A realm that remembers what you did in it.▌
Avaloth is a text-based fantasy RPG that runs in real time and keeps score of who you are. Spare a thief and he finds you later. Rob a merchant and the Wardens stop smiling at you. Go down into a barrow with your friends and watch word come up from the dark, minute by minute. Walk out with a blade nobody else in the realm has.
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A Stranger Stops You
one of 97 scenesA merchant in a fur-trimmed coat hurries past and his purse slips off his belt into the mud. He doesn’t notice. It is fat. It chinks.
In the game, that choice would follow you. Nobody tells you where you stand — the realm just starts treating you differently.
Become someone. The realm will notice.
Exploring isn’t just coins and bruises. Strangers step out of the fog with a problem — 97 scenes and counting, each with choices that pull on who you are. Kind or cruel. Lawful or lawless. There’s no morality meter to watch. You find out where you stand the way real people do: prices change, guards step aside or step in, children run from you or run to you.
- Five factions come recruiting when your deeds put you in their corner — The Wardens of the Hearth, The Ashen Knives, The Green Hood, The Iron Tithe and The Pale Coven. Rise through their ranks; betray what they stand for and they cut you loose for good.
- Companions — Harrow, The Grey Dog, Sister Wren, Varga Ironsong and Corvin the Crow — follow you, react to every choice, turn loyal, or walk out and never come back.
- Your face changes with who you become. Halo or horns, it’s earned.
Delves take real time. Watch every minute of it.
Form a party, pick a hole in the ground, and go. 11 delves, from The Flooded Cellar (10 minutes) to The Deepways (12 hours). While you’re down there, word comes up from the dark in real time — and some of it matters: a strongbox, a trap, a shrine, a dead delver’s pack with something wonderful inside.
Nothing is decided until you surface. Your party chats, watches, and holds its breath.
Nobody else has your sword.
Weapons, bows, armour, rings and necklaces drop with a rarity, a quality roll and up to three enchantments — critical blows, life drain, fleet feet, a little extra luck. Found gear beats anything a smith will sell you.
About 1 in 750 drops is Legendary — with a name and a story of its own. Beat something above your weight and the odds climb. Farm the weak and they shrink. When someone finds one, the whole realm hears about it.
Smoke, spilled ale and the rattle of bones.
The rowdiest tavern in Avaloth keeps 7 tables running all night: One-and-Twenty, The Wheel of Fortune, The Rune-Caster, Bones, Kingsblood, The Three Chests and The Jarl’s Tombola. Every table is played on its own felt, with real cards dealt and real dice thrown.
Carry your own dice or deck and you can challenge anyone in town to a game for stakes — no house, winner takes the pot.
Settle it in the ring. Or in the dark.
Challenge another player to a duel, move for move: steel, arrows and spells, to the yield. Every duel counts on the Dueling Grounds ladder, and each week one fighter is crowned Champion.
- Put a bounty on someone who wronged you, and watch who comes to collect.
- Raise a guild, fill its vault, and take keeps in thirty-minute sieges — whoever gets the most muscle to the walls in time holds it, and its hourly tribute.
A Living Realm
10 towns · 21 places to find⌘ Nobody Hands You a Map
You start knowing the village and not much else. Every place in Avaloth has to be found by exploring — and some only show themselves in far-off holds.
⏳ Real Time, All the Time
The road to Ravensreach takes twenty-five real minutes. Spells, sieges and caravans all run on the wall clock, whether you’re watching or not.
❖ Quests Worth Reading
Something is waking under the fells. Follow the story from Hearthmere to the towers of the Arcanum, or take work from innkeepers and sea captains.
✦ Real Magic
Learn 17 spells from tomes. Hurl frost in battle, turn your skin to stone, heal a friend at their bedside, or step home out of thin air.
⚖ A Real Economy
Every smith restocks at dawn and prices swing. Run caravans between towns, set up a market stall, or trade face to face with anyone in the realm.
☺ Talk to Everyone
A hearth-side chat follows you to every page: realm-wide, trade, your guild, your party, private whispers, and a channel for the village you’re standing in.
Avaloth, Right Now
UTC- ❖ A warehouse fire in Dunmarrow. Anyone holding wolf pelts is about to have a very good day.
- ❖ A glut of wolf pelts in Stonecross. Bring a bigger pack.
- ❖ A glut of casks of mead in Jarlsgard. Bring a bigger pack.
- ❖ Bandits on the Pinewatch road: iron ore suddenly scarce, prices soaring.
Free to Play. All of It.
Every quest, every adventure, every scene and the whole chat hearth are free, and always will be. There is nothing to buy: no subscription, no stones for sale, no shortcut anyone can pay for. What you have in Avaloth, you earned in Avaloth.
Your name isn’t in the realm yet.Put it on the list.
Invitations go out in waves. Bring a friend with your referral link and you both move up the queue.
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