A living world that remembers you
The first city had a secret. Your family kept it.
You walk one city across three ages: ancient Sumer, the present day, and a far future. A tablet that should not exist wakes in your hands, and what you do in one age waits for you in the next.
An illustrated, playable story in your browser. Real history, real cuneiform, and choices that are written into the record and remembered by the people in it. Nothing to install.
The first 777 Founding Witnesses, the Uruk 777, will help shape how the Chronicle is remembered. Every decision they seal is inherited by the players who come after.
Recover your first sign
Something is written under the dust
Brush it away with your finger.
All of it is real, and you can read it
The adventure is invented. The world it stands on is not, and we publish the whole of it: sourced, dated, and marked where the evidence stops. No account, no paywall.
Your first ten minutes
- Wake the tablet that should not exist.
- Read your first cuneiform sign, as it was truly written.
- Make choices that are saved and remembered.
- Reach the moment the tablet speaks a name it should not know.
The Library
Everything is on one shelf
Every story and every chamber sits in one place, with the Long Record beside them and the ones still being written named plainly as coming. It is where a returning Witness lands, and where an unfinished chronicle waits.
- Every story and every chamber, gathered in one place
- Your chronicles resume at the moment you stopped on
- Browse it without an account, and it remembers you once you sign in
Four doors stand open
A story to read and shape. A campaign that carries risk. Six thousand years to walk. And a real dead language, taught one wedge at a time.
Trials of the Chosen
The Witness Returns
The storybook, and the first season of Trials of the Chosen. Twelve episodes across three ages, read like an illustrated novel and played one choice at a time. More seasons and more stories follow it.
Begin Season OneAdventure Chamber
The Descent
The first chamber. A sealed campaign down the oldest road in myth, with a deeper hold than the season's, real stakes, and pressed seals to return to when a choice goes wrong. The first act is free to walk.
Enter the first chamberThe Long Record
Six thousand years, walkable
Not a lore dump. The whole span of Sumer laid out as a walk you can take right now, seal by seal and stratum by stratum, with the real history under every claim. Free to walk. The door asks for an email and a code, so the Record remembers where you have been.
Walk the Long RecordThe learning layer
Read the oldest writing there is
Every sign in this world is a real cuneiform sign with a real reading, sourced and flagged for scholars. Learn what the wedges mean as you play, or come for the history alone and read it like a museum you can argue with.
See the history and the signsOne door needs nothing at all. The others take a minute: an email and a code, no password, and you arrive exactly where you chose.
Adventure Chambers
A solo campaign, with real dice under it
The stories are read. A chamber is walked: a sealed campaign along a road out of myth, where the world pushes back, what you carry can be taken at a threshold, and failure returns you to a seal you pressed rather than a game over. The rules are the ones a tabletop player already knows, with the arithmetic done for you and no evening to schedule. Many of the chambers are free to walk.
- A twenty-sided die, three ways it lands
- Advantage you earn in the fiction
- A clock, instead of hit points
- No dungeon master, no party
Before empires, before scripture, before history, there was Uruk.
The tablets told one version. The myths kept another. The powers the old world remembered as the Anunnaki were never as safely gone as the stories promised. Something beneath the first city is still awake, and the Chronicle has reopened.
A world already in motion
Every scene is hand-illustrated. Here is a glimpse of the places you will go.

The gate that joins the three ages.

Where the story begins.

Ancient Uruk, by lamplight.

One doorway, two ages.

Where the three ages meet.
The Long RecordThe Long Record
Recover the record of the land between the rivers
Lost tablets to brush clean, real signs to learn to read, and six thousand years of ancient Sumer walked one station at a time: its history, its myths, its geography. Free to enter with an account.
- Brush lost tablets clean and read what they have carried for millennia.
- Learn real signs and gather them into your own codex.
- Roll your own cylinder seal and write your name in clay.
- Chambers that open as the witnesses gather to unlock them.
Community playground
The concepts playground
A non-official corner where the community shares short concept clips and votes on the ones they love. Take a look, vote for your favorites, or add your own.
Visit the playground for more →777 tablets. One founding history.
Each Founding Witness receives a permanent Tablet Number. When the 777th tablet is sealed, no one else can become one of the Uruk 777.
Seven gates. Seven sages. Seven hundred seventy seven witnesses, three sevens for three ages. When the 777th tablet is sealed, the Hall closes and is never opened again.
Reservations are openBe among the first to seal a Founding Tablet.Reserve a Founding Tablet- A permanent Tablet Number that is yours alone, never reissued.
- A place in the Hall of Witnesses, kept as long as the Chronicle is read.
- Canon Decisions reserved to founders: the readings you seal are inherited by every player after you.
- Founding standing that lasts when paid tiers arrive.
I was one of the Uruk 777.
- Tablet #001 · Sealed
- Tablet #002 · Awaiting Witness
- Tablet #003 · Awaiting Witness
- Tablet #004 · Awaiting Witness
Everyone after the Uruk 777 inherits the history they seal.
The first Canon Decision
A recovered tablet survives in two readings, and the scribes cannot agree which the Chronicle should carry. The Uruk 777 will decide which reading is sealed as canon, and every player after them inherits it.
A preview of how founders shape the telling. The first reading opens when the founding cohort gathers.
Latest Scribe Dispatches
New writing, art, and fragments from the Chronicle.
Article
The oldest road down, and what we changed
An Adventure Chamber built line by line from a four thousand year old Sumerian poem. Here is exactly what we kept, what we added, and where to check us.
Article
The Joining: you do not play a character
You do not create a hero. You join a life that was lived, and wear it from the inside. Here is how it works, and how it feels.
Article
You help decide what the Chronicle remembers
Some recovered lines can be read more than one way. The founding players seal which reading the world keeps. It shapes the telling, never the rules of play.
History is not only written by kings.
It is written by those who survive long enough to tell the story.
Uruk was the first city of kings, but the tablets left gaps. Names were erased. Gates were sealed and forgotten. The Anunnaki became myth.
Now the Chronicle has reopened. The first 777 Witnesses will not merely read what was found. They will decide what is remembered.
When the last tablet is sealed, the Founding Expedition closes.
Questions
What is Chronicles of Uruk?
A living mythological storyworld where early players become Founding Witnesses and help shape the retelling of Uruk, the Anunnaki, and the future of humanity.
What are the Uruk 777?
The first 777 Founding Witnesses, whose decisions help seal the first canon of the Chronicle. When the 777th tablet is sealed, no one else can become one of them.
Is this just a chatbot?
No. Chronicles of Uruk is a crafted, server-authoritative storyworld. Your choices are real, saved, and replayed the same way every time. The technology serves the story; it is not a conversation with a model.
Do I need to know Mesopotamian history?
No. The story is built to be entered as a mystery. The deeper history is there for anyone who wants to dig.
What does it cost?
Season One is free to play, along with the real history, the timeline, and the Long Record. Many of the Adventure Chambers are free as well, and more free short stories and mini chambers are on the way. A paid membership is being evaluated as richer content arrives, but no price has been set.


















