New adventurers welcome: Try 4 weeks for $7. Find the Right Club
Tower of Worlds

Step inside the Tower of Worlds.

The Tower of Worlds is the story home of Guild of Imagination. Kids join small guided parties, meet unforgettable characters, collect badges, and return to a world that keeps growing.
A magical story world kids can return to
Guided by trained Guild Masters
Shared stories, badges, and party play
Your guide

Meet Beau

Beau helps new Guildmembers find their way into the Tower, usually with excellent directions and only a small amount of snack-related confusion.
Wiggling Wizard
Quest Café
Library
Sky Hangar
Tower Cutaway

The Tower is part clubhouse, part story engine, part magical nonsense machine.

Each floor gives kids a place to imagine, plan, create, and return to. The more they play, the more the Tower starts to feel like a world that remembers them.
Open doors. Warm tavern. Strange floors above.
Choose a floor

Where should the Spellevator stop first?

A few favorite stops from Beau’s tour of the Tower.
1

The Wiggling Wizard

A tavern, a common hall, and the usual first stop for new Guildmembers.
2

Quest Café

A cozy map den for planning, snacks, warm chairs, and big ideas.
3

The Library

A stacked-book wonderland for lore, riddles, research, and secret facts.
4

Thingamabob Workshop

Wild inventions, spinning gears, bright sparks, and the occasional heroic clang.
5-6

Creatures and Gardens

Fluffatrons, vines, swimming holes, rare plants, and more than one very relaxed turtle.
7

The Jammery

A music floor with balconies, bright lights, bold sounds, and excellent rhythm.
8

Sleepaway Tree

A suspended village of treehouses, hammocks, tents, nests, and rope bridges.
9

Sky Hangar

Home of the Sky Schooner, flying mounts, and the best takeoff view in the Tower.
10+

Story Floors

Live adventures, creative writing, art, VR worlds, and one invisible floor we politely do not discuss.
Parent lens
The Tower gives kids a shared place to return to. That makes each club session feel connected, guided, and easier to talk about afterward.
The Tower Cast

A living world needs familiar faces.

The Tower is full of guides, helpers, librarians, dragons, inventors, and delightful troublemakers. Kids can meet them in stories, clubs, badges, and future Codex pages.
Guide, pilot, snack detective
Start with Beau

Beau knows the way in.

Beau helps new Guildmembers find their way into the Tower. They know many useful spells, most of the important directions, and exactly where snacks tend to disappear.
The Regulars

The Tower remembers who you meet.

Recurring characters make each adventure feel connected to something bigger.

Big G

Gentle gold dragon bartender of The Wiggling Wizard.

Deloris

Spellevator operator and keeper of warm snickerdoodles.

Ellabee

Silver dragonborn librarian with books, spectacles, and very specific directions.

Wanda

Workshop overseer, big-energy inventor, and champion of glorious experiments.

Hubert

Polite yeti scholar and trusted operator of the Slingshot of Staggering Power.
Why it matters
For kids, familiar characters make the Tower easier to enter. For parents, they show that each club session is part of a structured, connected story world.
The Guild Codex

A map, a badge, a quest, and a little bit of Tower magic.

The Codex helps kids recognize places, remember discoveries, collect badges, and see how each adventure connects to a bigger world.
Codex preview

The story has receipts.

Kids can collect pieces of the world they visit, then bring those stories back into their next adventure.
Map

Find your place

The Tower feels bigger when kids can point to where the story happened.
Badge

Mark the moment

Badges help kids remember what they tried, solved, built, or discovered.
Quest

Follow a clue

Mini-quests give families a peek at the choices kids make in the Guild.
Lore

Unlock a secret

Characters, floor secrets, and strange discoveries can return later.
Parent lens
The Codex gives kids something to recognize between sessions. It turns a weekly club into a world they can talk about, revisit, and keep discovering.
Badge tracking
Quest log
Lore unlocks
From session to story

What happens in a club can echo through the Tower.

Kids join a small guided party, make choices with a Guild Master, earn story moments, and see those moments echo through the Tower over time.
How the loop works
The Tower gives each club a shared home base. That makes the adventure easier to remember, talk about, and return to next week.
Small groups
Guided choices
Tower lore
Live club moment

The party makes a choice.

A Guild Master guides the session, but the group helps decide what happens next.
01

First adventure

Your child starts with a beginner-friendly session or matched club path.
02

Weekly party

A party means the small guided group your child adventures with each week.
03

Badge moment

Helpful choices, clever plans, and brave ideas can become badges or story notes.
04

Tower echo

Characters, places, and discoveries can return in future sessions and Codex updates.
Parent lens
The magic is playful, but the structure is clear: small groups, trained Guild Masters, age-fit starts, and a world that gives each adventure a place to land.
Beau’s note

Bring curiosity. Leave room for snickerdoodles.

The Tower works best when kids begin with the right first party.
Ready to enter the Guild?

Find your child’s first door into the Tower.

We’ll help match your child with a first path that fits their age, interests, comfort level, and adventure style.
Matched to a small guided party
Beginner-friendly first steps
Guided by trained Guild Masters
A party means the small guided group of kids your child adventures with each week.