default nothing said earlier is sent and no conversation of yours is stored: the companion does not remember.
Memory is optional and ships disabled. If you enable it in the character's Preferences, what you say and what it answers is stored, up to 8,192 characters across the three companions, and handed back on later messages. When it fills up, the older part is summarised automatically instead of being kept in full. You can read at any time what they remember from that same page, and switching it off deletes everything immediately.
Any backstory you write them (up to 512 characters per companion) is kept for as long as you leave it there and is sent with every message. Clearing the field deletes it.
Do not write personal data in those lines. No passwords, no card numbers, no emails, no phone numbers, no addresses. None of it is needed anywhere in the game, and in a line like this it would additionally leave the server. The model is instructed not to repeat such data if it appears, but an instruction is not a guarantee: the guarantee is not writing it.
How long it is kept here. The line and the answer are kept for at most 48 hours and are then deleted automatically; only the textless skeleton remains (which character, when, and what it cost), which is what is needed to keep spending under control, and that remainder disappears after 30 days.
You can switch it off whenever you want, character by character, from My account → the character → Preferences. With the switch off nothing at all is sent, and the change takes effect immediately, even while you are playing. While it is off your mercenary, your homunculus and your pet work exactly as before: they simply do not talk.
They only answer if the line is about them: because you call them by name or nickname, or because you point at what they are. A remark to no one, a complaint, or something you say to another player is deliberately left unanswered. That said, knowing this requires the line to have been sent, so the sending happens even when nobody answers.
Every account has two daily caps: one on lines sent to be evaluated and one on answers. Once they are reached, companions stop answering until the next day. Players are never charged: the server pays for it, and the caps exist to keep the cost predictable.
OpenRouter is an external provider with its own terms and its own infrastructure, which may involve international data processing, just like the other providers in section 6.
Legal basis: legitimate interest in offering the game feature, with an immediate opt-out available to every person and no identifying data in what is sent.
When you play a roleplay scene in the panel
On the panel's Roleplay page you can live out a story written with your own characters. You play one of them and an artificial intelligence model plays the rest, and writes the narration. It is voluntary and never starts on its own: it only happens if you open that page and set up a scene. Nothing is sent from inside the game.
To write each turn, the server sends the scene to OpenRouter, the same external provider as in the previous section.
What is sent, exactly: the name, job, base level, job level and sex of every character in the scene, yours included; the three texts of their roleplay sheet (biography, physical description and behaviour); the place you picked, any note you wrote and the tone; the last few turns of the conversation; and what you write on that turn. Nothing else.
What is not sent: your account, your email, your password, your IP address, your inventory, your zeny or any registration data. Nor the images: the portrait, full body and background you upload stay on this server and the model never receives them.
How long it is kept. The scene and all its messages are kept for as long as you want: they are your story. You can delete a single message, rewind to a point, archive the scene or delete it entirely from that same page, and what you delete is really gone. Separately, each request goes through a technical queue that holds a copy of the last few turns in order to write the reply; those copies are deleted automatically after 3 days.
Your character's roleplay sheet is yours to decide. The three texts and the three images are written on the character sheet and are public by default: anyone with a session can read them. The Public sheet switch stops them from being shown. Emptying a field deletes it.
Lending your character is a different thing, and it is off by default. With the Lend switch on, other players can put your character in their scenes — and then the three texts of their sheet travel with those people's turns too. You can switch it off whenever you like: scenes already written are kept, but nobody can carry on writing them with your character.
About the images you upload. They are stored converted and stripped of the data the original file carried (date, camera, coordinates). They are not public files: they are not downloaded directly, but through a check that requires you to be signed in and looks at who the character belongs to. You always see your own, even when the sheet is hidden; everybody else only while the Public sheet switch is on. Turning it off stops them from being served to anyone else — including anyone who had copied the address beforehand —, and whoever asks for it gets the same "does not exist" answer as if there had never been anything there. What no switch can take back is a copy somebody saved on their own device while they were visible: only upload images you do not mind being seen.
Do not write personal data in the sheet or in the scenes — neither yours nor anybody else's. No real names, no addresses, no phone numbers, no emails. That text leaves the server on every turn and is also stored here.
This feature shares the daily allowance of the companion chat in the previous section: spending on one leaves less for the other. There is no charge to the player; the server pays for it, and the caps exist to keep the cost predictable.
OpenRouter is an external provider with its own terms and its own infrastructure, which may involve international data processing, just like the other providers in section 6.
Legal basis: legitimate interest in offering the game feature, over a feature that is only used if you open it, with no identifying data in what is sent and with deletion within your reach at all times.
When you whisper a character driven by the AI
Some characters you will run into out in the world are not driven by a person: they are someone's Companion, or a character its owner left playing on its own with @helpme. They have their own name and can be whispered like anybody else.
Before a single word of yours is sent, it warns you. The first time you write to it, it replies in private telling you that it is not a player, that anything you write will be roleplay with an artificial intelligence, and asks you to answer "Sí" or "Yes" if you want to go on. Until you answer that, nothing you write leaves the server: the warning is written by the server itself and goes through no external provider.
If you agree, what you talk about is stored in that character's memory, and the same warning says so. You can read it whenever you like by whispering it #recuerdos, and erase all of it — together with your permission — by whispering #olvidame. Both are immediate and neither goes through the model.
What you tell it is not mixed with what that character talks about with its owner. It is stored apart, in its own record of your relationship: its owner does not see it that way, and neither does anybody else who writes to it.
The permission expires when that character logs out, if it is a @helpme. This is not a technicality: that character belongs to someone, and when it comes back a real person may be the one reading what you write. That is why you are warned again and have to agree again. Mind what you tell a character like that.
With a Companion that switch never happens: it is not a playable character and nobody can take it over. That is why its permission stands until you withdraw it with #olvidame.
What is sent to OpenRouter once you have agreed: what you whispered, your character's name, job and level, whether or not you are in the same place as it, and everything already sent about the character answering you (its name, its sheet, the map it is on). Nothing else.
What is not sent: your account, your email, your password, your IP, your inventory or any registration data. Whether you agreed or not is not sent either: that is an internal server flag and it is never told to the model.
Do not write personal data in those whispers. Neither yours nor anybody else's. It leaves the server and it is stored.
The character's owner can switch this off. If they do, their Companion and their @helpme characters stop answering anybody's whispers.
There are caps. Each person has a maximum number of replies per day from each character they write to, and a cooldown between them. When you reach the cap you are told, so that it does not look like it is ignoring you.
How long it is kept. The whisper and the reply live in the same queue as the companion chat and are deleted the same way: the text after 48 hours, and the rest without text after 30 days. What the character keeps about your relationship stays until you erase it with #olvidame.
Legal basis: express consent, given in game after a prior warning, and withdrawable at any time with #olvidame.
7. Technical cookies used
unknownSession: session cookie generated by the UnknownCP panel, needed for authentication and to keep the session alive. Configured duration: up to 48 hours.
language: technical cookie that stores the language you choose for the site (es_es or en_us). It contains only that value and is not used to identify or track you. Current duration: 1 year.
necromantic_cookie_notice: technical persistence cookie so the cookie notice is not shown on every visit. Current duration: 1 year.
No proprietary commercial analytics or advertising profiling system has been configured in this deployment.
8. Rights of data subjects
You may request access, rectification, erasure, objection or restriction of processing in respect of the personal data that actually exists about you in this private environment.
From your own account you can download a JSON file with your main personal and technical data, excluding passwords, PIN code and tokens.
Requests can be sent to necromantic@necromantic.online or on Discord to EsteveCS85.
Where applicable, we will try to respond within the indicative legal period of one month, except for requests that are manifestly unfounded, excessive or technically unfeasible.
You may also lodge a complaint with the competent supervisory authority — in Spain, the AEPD — if you consider that the processing infringes applicable law.
9. Account closure and erasure
The panel lets you schedule complete deletion of the account with a prior cancellation window, and also lets you cancel that request from the authenticated area before it falls due.
When the period expires, complete erasure runs automatically on the next compatible web operation, provided the account's characters are offline and outside any guild or party, to avoid operational corruption.
necROmantic has no ticket system. Any email sent to necromantic@necromantic.online will be treated as personal correspondence, and you can also get in touch on Discord at EsteveCS85.
Full erasure may be limited by the need to retain certain technical records for the periods indicated, for security, abuse prevention or evidencing consent.
10. Public visibility of characters in logs and rankings
Character names may appear in the server's public rankings (top characters by level, fame or other in-game criteria). This visibility is inherent to how a private server with a leaderboard works.
In order to promote the server's transparency and traceability, necROmantic publishes public logs of certain game events. Specifically:
Mystery Boxes: a log of Mystery Box openings, showing the character name, the item obtained, its ID and the exact date.
Card traffic: a log of card movements (monster drops, Old Card Album openings, trades, shop sales, NPC sales and drops on the ground), showing the character name, the card, the source of the movement, whether it is an inflow or an outflow, and the exact date.
These logs do not contain personal data in the strict sense: a character name is a game identifier chosen voluntarily by the user and does not link to real identity data unless the user themselves chooses an identifying name.
If you would rather your game records did not appear in these public sections, you can request their removal through the channels listed in point 1. The request will be honoured unless the records are needed for the operational integrity of the server.