A campaign that becomes yours

Live with what your party changes.

Follow authored missions, pursue your own goals and build a long history of achievements, setbacks and consequences.

Returning adventurers receive a welcome at a lived-in home overlooking a thriving town

What this means for your play

Choices with practical meaning.

The campaign supplies direction without replacing your freedom. Your party’s choices become its own version of a world that continues to remember.

A long-form journey

VERIDIAN is designed for roughly two years of sustained play, with room for professional, social and worldly growth between levels.

Direction without a single prescribed solution

Authored adventures provide structure. Your party can investigate, prepare and solve problems through legitimate approaches of its own.

Failure creates another path

Lost trust, time, resources or opportunity remains part of the result. The game continues from that state instead of rewriting success into it.

History reaches the world around you

People, ownership, discoveries and civic changes can give later choices a context that only your party’s journey created.

In depth

How it works.

Read the part that interests you. Each capability connects to your party and the continuing world.

History becomes part of the game.

  • VERIDIAN records what your party actually does.
  • People can remember previous encounters.
  • Factions can remember previous choices.
  • Settlements can change.
  • Relationships can develop or deteriorate.
  • Property can change hands.
  • Discoveries can alter what becomes possible.
  • Political conditions can change.
  • Reputations can grow.
  • Enemies can persist.
  • Allies can return.
  • Consequences can survive long after the original event.

The campaign is not reset every time a new adventure starts. You are building a history.

Built for a long campaign, not a short generated adventure.

VERIDIAN is designed around roughly two years of sustained play and progression.

  • The world has time to become familiar.
  • Characters have time to grow.
  • NPC relationships have time to become meaningful.
  • Settlements have time to change.
  • Property has time to develop.
  • Professions have time to matter.
  • Political decisions have time to create consequences.

Recurring allies and enemies have time to become part of your story. Progression is deliberately much larger than simply racing through levels.

Authored adventures with room to think.

VERIDIAN's campaign contains authored missions designed to give the world structure, major events and long-term direction.

  • Missions can contain:
  • Travel.
  • Clues.
  • Investigation.
  • Multiple approaches.
  • Skill checks.
  • Hazards.
  • Puzzles.
  • Combat.
  • Non-combat alternatives.
  • Named NPCs.
  • Hidden motives.
  • Secrets.
  • Rewards.
  • Faction consequences.
  • Civic consequences.
  • Permanent world changes.
  • Future hooks.
  • Reusable canon.

A mission can give your party a problem without dictating every decision used to solve it.

The campaign gives you direction. The world gives you freedom.

VERIDIAN is not limited to moving from mission marker to mission marker.

  • The party can travel.
  • Explore.
  • Investigate.
  • Trade.
  • Work.
  • Build relationships.
  • Visit settlements.
  • Pursue professions.
  • Manage property.
  • Seek resources.
  • Craft.
  • Search for knowledge.
  • Follow rumours.
  • Discover locations.
  • Interact with factions.
  • Resolve personal objectives.
  • Prepare for future adventures.
  • The authored campaign forms the backbone.
  • The persistent world exists around it.

What your party changes stays changed.

Permanent change is one of VERIDIAN's core principles. If the party changes a settlement, that change can persist.

  • If an NPC dies, that matters.
  • If a faction gains power, that matters.
  • If property changes ownership, that matters.
  • If a character earns a reputation, that matters.

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.

Failure creates another version of the story.

VERIDIAN is not built around the assumption that the party always produces the ideal result.

  • Failure can change:
  • Relationships.
  • Resources.
  • Reputation.
  • Faction standing.
  • Property.
  • Future opportunities.
  • Character condition.
  • Settlements.
  • Later missions.
  • The campaign continues through consequences.
  • The objective is not to erase failure.

The objective is to let failure become part of the party's history.

Your campaign becomes its own canon.

The longer you play, the more world state belongs specifically to your campaign.

  • Who lived.
  • Who died.
  • Who became an ally.
  • Who became an enemy.
  • What your characters own.
  • What settlements changed.
  • Which factions gained influence.
  • What your party discovered.
  • What remained hidden.
  • What promises were made.
  • What professions developed.
  • What properties were built.
  • What adventures succeeded.
  • What adventures failed.

That history becomes the context for what happens next.

Your characters change the world, and the world changes your characters.

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.

  • Characters gain:
  • Experience.
  • Knowledge.
  • Equipment.
  • Relationships.
  • Professions.
  • Property.
  • Reputation.
  • Enemies.
  • Allies.
  • History.
  • At the same time:
  • Settlements change.
  • NPCs remember.
  • Factions react.
  • Property changes.
  • Politics shifts.
  • Opportunities open.
  • Opportunities disappear.
  • Consequences accumulate.

A concrete example

Returning means meeting your own past.

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.

A party surveys roads, forests, ruins and distant settlements across a vast river valley
VERIDIAN world illustration: A party surveys roads, forests, ruins and distant settlements across a vast river valley.
Returning adventurers receive a welcome at a lived-in home overlooking a thriving town

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Your party.
Your world. Your history.

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