DEITIES & DEMIGODS

Seven heroes. One shard. Every god that was ever feared.
What the Shard Remembers
There is an object.

It has had several names. The people who found it — a shepherd, a sailor, a woman burying her husband — gave it names the way people give names to things they cannot explain: carefully, with a kind of reverence that is indistinguishable from fear.

Each time a new campaign begins, the object has a different name. Each time, the gods react differently to its appearance. Each time, the heroes are different, and their reasons are different, and what they lose along the way is different.

But there is always an object. And there is always a god, at the end, who has decided that what they want matters more than what everyone else needs.

And there are always heroes who disagree.

Enter your keys. Let the story begin. It will not be the same story twice.
Gemini Key DM
Groq Key PC
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PCs
NPCs
Log
Rules

HOW IT WORKS

Gemini 2.0 Flash is your DM — narrates in Neil Gaiman style, controls all NPCs, enforces D&D 5e + DDG rules.

Groq llama-3.3-70b is each PC agent — acts strictly by alignment and personality.

You control one PC per turn — the one the story determines is most relevant. Choose from 5 options.

ALIGNMENT RULES

Lawful Good: Cannot deceive, betray, or harm innocents.
Chaotic Evil: Always acts in self-interest first.
Neutral: Weighs cost vs. benefit each turn.
Ancient enmities override all alliances.

MULTIVERSE SHARD

3 charges. Summon any Hero/Demigod once. They act on their own alignment, not your orders. Gone when their purpose ends.

Source: TSR #2013 Deities & Demigods (1980)

Awaiting the gods...
Gem | Groq