Online text RPG and installable PWA

VEYRATH

Greenhollow waits under a black-star dream. Choose a name before the well goes dark.

Begin in the Verdant Reach, where Pell's black-star dreams, Old Brindle's warnings in a dead tongue, a strained trade road, and a newly opened Concord ruin draw typed commands and touch shortcuts into one persistent online world.

Live online world. Player names, room presence, chat-style actions, and reports are not rated.

A text world built for fast hands and slow discoveries.

Read the room, choose a command, and let local fear, noble pressure, and old Concord workings answer in the log. Veyrath keeps the command-line soul of a MUD while turning exits, common verbs, history, and context into phone-friendly touch targets.

01 / Characters

Account-bound adventurers

Choose from 24 playable origins, a lineage, gender, one of 6 classes, a stat profile, and a name. Your chosen route opens at an authored threshold, and the world remembers where you stand.

02 / Commands

Typed and tapped play

Run classic commands like look, talk, quests, attack, flee, and inventory. When a room shows roads, witnesses, foes, or relics, the interface keeps those choices close.

03 / Online World

The world remembers

Movement, inventory, combat, quests, room presence, and chat-style actions resolve through Veyrath's online command service, so every shared consequence belongs to the same living world.

24 Playable Origins
6 Classes
5 Dungeons
250+ Quests

Aurelion begins at a village well.

The opening chapter stays close to Greenhollow: a worried village, a trade road under noble pressure, a healer trying to keep fear practical, and a Concord ruin that should not have opened. Every explanation is useful. None is complete.

Continent Aurelion is the political heart of Veyrath, crossed by old roads, older oaths, and buried Concord obligations.
Kingdom Valcaryn is proud, pious, knight-bound, and unstable enough for noble pressure to reach quiet roads.
Village Greenhollow gives players a human-scale home before the larger crisis has a name.
Dungeon The Sunken Watchtower is a low-level Concord ruin where old mechanisms are stirring near troubled Starveins.
Quest The Child and the Black Star begins with Pell's dreams, Mira's caution, Old Brindle's warnings, and signs no one can explain alone.

The command line stays alive. Touch keeps it moving.

The browser client keeps the transcript as the center of play. Around it, status bars, command chips, directional exits, profile tools, and safety controls make repeated action readable on a phone.

play.veyrathmud.com

Play in the browser. Pin it to your home screen.

Veyrath is deployed as a web app at play.veyrathmud.com and can be installed from supported browsers. Browser and home-screen play both open into the same persistent online world.

iPhone / iPad

Install from Safari

  1. Open play.veyrathmud.com in Safari.
  2. Tap Share.
  3. Choose Add to Home Screen.

Android

Install from Chrome

  1. Open play.veyrathmud.com in Chrome.
  2. Open the browser menu.
  3. Choose Install app or Add to Home screen.

Desktop

Install from the address bar

  1. Open play.veyrathmud.com in Chrome or Edge.
  2. Use the install icon when it appears.
  3. Launch Veyrath from your apps list.

A live online world with account controls.

Veyrath is free to play. Optional purchases grant account-wide origin licenses, discipline licenses, cosmetics, convenience slots, or service tokens. They do not sell XP, gear, reputation, dungeon clears, or raid resets.

Sign-in and persistence

Email, Google, and Facebook account flows

The web client requires sign-in before gameplay. Account sessions, characters, room state, quests, combat, entitlements, and deletion actions are handled through Supabase-backed services.

Player controls

Published legal pages and in-app safety tools

Players can reach support, privacy, terms, community standards, data deletion, report, mute, block, logout, and account-deletion controls from the app flow.

Start with a command. Stay for the consequences.

Create a character, run look, speak with Mira, follow Pell's drawings, and decide why the east road keeps drawing witnesses toward the Sunken Watchtower.