




Fantasy tabletop RPG with an AI game master
Dive into
Your Dreams
A fantasy tabletop RPG you play in the browser: an AI game master runs the story, AI companions fight beside you, and NPCs remember every choice. Real dice, real consequences.
Create an account → make a hero, watch their portrait be drawn, play your first adventure. No card.
A REAL TURN
See how a turn actually plays
No trailer, no mock-up: this is the game's own voice, its own dice, its own consequences.

Twenty seconds. Watch a scene play out the way it does at the table.
AI Game Master
Dynamic storytelling and immersive worlds crafted by advanced AI. Endless possibilities, always responsive.
Solo or Party Play
Venture alone with AI companions or gather your party. Flexible play for any style, any schedule.
Living NPCs
NPCs with memory, personalities, and goals that evolve. Build relationships that shape your story.
How It Works
Choose Your World
Pick your setting, tone, and companions. Your AI Game Master wakes the world.
Begin Your Adventure
The story unfolds in real time. Every choice, every word shapes what comes next.
Every Choice Echoes
Your decisions reshape the world permanently. Nothing resets. Your legend grows.
Before the Doors Close
A living world. A tireless Game Master. A story that is entirely yours.
AN INTELLIGENCE THAT BREATHES
“The AI Game Master doesn't just generate encounters: it remembers. The merchant you swindled in Karath. The oath you swore under the dying oak. The enemy you let walk free. Every session, it weaves your past choices into the living fabric of the world, adapting tone, introducing consequences, rewarding roleplay. It senses when you are grieving a fallen companion and softens the world around you. It lets tension rise when you have made enemies. It notices the details you think no one saw. This is not a chatbot. This is your Game Master.”
A WORLD WITH MEMORY
Three sessions ago you saved a village. They still speak your name there. The merchant you swindled avoids your table. The oath you broke left a crack in something. Nothing resets. Every choice you made is woven into the world, and waiting.
CHARACTERS WITH LIVES
The blacksmith has debts he won't talk about. The innkeeper witnessed something she wishes she hadn't. Every NPC has a life you can enter, or shatter. They have histories, fears, and plans. None of them are set dressing.
SHAPED AROUND YOU
Playing solo with an AI companion or charging into battle with a full party: the world bends to fit. Encounters aren't scripted. The tension, the pacing, the stakes: all calibrated to how you play.
NO SCHEDULING REQUIRED
Real schedules kill real campaigns. Thavernia doesn't. Your Game Master is there at 2am on a Tuesday or on a Sunday with friends. Play when the story calls, not when calendars align.
SPEAKS YOUR LANGUAGE
Full immersion in English, Turkish, German, Italian, French, and Spanish. The world greets you in your own tongue; more languages arriving each season.
YOUR LEGEND, KEPT
In years to come, you'll remember the night you made the wrong call in Stonegate. How it rippled. How it ended. Thavernia keeps those stories the way old books keep marginalia: everything you wrote is still there.
“Your legend doesn't end when the session does. Neither does the world.”
CONCEPT ART GALLERY
CLICK TO VIEW FULLSCREEN








Patch Notes
Always getting better
Thavernia grows almost every week. The latest updates:
- v2.9
The Free Trial Goes From 3 Turns to 20
NewSeptember 20, 2026- A free account's Game Master allowance goes from 3 turns to 20: three turns was not enough to finish a single scene, twenty is enough to play an adventure through
- Anyone who had already spent their three turns is unblocked automatically; nothing to restart, you carry on where you stopped
- The no-account trial stays at three turns; the real allowance begins when you make an account
- v2.8
The World Opens
September 7, 2026- The world is open: Velthara's fifteen cities, twenty-four roads and five regions are now a map you can walk; touch the parchment on the desk and wander its cities, districts and buildings
- Real people live in those cities: knock on a door, talk to the innkeeper, ask a shopkeeper; the ones you speak to remember you, and what gets said finds its way into the city's gossip
- Travel from city to city: pick your route, sleep or eat at the stops along the way, and see every cost before you set out; the road runs in real time and your portrait walks it on the map
- Things happen on the road: bandits, a storm, a passing caravan; when something blocks your way you either pay it off or settle it in a one-session adventure
- A halt on the road: make camp wherever you like and your journey clock stops, then carry on or turn back to the last town you passed
- The caravan fire: call the friends who are in your city onto the road, set out together and talk in the caravan chat the whole way; your companions speak up around that fire too
- Businesses belong to their city now: open the same trade in several cities, and every shop keeps its own till, its own orders, its own upgrades and its own shelf price
- Every city works in its own way: Kelmirin's fisher cures willow-smoked lake carp, Serazad's dries cistern eel; Drathar's smith hammers chain-gate armour, Morvael's an icebreaker axe
- The inn board is split city by city: every inn posts its own notice for the night, so you never see the same job in two cities
- You choose your hero's starting city while you create them; under each one sits a short line telling you what kind of place it is
- v2.7
Two Ways to War
September 5, 2026- Narrative Mode is here: pick your combat style when creating an adventure; in Narrative there is no map, fights flow purely through the story, you write your own actions and battle scenes are painted again
- The host can switch the style from the room too: tap the map icon up top; the choice is only made outside a fight
- Creativity now pays: bold moves that use the scene and its surroundings earn advantage from the referee; the same trick never pays twice, foes adapt
- The custom action moved up front: the free-text box now sits at the top of the action panel; tap a named obstacle on the map and your sentence starts with it
- The story reshapes the battlefield: burning oil turns ground rough, cleared rubble opens a path; what the tale describes lands on the map
- In a narrative fight your companion asks in words: they propose their move as a sentence, and on your approval that sentence becomes their action




