A long-form journey
VERIDIAN is designed for roughly two years of sustained play, with room for professional, social and worldly growth between levels.
A campaign that becomes yours
Follow authored missions, pursue your own goals and build a long history of achievements, setbacks and consequences.

What this means for your play
The campaign supplies direction without replacing your freedom. Your party’s choices become its own version of a world that continues to remember.
VERIDIAN is designed for roughly two years of sustained play, with room for professional, social and worldly growth between levels.
Authored adventures provide structure. Your party can investigate, prepare and solve problems through legitimate approaches of its own.
Lost trust, time, resources or opportunity remains part of the result. The game continues from that state instead of rewriting success into it.
People, ownership, discoveries and civic changes can give later choices a context that only your party’s journey created.
In depth
Read the part that interests you. Each capability connects to your party and the continuing world.
The campaign is not reset every time a new adventure starts. You are building a history.
VERIDIAN is designed around roughly two years of sustained play and progression.
Recurring allies and enemies have time to become part of your story. Progression is deliberately much larger than simply racing through levels.
VERIDIAN's campaign contains authored missions designed to give the world structure, major events and long-term direction.
A mission can give your party a problem without dictating every decision used to solve it.
VERIDIAN is not limited to moving from mission marker to mission marker.
Permanent change is one of VERIDIAN's core principles. If the party changes a settlement, that change can persist.
If the party fails to discover something, that can matter. If a relationship breaks, that can matter. The game does not need to force every campaign back toward one identical world.
VERIDIAN is not built around the assumption that the party always produces the ideal result.
The objective is to let failure become part of the party's history.
The longer you play, the more world state belongs specifically to your campaign.
That history becomes the context for what happens next.
VERIDIAN is designed around both sides of that relationship. The party develops because of what happens in the world. The world develops because of what the party does.
A concrete example
An illustrative situation: your party returns to a town after a long absence. A relationship, investment or unresolved obligation can now matter in a different way. What you find is connected to the history you left there, not a fresh version of the town invented for the next conversation.

Keep exploring
A discovery, relationship or capability can create new choices elsewhere in the game.

A living civilisation
Explore villages, towns, cities and districts with services, residents, infrastructure and changing conditions.
Read the full guide →
Game first. Guidance throughout.
Experience over 2,400 specialist world-content generators through guided play and narration that respects recorded outcomes.
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