A living civilisation

Find a place in the world.

Explore villages, towns, cities and districts with services, residents, infrastructure and changing conditions.

A busy river settlement with workshops, market stalls, bridge traffic and active construction

What this means for your play

Choices with practical meaning.

A settlement connects daily life, work, trade, law and local pressure. Its history and needs can create as much meaningful play as the wilderness beyond it.

More than a quest hub

People need food, housing, services and work. Markets, workshops and institutions belong to a community rather than a list of unrelated buttons.

Different districts, different opportunities

A city can contain several places with distinct people, purposes and access. Where you go can change what you learn and whom you meet.

Help can leave a visible legacy

Protecting, repairing or investing in a place can affect its future. Neglect and damage can matter too.

Life between authored adventures

Local needs, pressures and events can become reasons to act even when you are not following the main campaign.

In depth

How it works.

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

Settlements are places to live in, not just quest hubs.

VERIDIAN's towns, cities and settlements are persistent parts of the world.

  • They can contain:
  • People.
  • Businesses.
  • Guilds.
  • Religious organisations.
  • Government.
  • Factions.
  • Property.
  • Housing.
  • Services.
  • Resources.
  • Trade.
  • Professions.
  • Local relationships.
  • Reputation.
  • Opportunities.
  • Threats.
  • History.

A settlement can become familiar because it continues to exist after your party leaves. Returning should mean returning to somewhere with history.

A city is more than one location.

Larger population centres can contain districts, institutions, organisations, services and different areas of activity.

  • Where you go inside a city matters.
  • Who controls an area matters.
  • What services are present matters.
  • What factions operate there matters.
  • What your party has previously done there matters.

The world is built to support places with internal structure rather than treating every settlement as one generic menu.

Your party can leave places different from how it found them.

  • VERIDIAN supports persistent civic consequences.
  • A settlement can be improved.
  • Damaged.
  • Restored.
  • Protected.
  • Neglected.
  • Changed politically.
  • Changed economically.
  • Changed through faction influence.
  • Changed because people live or die.
  • Changed because opportunities are created or lost.

Your party does not simply collect a reward and leave the world untouched.

The world can produce situations beyond the main campaign.

  • Events provide activity around the authored adventure structure.
  • They can create:
  • Opportunities.
  • Problems.
  • Encounters.
  • Local change.
  • Character moments.
  • Faction activity.
  • Travel complications.
  • Discoveries.
  • Consequences.

This gives VERIDIAN space to feel alive between major missions.

A concrete example

The bridge matters to everyone around it.

An illustrative situation: a damaged crossing disrupts supplies and local work. Helping restore it can connect resources, craftspeople, trade and civic relationships. Later visits can reflect those consequences, including the people who benefited or the needs that remained unresolved.

Four adventurers approach a living fortified river city with markets, trade and daily life
VERIDIAN world illustration: Four adventurers approach a living fortified river city with markets, trade and daily life.
Returning adventurers receive a welcome at a lived-in home overlooking a thriving town

Continue in VISINVOKE

Your party.
Your world. Your history.

Create a free VISINVOKE account and review VERIDIAN access in your account. Build a party whose choices leave a lasting place in the world.

Create a free VISINVOKE account