Pre-releaseA solo fantasy roleplaying game

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.

Honest diceEvery roll and every oracle answer is shown, odds and all.
Long memoryPeople, debts and promises carry from session to session.
Your pacePlay ten minutes or a whole night. The candle keeps.
Live prologue · playablePick a move — or write your own.
Act I · Scene I · Turn 12
The Black Pear
Dusk · 18:42Drizzle, coldFirelightuneasy
Exploration
Chapter I — The Whispering Crypt

The Loremaster is speaking…
Change the sky —
A word before

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.

— The Loremaster
iii
Chapter II

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.

Very unlikely
25%
Unlikely
35%
50 / 50
50%
Likely
65%
Very likely
75%

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 Oraclechaos 5
Your question
How likely is it? 50% chance of yes
Chaos factor 5 of 9
Turbulent — things go awry
yes on 50 or under · d100

The Oracle is listening. Ask it something you would rather not decide yourself.

Chapter III

The Hero

Six ancestries, six callings, nine backgrounds. Spend your points with care — or let the dice decide who you are.

Forge your heroLevel 1
Name
Ancestry +2 DEX, darkvision, keen senses
Calling primary DEX & WIS

A hunter of the wild places, bow and beast.

Background
Abilities 0 of 27 points left
STRStrength
10
+0
DEXDexterity
17+2 elf
+3
CONConstitution
13
+1
INTIntelligence
10
+0
WISWisdom
14
+2
CHACharisma
10
+0
Aelyn Vaskir
Level 1 Elf Ranger
Outlander
11HP
15AC
+3INIT
35SPEED
STR+010
DEX+317
CON+113
INT+010
WIS+214
CHA+010
Favored EnemyNatural ExplorerProf +2studded leather
Try a check
Roll a check. The sheet does the arithmetic; the Loremaster does the rest.

Your sheet grows with the tale — spells, gear, scars and favours, all kept for you.

Choose a tale
Chapter IV

Steel & Spell

Battles you can read at a glance: zones instead of squares, every action costed, every roll shown — and the Loremaster narrating each blow.

  1. Choose a target. Click the Ghoul or the Cultist.
  2. Spend your turn. One action, one bonus, one move — each card shows your odds.
  3. End the turn and watch the dark answer.
Ambush in the NaveRound 1
18Aelyn15Ghoul12Mara9Cultist
West Door
Rain-dark threshold
Exit
Nave
Splintered pews
Half cover
Choir
Collapsed choir stalls
—
Altar
Black candles, a chalk sigil
—
ActionBonusMove
Your turnClick a foe to target it, spend your action, bonus and move, then end the turn. Hover a card for its rules.
Chapter V

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.

The ThornwoodGreywatch PeaksValdrath ValeThe BarrowsThe ThornwallHollow FenStillmereSallow HillsThe Abbey of ValdrathThe Black PearHenk’s MillMorath’s CottageThe Whispering CryptThe Wolf Roadunknown site
The Abbey of Valdrath
one hex = 6 miles · 2h on open ground
MeadowForestDeep forestHillsMountainsFenBarrowsLakeDashed rings mark quest sites.
Travel53 / 286 hexes
Where you stand
The Abbey of Valdrath
Meadow · hex 11.05 · facing N
The clock
Dusk · 18:42
Hallowmend 14 · Year 1247 of the Lantern
Destination

Click any hex on the map. Roads are quick; fen and deep forest are slow; the barrows are no place to be after dark.

Travel log
18:42You stand at the abbey gate. The crypt path runs north-east, into the barrows.
Chapter VI

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.

Father Cern
Village Priest
StandingAlly (presumed)
DispositionUncertain
Last seenThe Whispering Crypt

An old man with river-stone eyes and ink-stained fingers. Keeper of the abbey’s reliquary. Last seen entering the crypt by moonlight.

He whispered of “the seventh name” before he disappeared.
Ties
allyold friends Brenna Tallowick
fearsfears her warnings Morath of the Hollow
hauntsThe Pale Boy — follows him
huntsYou — sworn to find
memberpriest The Abbey of Valdrath
Chapter VII

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.

Gothic Horror

The Whispering Crypt of Valdrath

Levels1–4
LengthShort
Sessions3–5
#undead#crypt#investigation

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.