Influence and belonging

Join a world of competing interests.

Find your place among guilds, factions, civic powers and religious institutions with interests beyond your party.

Travellers and local representatives discuss a map in a guild hall

What this means for your play

Choices with practical meaning.

Organisations connect training, resources, work, culture and influence. Alignment and reputation can change opportunities without making the wider world serve your every preference.

Guilds offer a social route to growth

Training, work, connections and access can make an organisation part of a character’s professional life.

Loyalties have meaning

Helping one group can change how others see you. Institutions have priorities that do not always agree with your own.

Culture belongs to the setting

Belief, law and local customs give communities identity. Religion and civic power are part of how people live.

Influence is another way to act

Relationships and standing can create options alongside combat, magic or trade. Decisions can reach beyond the immediate mission.

In depth

How it works.

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

Organisations can become part of your characters' lives.

  • Guilds can provide:
  • Work.
  • Training.
  • Resources.
  • Connections.
  • Influence.
  • Reputation.
  • Professional identity.
  • Political power.
  • Conflicts.
  • Opportunities.

Your relationship with an organisation can affect what becomes available to your party.

The world has interests beyond your own.

  • Factions have their own objectives.
  • Supporting one group can affect another.
  • Reputation matters.
  • Relationships matter.
  • Previous decisions matter.

Political and social consequences can continue across later adventures. Factions are not simply coloured bars on a reputation screen. They are part of the world your party has to navigate.

Belief is part of the world.

Religions, temples and religious organisations can have places in settlements, politics, history, relationships and character life.

  • Faith can influence:
  • Institutions.
  • Communities.
  • Factions.
  • Culture.
  • Conflict.
  • Alliances.
  • Beliefs.
  • Knowledge.

The world treats religion as part of society rather than generic fantasy decoration.

Power exists even when your party is not in the room.

  • Settlements and regions can have politics.
  • Factions compete.
  • Organisations have influence.
  • Leaders have interests.
  • Communities have priorities.

The party can become involved with those systems, ignore them, benefit from them or suffer because of them. Political state can persist as part of the world.

A concrete example

A useful alliance is not a blank cheque.

An illustrative situation: guild support helps your party pursue a local project, but its members also care about their own work and obligations. Your choices can strengthen the relationship or create tension. Another faction may respond differently to the same decision.

A busy river settlement with workshops, market stalls, bridge traffic and active construction
VERIDIAN world illustration: A busy river settlement with workshops, market stalls, bridge traffic and active construction.
Returning adventurers receive a welcome at a lived-in home overlooking a thriving town

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Your world. Your history.

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