The table is set
for one.
Loremaster is a Game Master for the nights when it’s only you. Forge a hero, open a tale and say what you do — it narrates, rolls in the open, and remembers every name you cross.
Early access opens in waves. One letter when your seat is ready — nothing else.
For the table of one
Every adventurer knows the trouble. The group can’t agree on a night, the Game Master moves away, and the campaign stalls forever at the crypt door.
Loremaster is for the nights when the table is just you. It narrates like a Game Master and rules like one — dice in the open, consequences that stick — and it remembers like one, down to the favour you owe a witch in the fen.
The pages that follow are not screenshots. They are pieces of the game itself, pressed flat between the covers. Turn them, roll them, break them.
Contents
- IThe PrologueSpeak, and a Game Master answers1
- IIThe OracleAsk the dice when the story can’t decide9
- IIIThe HeroSix ancestries, six callings, one life17
- IVSteel & SpellBattles you can read at a glance25
- VThe AtlasA hex-crawl where the fog lifts as you walk33
- VIThe CodexEvery name, debt and oath — remembered41
- VIIThe TalesFour adventures, and one of your own49
The Oracle
When the story can’t decide, ask the dice. Plain questions, honest odds — and answers that sometimes come with teeth.
Solo play runs on questions. Is the door barred? Is the innkeeper lying? Say how likely it seems, and the Oracle rolls a hundred-sided die against those odds — in the open, every time.
The chaos factor climbs when scenes slip out of your hands and falls when you take control. The higher it rises, the more often fate says yes to the things you fear.
Roll doubles at or under the chaos factor — 11, 22, 33… — and the answer turns exceptional: Yes, and… or No, and…, with a random event shaken loose.
The Oracle is listening. Ask it something you would rather not decide yourself.
The Hero
Six ancestries, six callings, nine backgrounds. Spend your points with care — or let the dice decide who you are.
A hunter of the wild places, bow and beast.
Your sheet grows with the tale — spells, gear, scars and favours, all kept for you.
Choose a taleSteel & Spell
Battles you can read at a glance: zones instead of squares, every action costed, every roll shown — and the Loremaster narrating each blow.
- Choose a target. Click the Ghoul or the Cultist.
- Spend your turn. One action, one bonus, one move — each card shows your odds.
- End the turn and watch the dark answer.
The Atlas
Valdrath Vale, hex by hex. Fog lifts as you walk, every mile turns the clock, and rumours pull you off the road. Click a hex, plot a route, set out.
Click any hex on the map. Roads are quick; fen and deep forest are slow; the barrows are no place to be after dark.
The Codex
Every name, every debt, every broken seal. The Loremaster keeps a codex of the people you meet, the powers that watch you, and the promises you’ll be held to.
An old man with river-stone eyes and ink-stained fingers. Keeper of the abbey’s reliquary. Last seen entering the crypt by moonlight.
The Tales
Four tales to begin with — from a gothic crypt to the end of a dragon’s nine-century sleep — and a blank book for a tale of your own.
The Whispering Crypt of Valdrath
An ancient tomb has split open beneath the abbey. The dead walk by candlelight, and the village priest has not been seen in three nights.