a fantasy roleplaying game
releasing September 22nd
Welcome to Verdict!
Verdict is a multiplayer, online roleplaying game, where players level up through writing with others. Think forum roleplay or GTA/DarkRP with a pixel art, top-down game attached. The world is populated with other players just like you, creating stories with their own characters and contributing to a global plot on a daily basis.
About Verdict
Writing Based
Verdict requires you to write roleplay to progress your level and stats, meaning that all characters are unique and original to their player.
RPG Systems
We combine the traditions of roleplay with the stat and combat systems of an RPG, meaning that conflict can be resolved mechanically.
Verdict aims to be as atmospheric as possible. We use a range of weather effects, a day-night cycle, and seasons to make the game feel immersive.
Arrest wanted criminals to raise your reputation with the Court of Chains. Alternatively, be a criminal yourself and gain special abilities!
About Galvia
One of the largest cities in the world, Galvia sits atop the continent of Astraea, known for its deep connection to starlight and the night sky. Long ago, when it was first created, six prominent individuals came about and forged the famous six Courts of Galvia. Together, they raised an unfathomable civilization that's stood the test of over a thousand years of wear and use. Even still, it stands strong... ... However, not all is well. Something dark lurks beneath the city grounds. The inky murk of hundreds of years of ruins beneath Galvia wishes to creep ever higher, crawling through tunnels to break through to the surface. We arrive just in time to watch this conflict reach its peak.
The Courts of Galvia

Galvia is home to six Courts, each of which takes up a significant portion of both the city's political landscape and territory. They have individual functions and responsibilities, and with the lack of any single Court, Galvia would surely fall to ruin in short order. Click the above icons to see more information about a given Court and its associated classes.
The Court of Mirrors, otherwise known as the Gentry, is responsible for many bureaucratic tasks in Galvia. Though they're often labeled nobles, the Court of Mirrors' power is only diplomatic: many of their members, who join of their own volition, dedicate themselves to dictating law. Together, they vote to pass or refute mandates applied to the city at large. Others prefer a simpler, less political landscape, and turn instead to heraldry or merchantry. These groups are no less influential, however, and still have a firm grasp on the spread of both commerce and propaganda through Galvia.
The Court of Chains, otherwise known as the Constabulary, is responsible for keeping the peace in Galvia. While in years past they've acted with an iron grip indeed, a more modern Court of Chains behaves more as a police force. They reinforce the laws enacted by the Court of Mirrors, preventing theft and other crime on a grand scale. Even so, some prefer a more interesting life than that of an officer. Many pursue on-going investigations instead, becoming detectives and using their unique skillset to hunt down criminals who've made a successful escape.
The Court of Eyes, otherwise known as the Arcanum, is responsible for progress in Galvia. Where the other Courts are most frequently associated with keeping Galvia steady, the Court of Eyes is only capable of looking to the future. They're most prominently known for teaching the next generation in their sprawling academy, but... ... Alongside their honorable teachers lies a competitive landscape of scholars and archaists, each battling to be the next to discover some fascinating invention that puts the city a hundred years ahead in technological prowess.
The Court of Feathers, otherwise known as the Ward, is responsible for healing Galvia's wounds of both physique and spirit. Many believe the Court of Feathers to be solely useful for their medical trade... and while that's certainly a facet of theirs, it pales in comparison to their full roster of talents. Not only are they trained doctors, but also practiced priests. They're divided in half, between those who tend to the draconic shrines around the city and those who tend to the Reflecting Well at its center. Together, they uphold Galvia's piety and faith.
The Court of Flames, otherwise known as the Artificery, is responsible for crafting Galvia's weaponry and buildings. Lying just beneath the surface of the city, the Court of Flames forges all that a citizen might ever need or use. Vast factories churn out armor, food, resources and more, ensuring there's never a shortage of material for the other Courts. Additionally, the Court of Flames is the last bastion against the ruins. Should the Abyss ever crawl up beyond the Court of Briars, they alone stand as its final obstacle. They're entrusted with this as the hardiest of Galvia.
The Court of Briars, otherwise known as the Foundry, is responsible for holding back the Abyss as it creeps ever higher. Originally, the Court of Briars was the last of the six to form, some decades later when the Abyss became a recognizable threat. They established themselves as the skilled huntsmen of the ruins... But it's true that they've taken on a stigma for as much, too. The ruins warp all who venture down... even those with Galvia's best in mind. None can be sure if this is truly "warp" or merely speculation, of course, but that doesn't stop the city from wondering.
The Races of Galvia

Many races call Galvia home. We've divided them up into a total of 8 categories. Click above to see details about each!
The Humans of Verdict are the industry standard for races. While they're largely similar between all the continents, we still make a distinction between each due to the slight differences in traits between, say, a hardy human of Kal Azul's desert sun, and a exploration-driven human of Sarea's untamed wilds. Generally speaking, what most human races have in common is their ingenuity. Few take this as far as the Galvian sort do, utilizing their natural flexibility with crafting and technology to push their city to its absolute limit.
The Wildkin of Verdict are widely varied in nature and type. Realistically, they're divided into as many groups as there are classifications of animal, but practically speaking, Galvia is home to eight of the largest categories. Though they're often considered bestial, there's no evidence to suggest Wildkin are any less intelligent than humans. In fact, many types have proven to be better at specialized tasks. Avian Wildkin, for instance, are uniquely capable of flight, while Cat Wildkin excel in low-light conditions.
The Sylvans of Verdict originate from the Sylvan Dream. They're often those who were displaced by the Faewild, such as the shapeshifting Anima torn from their lands by the High Faerlan. They found a new home with Sylva, who, despite her endless slumber, still welcomes them with open arms. The same can be said for Faerla and Hedera, who, despite their similar origins with the Fae, have managed to take root in Rhyst and begin anew without their extraplanar connections thanks to the Greater Spirit's aid.
The Azulans of Verdict hail from Kal Azul, a distant continent long bombarded with the demonic forces of the Void. As of late, the strongest of these demons have been stemmed, and therefore the Azulans are free to roam other lands. They come in three variants, each originally serving a different role in their homeland. There are the Spirited, who fired over the great walls with magical artillery like no other; the Deft, who leapt from the walls and cut apart the enemy; and the Stalwart, who held the front line at all costs.
The Draconians of Verdict come in four varieties, with each representing one of the natural elements (and therefore one of the four Dragons). Despite their origins as the first humans created by each Dragon, they don't hold any particular divinity or holiness. What they do hold, however, is a wealth of prowess with their given element. You'll rarely find a wind mage better in the skies than a wind Draconian, especially given the fact that they're able to summon wings and other draconic features on a whim.
The Celestials of Verdict are rare indeed, trumped in minority only by the Starchildren. They're the races of Eden and Nevanerro respectively, heralding the power of Limbo and the power of Sheol simply by existing. As they grow in power, their connection becomes more intense. Unfortunately, it's difficult to find a Celestial who's open about their status, given the likelihood of combat breaking out the moment they run into their opposite. Seraphim and Nephilim are fated to cross blades across all of history, if only for the sake of their patrons...
The Automata of Verdict are the races which originate from other races' hands. While most reproduce naturally, some have to be forged, crafted or otherwise created. They still, of course, have souls as any race must, but lack much of the warmth associated with a traditional human or otherwise. That being said, they're by no means necessarily mechanical. In fact, few are truly metal machines: most are golems of various descriptions, either of a flesh sort or in a more literal sense. Empyrean of old, for instance, are often carved from runic stone and ore.
The Starchildren of Verdict are uniquely rare, seen only in Galvia and even then, their presence is a surprising sight indeed. They're composed of races that originate from the Astral Sea, calling no single plane their own home. They consist of, as of the current moment... Shades, who've become a race of slime-like creatures after millennia of roaming the endless stars, and the Starborne. Starborne are especially specific to Galvia, as they're born of multiple generations of extended contact with the Reflecting Well.
The Magic of Galvia

Galvia holds four distinct schools of magic, each with their own nuance and function in the city and the continent at large. Click above to see more details on a given school.
Elemental magic is balance incarnate. Drawing from the natural magics of the world around them, elemental mages make use of fire, earth, water, wind, light, and/or shadow to facilitate their spells. Though the four elements lack specialization, they make up for it with raw power. Simple is often superior when it comes to mortal combat, after all. Among most, elemental magic is considered traditional. Even rural villages with few mages have usually caught glimpses of a tornado where it doesn't belong, a hill raised in an instant, or lakes parted with ease. This, of course, only makes your competition all the grander: can you compete with the time-honored magic of Rhyst?
Weaving magic requires unimaginable skill. Though many are content to meddle with an element or two, some seek greater extents of talent. Weavers take the traditional four elements and bend them into more complicated shapes: magma arises from fire and earth, ice from water and wind... a weaver's imagination is their only true limit. Many consider weaving to be the pinnacle of magical prowess, as a masterful weaver is never without the proper resources for a fight. It's the ideal balance of power and efficiency, wasting little mana in comparison to sorcerous or primordial magic.
Sorcerous magic breaks all boundaries. Most known magic exists within limits. The elements are obvious: they're all around you, and though a weaver might blend them together to create something new, the end product rarely tests your imagination. Sorcery breaks these bonds and explores new possibilities, even if it also brings on additional challenges. Sorcery is contentious and less prevalent than simpler forms of magic, as it often functions in ways many are uncomfortable with. Of those catalogued, its uses can range from manipulating one's dreamscape, to invoking incantations of blood, to even communicating psychically.
Primordial magic calls from a time forgotten. On the spectrum of rarity amongst types of magic, primordial ranks lowest by far. Few even know its name, let alone how to make use of it... and even those that do learn are likely to never become true masters. It's singularly the most inefficient magic, yet also the most unruly and powerful. With its use, a caster can invoke time and space, manipulating the very foundation of the world to their will. A skilled user can reach deeper, too, to grab at the stars in the night sky-... or deeper still, to the bleak, inky-black darkness that lies between, ever lurking...