A dwarf veteran of the city guard, now a Paladin serving as the Guild's chief enforcer. He believes order and law are the bedrock of civilization and uses his Guild-Arcanum granted holy smites to protect the city from magical threats, both internal and external.
About this World
A vibrant fantasy realm of bustling cosmopolitan trade cities, sprawling agrarian countryside, and deep, ancient forests. Every classic DnD class and fantasy race is organized into powerful, city-based guilds that regulate trade, knowledge, and influence.
World History
Forged from the ashes of the Elder Wars, Guildrealm was founded on the principle of structured harmony. The great Class Guilds and Racial Clans signed the Charter of Guilds, establishing the cosmopolitan capitals as neutral grounds for commerce and diplomacy, while the wilds beyond remain untamed and mysterious.
Factions
The Arcanists' Guild of Aethelburg
Guild-ArcanumThe premier magical organization in the cosmopolitan capital, Aethelburg. It oversees all Guild-Arcanum study for Wizards, Sorcerers, and other arcane practitioners, regulating the city's leyline taps and licensing spellcraft. Its members are scholars and enforcers, torn between academic freedom and maintaining public order.
The Emerald Wardens
Guild-ArcanumA reclusive order of Druids, Rangers, and some primal Sorcerers based in the deep Gnarlwood Forest. They practice a wild, untamed version of the Guild-Arcanum, eschewing city codification to draw power directly from ancient forest leylines and natural spirits. They view the cities' growth as a blight upon the world.
Playable Characters
Click any character to view their full profile and attacks.
Borin Ironfist
Background
Personality Traits
Elara Vance
Background
A human High Elf-blooded Sorceress who rose swiftly through the Arcanists' Guild ranks due to her raw talent, but chafes under its rigid bureaucracy. She secretly experiments with blending urban and natural leyline energies, a practice frowned upon by both her guild and the Wardens.
Personality Traits
Kaelen Moonshadow
Background
A non-binary Wood Elf who left the Emerald Wardens, disillusioned by their isolationism. Now a rogue spell-blade in Aethelburg, they use a unique, self-taught blend of Guild-Arcanum and stealth, acting as a freelance agent for those caught between the city and the wilds.
Personality Traits
Silas Greymane
Background
An elderly Halfling and former Guild Archivist, now retired to a countryside village. He possesses forbidden knowledge of Guild-Arcanum's founding, knowing it was originally a pact between ancient city mages and forest spirits that has since been corrupted by both sides.
Personality Traits
Thorn
Background
A Firbolg Druid and a senior Warden. He is a fierce protector of the Gnarlwood, viewing all city-dwellers with deep suspicion. He advocates for more aggressive actions to push back urban expansion, believing compromise is a slow death for the wild.
Personality Traits
Power Systems
Guild-Arcanum
A codified system of magical study and practice regulated by the various class guilds, drawing power from the world's leylines and the user's personal essence. Mastery unlocks techniques that blend classic spellcraft with the guild's unique traditions.
Attacks
Sheathes the user's weapon in raw magical energy for a powerful strike.
A bolt of pure arcane force is launched from the caster's hand.
A weapon strike superheated by divine or elemental magic.
A beam of freezing cold energy that chills the air as it flies.
Coats a blade or claw with a potent, fast-acting toxin.
A touch charged with crackling electricity that can paralyze muscles.
A dart of cursed energy that causes deep, bleeding wounds.
A wave of thunderous force that can stun and disorient foes.
A lash of controlled fire that extends to strike distant enemies.
Launches a spray of sharp, magically-formed ice crystals.
Conjures a floating orb that emits a poisonous miasma.
A bolt of lightning that arcs to strike multiple nearby targets.
Empowers natural weapons or summoned claws to tear viciously.
Channels force into a punch or weapon strike to daze the opponent.
Channels fiery energy into a single, crushing unarmed strike.
Fires a massive, spear-like shard of enchanted ice.
Ejects a stream of acid that eats through armor and flesh.
Hurls a javelin wreathed in a localized thunderstorm.
Vines or spectral thorns wrap and dig into a grappled foe.
A blunt impact that releases a concussive wave of sound.
Surrounds the user in intense heat, burning those who come close.
A touch that flash-freezes a limb or section of an enemy.
A necrotic touch that induces sickness and systemic poisoning.
Fires a rapid succession of small, shocking energy darts.
A precise, magic-guided strike that severs vital capillaries.
A mental pulse converted into a stunning physical force.
A wide, fiery arc with a polearm or greatsword.
A seeking missile of cold that saps warmth and mobility.
Hurls a ball of condensed rot and decay.
A palm strike that detonates with the sound of thunder.