Rune Chamber
A TalesMUD Server

Veilspan

Chapter I — Gloomfen Depths

“Awaken. Emerge. Descend.”

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I

The World of Aethermoor

Aethermoor is a world scarred by ancient technomancy and fractured by the ambitions of three great factions. Beneath its meadows and mountains lie the remnants of the Architects — beings who came from beyond the Veil, terraformed this world, and vanished into the space between realities millennia ago.

Players awaken on a cold stone slab in forgotten catacombs, with no memory of who they are or how they arrived. A faint hum of ancient machinery echoes through the dark. Runes pulse with dying light. Something stirs in the depths below.

The only way is up — through crumbling corridors, past things that skitter in the dark, and into the blinding light of a world you do not remember. But Aethermoor remembers you. Or rather, what you were made to be.

Awakening Chamber
R0001 — Awakening Chamber
Exit Stairwell
R0006 — Exit Stairwell
II

Your Journey Awaits

Catacombs Zone 00 The Catacombs Level 1–5

Awaken with no memory on a cold stone slab

Meadows Zone 01 Meadow Emergence Level 5–12

Step into sunlight for the first time

Oldtown Zone 02 Oldtown Level 10–18

The neutral city hub where factions converge

Gloomfen Zone 03+ Gloomfen & Beyond Level 15–50

Descend into the depths beneath the mire

III

The Three Factions

⟨⚔⟩

The Iron Pact

Capital: Kazgrath

A mountain fortress of dark stone and iron, forged by an alliance of dwarves and orcs. The Great Forge burns day and night. Honor is earned through strength, and the ancient roads they carved still lead to the heart of the world.

> Dwarves & Orcs
⟨✶⟩

The Silver Dawn

Capital: Aelindor

A breathtaking circular elven city built around the Starspire Tower. Three concentric rings of living wood and crystalline bridges. The oldest faction, keepers of nature magic and the ley lines that hum beneath every forest.

> Elves & Allies
⟨⚙⟩

Cogwright Collective

Capital: Veridane

A U-shaped industrial city of steam, brass, and invention. Constructs and golems serve as citizens. The youngest faction, rising fast — they study ancient technomancy without knowing its true origin.

> Constructs & Technomancers
IV

Chapter I: Gloomfen Depths

// You awaken with no memory. No name. No past. // Something ancient placed you here. Something that // needs you to remember.   ACT I — EMERGENCE Escape the Catacombs. Emerge into sunlit meadows. Discover Oldtown — a hub where three factions compete for dominance over a world they don't fully understand.   ACT II — DIVERGENCE Three paths lead from Oldtown. West to the dark Ashenveil Woods and the Iron Pact's mountain fortress. East through Silverbrook Vale to the elven city of Aelindor. South through the Gloomfen to the Cogwright Collective's industrial capital.   ACT III — REVELATION The three endgame dungeons reveal the truth: > The Sundered Vault: The Architects built this world. > The Veilstorm Reaches: You came from beyond the Veil. > The Iron Maw: The Architects are returning.   ACT IV — DESCENT > Beneath Gloomfen lies the Gateway. > Something is pushing through. > The factions must unite — or fall.   You were made for this. You are the lock on a door that was never meant to open again.
> 20 zones spanning Levels 1–50 > 3 faction capitals with 60–75 rooms each > 3 endgame dungeons revealing the Architect mystery > 1 final raid beneath Gloomfen Depths > ~622 rooms across all zones   > 3 factions to align with (or betray) > Contested PvP zones at Thornfield Highlands > Player origin mystery woven through every zone
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veilspan — telnet session