The TempleA persistent 5e world
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Solo-first 5e role-playing · Public alpha

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Solo 5e.
A world that remembers.

Temple: Shadow Exodus is a 5e OGL/SRD-compatible campaign run by a source-grounded AI. Play alone—or bring a group around one shared session—in a fixed world that keeps the consequences.

Rules
5e OGL / SRD
Play
Solo · shared table
Campaign
Persistent

What this actually is

An AI role-playing game
with a memory and a spine.

Most AI adventures can produce a vivid paragraph. The harder problem is sustaining a fair game: remembering what happened, refusing impossible shortcuts, preserving a world outside the player, and making consequences matter. The Temple is built around that harder problem.

01

A real solo campaign

No group schedule. No human game master required.

Create a 5e character, enter a scene, make choices, roll checks, fight, investigate, recover, and continue later. The AI facilitates the table; you play the character.

02

A coherent AI

No flattering oracle that agrees with every declaration.

It works from frozen public lore and explicit rules, separates intention from outcome, and should say UNKNOWN when the source cannot support an answer.

03

A fixed world

No setting that changes its past to rescue the next reply.

The Temple has prior history, institutions, conflicts, metaphysics, and named facts. Scenes can surprise you; established canon does not bend merely because you ask.

04

Persistent state

No disposable adventure that forgets what mattered.

Confirmed characters, inventory, rolls, events, and consequences belong to your private campaign SESSION and can survive a return visit or an export.

Co-op means shared-table play: two or more people can make decisions together through one campaign conversation. The public alpha does not claim simultaneous multi-account multiplayer.

The play loop

Choose. Test.
Live with it.

You describe what your character attempts. The facilitator checks the world and rules, calls for a 5e roll when the outcome is uncertain, resolves the result, and records durable consequences only when the runtime confirms them.

You can investigate a murder, bargain with a guild, cross a hostile district, descend into a dungeon, confront a lich, petition a court, or anger a god. The world is authored enough to resist you and generative enough to answer what you try.

Read the complete play guide

One world · Six historical cameras

The present has
a century behind it.

Each date opens a lived world rather than sealing a decade into a box. The atlas shows what has changed, what is visible in the street, and where a character can enter.

  1. 1906Age of Awe

    Medicine, rail, and power make old impossibilities ordinary.

  2. 1916Age of Anima

    The First Anima War takes hold of the modern world.

  3. 1926Age of Ashglass

    Post-war comfort runs on mature steam, Anima, and Ashglass.

  4. 1936Age of Animosity

    Desks, ledgers, and machines begin deciding who may pass.

  5. 1941Age of Anima 2

    Occupation turns streets, courts, and worksites into controlled ground.

  6. 1946Age of Animals

    Return begins inside a damaged city.

Read the six Ages

One civic morning

A city no one
is allowed to own.

A closed route is never just background scenery. It can delay a clinic, empty a market stall, strand a worker, and bring a named failure before the Open Furnace.

Mortar posts the work and cost. Sword keeps the hearing safe. Quill preserves incompatible accounts. A Guild answers for its own craft. The route reopens only when someone does the work.

Concept art establishes tone, not literal geography.

Enter the world

The campaign / Shadow Exodus

The notices say restoration.
The streets say otherwise.

The Temple has been seized. The new authority calls it a return to order. Residents are displaced, labour is requisitioned, and Couriers begin using routes the official maps refuse to acknowledge.

You enter before the story supplies a verdict. Decide which account to trust, which person to follow, and what your character is prepared to risk.

Read the opening premise

A quieter promise

The Temple keeps
something from you.

A deeper authored layer exists inside the campaign. This site will not name its destination or publish the route.

You may ignore it and still play a complete 5e campaign. Discovery belongs to play.

Begin without a map

Why the project exists

It began with a
game-master problem.

In a shared West Marches campaign, the strongest characters—and even other game masters—could casually become sovereign: kill a civic figure, rewrite a city, or treat continuity as personal property. The Temple was designed to survive that pressure.

01 / Power

No final owner

No player, facilitator, faction, or interpreter gains automatic sovereignty merely by being strongest or loudest.

02 / Memory

Provenance matters

Public canon, editorial interpretation, and private campaign events are kept distinct so disagreement can be located.

03 / Appeal

Decisions can answer back

The project makes correction, revision, export, and visible uncertainty part of the architecture.

Read the real project
StatusAlpha operational
PUBLIC records256
SOURCEFrozen public release
SESSIONStable ABI
Verified14 August 2026 UTC
Inspect status →

The world is already in motion

Make a character.
Enter the first scene.

Begin a persistent solo campaign, gather a party around one session, or read the visible world before you cross the threshold.