Persistent online MUD

VEYRATH

Greenhollow waits under a black-star dream.

  • A child draws a star beneath the fields.
  • A village well goes dark.
  • The east road leads toward a ruin no map admits.

Type look. Question the healer. Follow the drawings. The world remembers what you do next.

A persistent online MUD built for typed commands, touch shortcuts, and consequences that remember you.

The command line stays alive. Touch keeps it moving.

Veyrath reads like a classic MUD and plays cleanly on a phone. The transcript remains the heart of the game while exits, nearby people, common verbs, and command history stay within reach.

play.veyrathmud.com

Greenhollow Village Square

Rain gathers in the wheel ruts. The village well is roped shut.

Mira Fenwick watches the bucket chain.

Sir Garran Holt stands by the notice board.

A child's charcoal drawing is pinned beneath the tax notice.

Exits: north to the Dawn Shrine, east to the road, south to Brindle Farm.

> look drawing

The star is black. The road beneath it is drawn like a chain.

> ask mira about pell

Mira lowers her voice. "Fever does not teach a child dead grammar."

24 Planned Playable Peoples
12 Planned Disciplines
In Dev Dungeons, Scenarios, and Raids in Development
250+ Authored Quest Records

A persistent fantasy world shaped by commands, memory, and restraint.

A MUD soul, rebuilt for touch

Type the command when you want precision. Tap exits, actions, and recent commands when the road should keep moving.

A world that remembers

Movement, speech, combat, quests, reports, and account state resolve through online services instead of throwaway local state.

Fantasy without shortcuts

The opening story keeps its mystery grounded in people, roads, old oaths, buried machinery, and choices with witnesses.

Free to play, not pay to win

The store is for account-wide unlocks, cosmetics, convenience, and service tokens, not XP, gold, gear power, or cleared content.

The first warning comes from Greenhollow.

Pell dreams in black-star shapes. Old Brindle's animals speak in a dead tongue. Mira Fenwick tries to keep fear practical while Sir Garran Holt watches the east road and Kett learns what a child heard under the fields.

Something below the village remembers the old roads. The Sunken Watchtower should have stayed sealed. The road toward it should not be asking questions back.
Continent Aurelion
Country Kingdom of Valcaryn
Region The Verdant Reach
Starter Village Greenhollow
Nearby City Oakmere
First Dungeon The Sunken Watchtower
First Main Quest The Child and the Black Star

Start from a place that already has debts.

Your first story is not a blank slate. Planned origins begin from villages, border roads, trade yards, exile courts, and stranger markets with their own pressure before the black-star mystery reaches you.

Greenhollow Commons

Village names carry weight when the well is roped shut and Pell's drawings spread.

Preview Origin

Briarford Reedbank Commons

River families hear the Verdant Reach breathe before the roads admit trouble.

Preview Origin

Glassport Tide Market

Salt traders know which old stories arrive folded inside customs papers.

Preview Origin

Greywatch Contract Yard

Frontier work teaches practical courage before it teaches trust.

Preview Origin

Veyl Moonhall Guest Court

Guests of the moonlit halls learn that courtesy can be a lock.

Preview Origin

Kar-Dumor Gateworks

Gatekeepers remember which roads were built over older doors.

Preview Origin

Kharu's Ring Outrider Camp

Outriders read distance, weather, and the silence before an ambush.

Preview Origin

Embercourt Trial Yard

Trial yards turn reputation into heat and heat into consequence.

Preview Origin

Huskmarket Outer Coil

Outer-coil markets sell rumors by the handful and truths by the scar.

Preview Origin

Choose what you practice, not just what you are called.

Veyrath's planned disciplines are practical paths through danger: defending a line, mending a wound, breaking an enemy, reading a room, binding old workings, or talking a hard road into staying open.

Defender Mender Striker Controller Scout Engineer Ritualist Envoy
Free Paths Core adventuring disciplines are planned as free account access for every player.
Story Unlocks Advanced paths should open through authored world progress, account unlocks, or both.
Power Rule Store purchases do not sell XP, gear power, reputation, dungeon clears, or raid resets.

Old places answer when groups make noise.

Dungeons, scenarios, and raids are in development as authored spaces with commands, levers, pressure, room state, and group consequences. The first route begins near Greenhollow, but the old world does not end there.

The Sunken Watchtower

Solo / first Concord ruin where the opening mystery learns to speak through stone.

Old Harrow Mill Bonewheel

Group / split-lever pressure beneath a mill that should have stopped turning.

Drowned Bridge Vault

Scenario / river gates, lost tolls, and choices made under rising water.

Greywatch Siege Cistern

Group / frontier logistics turned into a wet, echoing battlefield.

Iron Abbey Bell-Catacombs

Group / sealed catacombs where bells remember vows better than the living.

Redoubt Kharos Command Core

Raid / an obsolete command core still issuing orders through broken stone.

Free to play. No sold power.

Veyrath can offer optional account-wide origins, disciplines, cosmetics, convenience slots, and service tokens while keeping game power inside play. Entitlements are account-wide and server validated.

The store does not sell

  • No XP, level boosts, or skill rank boosts
  • No gear power, gold, or legendary gear
  • No reputation, faction standing, or cleared quests
  • No dungeon clears, raid resets, or boss skips

Play in your browser. Pin it when you are ready.

Veyrath runs at play.veyrathmud.com and can be installed from supported browsers. Browser play and home-screen play open the same account, characters, and 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.

When you move, speak, fight, trade, or report another player, the live world records it. The transcript is not decoration. It is the game remembering.

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.