There was an age when the gods walked openly, and the world was whole. That age ended in fire and silence. What remains is yours to walk.
The Age of the Whole
Once, the gods did not hide. They shaped mountains with their hands and settled arguments by moving the sea. Mortals lived in their shadow — fed by their abundance, ruled by their whim, never once doubting that the world was watched over. The cities of that age were impossible things: towers grown from living stone, roads of light, libraries that answered when you spoke to them. The people of Vaelun believed it would last forever. They were wrong about almost everything.
The Sundering
No one agrees on what the gods did — a betrayal, a war among themselves, a single unforgivable mercy. Only that the sky cracked from horizon to horizon, the deep rose to swallow the coast, and every shining kingdom fell in one night now remembered as the Sundering. Whole peoples vanished before dawn. The roads of light went dark. And when the dust settled, the gods were simply gone — withdrawn behind the wound they had torn in the world.
The Silence That Followed
Generations have passed in the quiet after. The gods no longer rule, no longer answer prayer with thunder. They reach into the world only sideways now — through buried relics, through omens read in ruin and bone, and through the rare mortal they choose to touch. Beneath the broken cities lie the dungeons: the drowned vaults and root-choked halls of the old age, full of what the Sundering buried and did not kill. Some descend for treasure. Some for answers. Most do not return.
The Four Who Linger
Draemos, god of legacy, keeps what the world would rather forget — every name, every debt, every buried deed. Selaara, goddess of secrets, hoards what the depths have swallowed and trades it to those who pay in worse. Aervyn of the open sky burns those who hide the truth and cannot abide a lie spoken in his light. Sylvara gives life with a touch and takes it back the moment she turns away. They are patient. They are watching. And every so often, they choose.
The Chosen — Demigods
To be touched by a god is to become a demigod — blessed and ruined in the same breath. They carry a fragment of divine power and a flaw shaped to match it: the king who cannot truly die, the seer driven mad by every secret she hears, the truth-speaker who could not lie even to save a life. They walk Vaelun as living proof that the gods are not gone — only quiet, and not finished with us yet.
The Eight Peoples
The Sundering did not end the world. Eight peoples endured it, and each remembers it differently.
KrethThe Scalding ReachesA warrior people of the volcanic wastes. War does not seek victory — it seeks the worthy. Contracts are sealed in blood, and weakness is the only true sin.
VelhariThe Verdant RunSwift and deeply spiritual, they live by the migration. Motion is prayer and speed is faith. Death is not an end to them — only a return.
AerynThe CloudspineMountain-dwellers who rule by who has seen the furthest. The sky is a god's open eye, and to lie beneath it is grounds for exile.
DraekariThe Ashen PeaksAn ancient line obsessed with legacy. They do not fear death — they fear being forgotten. Their bloodlines remember the Sundering itself.
AethaniThe Mortal KingdomsSeven rival crowns, endlessly ambitious and endlessly adaptable. No people is more capable of greatness — or catastrophe.
VorrakThe Deep CanopyForest-folk who write nothing and remember everything. Their eldest are living libraries, and exile is a fate worse than death.
SelaynThe Sunken MeridianTraders and secret-keepers of the drowned cities. They have seen what is buried beneath the ocean floor — and some of it is still moving.
Keth'ariThe Dust LibrariesScholars who outlasted empires. Ignorance is the only sin. They believe the universe is a text still being written, and magic is the art of reading ahead.
Your Story
You begin as no one in particular — a Wanderer, untested, with the broken world ahead of you. There is no class to choose and no fate written down. Warrior, mage, healer, something darker — what you become is decided only by what you do, and who you choose to be when it costs you something. The dungeon is listening. It has been waiting a long time. For you.
Character Creation
Choose your race
✦ Demigods — Powerful. Flawed. Legendary. ✦
Your path will reveal itself through your choices. No class to select — the dungeon decides what you become.
Choose Your World
Grimlore
Summoning the dungeon master…
Grimlore
Local AI (llama.cpp)
Start with: ./start.command
Ollama
Start with: OLLAMA_ORIGINS=* ollama serve
Cloud Narrator ACTIVE
API keys are stored securely on the server — you don't need to enter anything here.
Groq (free) runs first; Claude Haiku is the fallback.
Share the 4-letter code with friends. They join and watch your adventure unfold — and can suggest actions!
Enter the host's 4-letter room code to watch and suggest actions.
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Access Code FREE TIER · 15 turns/day
Enter your access code to unlock Adventurer (40 turns/day + AI voice) or Champion (unlimited).
Help Train the Grimlore AI
optional · stays on your device
Every turn is quietly logged as a training example while you play.
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