the seal of the three planes of Verden, the world from the Guild Chronicles game

Guild Chronicles

Welcome to Verden

Guild Chronicles is set in Verden, a world in the midst of many great changes, shaped by both internal and external forces. For centuries it was a land of wonder, filled with tales of great kingdoms, magic, heroes and myths, though as countries begin to modernize, this age is coming to a close. In this uncertain period, current events and adventures will write this new chapter in history.

While much of the world is left to the imagination of the Storytellers and their Players, there are a few features of the world of Verden that are unique and constant across campaigns.

Underpinning the world of Verden are three spirit realms – the Wyld, the Umbra and the Dream. These strange realms are inhabited by otherworldly creatures that can be powerful threats or allies to the mortal Heroes of Verden. 

An illustrated map of Verden, the world of Guild Chronicles

The Wyld

The Wyld is filled with spirits of the land, animals, the elements and locals. A pristine forest glade may host an ancient tree spirit, while a wise, playful and tricky coyote spirit might claim a swath of badlands. These spirits cannot typically manifest physically into the world of Verden, instead they shape the magic and feel of a place. Many Heroes, especially Channelers, can pierce the veil between the worlds, seeing and even interacting with these strange and powerful entities. 

The Umbra

The Umbra, like the Wyld, overlaps with Verden but cannot often physically affect what occurs across the Veil. The Umbra is populated by spirits of emotions; a perpetually angry teenager might attract an anger spirit, or a dark cave that has witnessed atrocities might birth a spirit of horror or suffering. There are spirits of joy, love and trust as well, but these are more fleeting and rarer to find.

The Dream

The Dream does not typically intersect Verden the same way that the Umbra and Wyld do.  Most sapient creatures can subconsciously access the Dream while they sleep, but few paths can lead the waking there.  The Dream is a source of inspiration, passion, creativity and wonder, but also terror.  The elusive and often misunderstood Fae are native to the Dream and the most likely Dream spirits to be encountered in Verden.

Magic

The most apparent sign of Planar influence on Verden is the presence of magic. In places where this influence is strongest, the Planes bleed into Verden, creating sites suffused with their energy. It is from these places that “rivers” of magic, known as leylines, spring forth, crossing the land. Over time, spellcasters have learned how to tap into these natural sources to empower their own magic and create powerful, permanent enchantments. Verden has native magic of its own, but most of its wellsprings were exhausted long ago, leaving it confined to the legends of old.

Lyndhurst Academy

Lyndhurst Academy is the most prestigious of its type, known across the continent for shaping Verden’s best and brightest into its next generation of leaders.  Founded just over two centuries ago, the school enjoys an influential position in society thanks to its ties to the upper class and nobility of the land.  Long considered the domain of the wealthy, Lyndhurst has recently restructured itself, removing its old board of affluent shareholders.  Their ejection, as well as the abolition of the entrance exam waivers has led to the departure of many students, teachers and staff.

Location
52 Waltham Street, Lexington, Massachusetts

Email
guildchronicles@gmail.com

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