Authority of Verun

Verun, or in this regard, Bosei, is governed by Bajin, the Eternal Emperor. Technically Bajin never dies, as he uses clones of himself, known as Lagho in the local tongue, created in the depths of the Bosei Sanitarium. Their origin is unknown.

Lagho retain the memories of their original self, and in this regard, Bajin resurrects himself whenever he dies, either by old age or unnatural causes, and retains memories, experience and knowledge, allowing him to single-handedly dominate most of Verun, and command Bosei.

Just below the Emperor in rank are the three Grand Magi, each commanding a different jurisdiction under Bosei. The Grand Magi are unnamed, and are only known as the First, the Second, and the Third, in terms of the amount of time spent being a Grand Magus. They undergo an incomplete Marked process, that grants them eternal life but at severe consequences, such as memory and morality loss, and removal of all sense of humanity.

The First commands the military of Bosei, which is structured into four distinct armies and two naval fleets. Each army is then split into six divisions, namely Cavalry, Artillery, Infantry, Sappers, Reconnaissance and Intelligence. By far, the Bosei Infantry outnumber other service branches, with an estimated three million enlisted servicemen. Bajin considers them expendable, and uses large numbers of infantrymen to quell uprisings. The Bosei Elite guard is a battalion-sized (approximately 300 men) black ops service that serves as bodyguards, elite infantry, assassins and spies, and swear undying fealty to the Emperor, and is under the command of an unknown Magus, equivalent in rank and power to the Grand Magi. Magicians serve extensively with the military, usually as backline support, as portable artillery pieces, mobile hospitals or search teams. The Eastern Fleet, the larger of two fleets, is stationed in East Verun, to quell regional rebellions and negate threats by an extensive show of force. The Second Fleet is generally relegated to transport and reconnaissance.

The Second is in charge of the Guard, a policing force stationed mostly in Central Bosei. The Guard are in charge of guarding important locations, general prowling duties, counter-terrorism and to a lesser extent, spying. They are granted almost infinite power, and claims of abuse of power are quite commonplace. They are also allowed to detain (and torture, but not openly admited) suspects without trial.

The Third is in charge of the Priesthood, a religious service that worships and serves Bajin as their god. All other religious groups or gods are outlawed, and members executed. The Priesthood builds temples extensively with total disregard of the local populace, usually after burning down entire villages as a sacrifice to their god. Sacrifices are commonplace. The Great Temple of Bosei serves as the religious center of Bosei, with its ivory towers extending way above the Bosei skyline, visible even from the fringes of Bosei. The Great Temple has been the desired location for the casting of the Fog for the past 300 years, after the original temple in the north was sacked by the Duma.

Chapter 1 – Out of the Cauldron, into the Fire.

Chapter 1.1 


Ayun and Rukki (henceforth known as Signcraft Beakonwood), squat outside a squalid thatched hut, and wait for the search party to pass by. Naturally gifted and agile, Signcraft, trained as a Spellthief since young, is at home in the shadows. She glances at Ayun, a towering, menacing Abaddon to hide behind a nearby set pillars. Ayun stares disapprovingly, and does what she says. And they wait.

The thundering roar of galloping approaches, and a sizeable battalion of quick response troops from the Bosei Royal Guard passed by, not noticing the two Marked hiding in the shadows.

However, behind them strolled a wizened gentleman with a thick beard. A Bosei Soulsearcher, used specifically as magical artillery by the Bosei forces, and an expert tracker! He mutters under his breath, and a ball of light forms. It hovers steadily, but it slowly but surely is approaching your current hiding spot! You may not run away, as the mage would spot you and immediately trigger an alarm, and you will be arrested. You spot an old bell on a bell tower, and it would be a great choice to knock it down to have it roll onto the Soulsearcher. However, this would cause a great din, and you will need superhuman agility and strength to destroy the wooden beam holding the bell. The Soulsearcher wanders into a small avenue off the street, with many clothes drying via magical fire sources. He is distracted by some lingerie on the clotheslines.

Signcraft spots a sign:

[Emma’s Laundromagica]


[Encounter: Bosei Soulsearcher]

HP: 4

STR: 0

AGI: 0

INT: 4

Ayun mutters to Signcraft

“Hey, that old geezer looks weak, I’m sure I could pound him into the ground in seconds.”

Signcraft whispers back

“I can Silence him, but the problem is, if I were to do so, I would not be able to prevent any encountered magi casting their magic in the next few moments. He wouldn’t be able to shout for help too.”

Ayun mumbles

“Hmph. Suit yourself, weak Amor.”


For every event that occurs, the Director may give hints to what options you may do, and will not limit you to a choice.

What do you do now?

Vegetation and weather of Verun

Verun is relatively large, spanning an area equivalent to 400 kilometres squared. Each year is split into sixteen Periods, with Periods 7 to 10 being the winter season. Snow covers Northern Verun, and parts of Bosei during this time, with occasional hail and snowstorms.

In the summer season, it is relatively mild in the north, and is nearly unbearable in the south. The Great Desert of Gen encounters relatively little rainfall, with around 8 days of rain per year. Temperature fluctuates wildly between day and night, and only the toughest people could make a living there. Scattered amongst sand dunes are oases, where most of the Vajrans, the desert natives, live in. Plants are scarce, with most being different species of cacti. One of these cacti is widely used by the Vajrans, known locally as the Bag, as many Vajrans use the tough, waterproof rinds of these cacti for storage of food and water on long journeys. Many non-Vajrans tend to receive severe sunburns especially during summer Periods.

The temperate forests in the north, the home of the Duma, become barren in the winter Periods. The Dumans, expert hunter-gatherers, may suffer from famine as food becomes scarce, crops fail in the extreme weather, and prey hibernate. They organise raiding parties, usually against the resource-rich Bosei in the center of Verun, to supplement their failing supplies. In the summer Periods, food is aplenty, and raids cease. The Dumans process a psychedelic drug from Aspir trees, a tall white tree with sharp needle-like leaves, and smuggle it throughout Verun. This drug, known colloquially as Frost, infuses great strength and wisdom in the users, but causes great addiction, shivers, weakness to cold, and hallucinations in those who consume it, and hence the name.

To the west of Verun lies a mountainous belt, known as the Devil’s Backbone. Home to the cursed Abaddon, the region is harsh, with sharp drops over a thousand metres in height. The peak of the mountain, the tallest point in Verun, is over thirteen thousand metres above sea level, with some Abaddon tribes using the climbing of the summit as a rite of passage for their young. Near the foot of the mountains lie a tree belt, with trees and shrubs being more bent and short as the elevation gets higher. Popular with local witch doctors, herbs and poisonous plants are abundant in the lower regions, where there are temperate forested areas similar to the northern areas. Wood from this area is well-known for its sturdiness and strange resistance to fire, and Abaddon woodworkers have been commissioned regularly by the Bosei to build furniture, sculpture and even entire buildings for the Bosei royalty out of this wood. The climate is generally cold due to the elevation even in summer Periods, but the Abaddon do not need thicker garments as they are naturally resistant to the elements.

The eastern area of Verun is flanked by a open span of water. No one knows what is on the other side of this sea, as none that have ventured out for exploration have returned. The sea flourishes with fish and other wildlife, and there have been occasional clashes between different factions over the ownership of this sea. The Bosei claim sole ownership, and have the largest number of fishermen guarded by large fleets of warships in the area. Occasionally squalls at sea blow inland, especially during the summer Periods, causing damage to Eastern Bosei, where most of the poor stay, and is not a concern to the Bosei royalty.

Verun generally encounters average amounts of rain, with the exception of Katra. Due to the Bosei grand mages’ influence over cloud cover, and to an extent local weather, Katra is overcast daily, with frequent showers. Lightning storms can be devastating due to the immense magical powers of the magi, causing large amounts of damage and casualties. This frequent rainfall causes most crop in Katra to fail, and results in a lack of food for the local populace. Streets are almost always flooded, with rural areas to the west being more affected. Occasional lack of concentration from the Bosei magi may cause interesting weather phenomenon to occur, such as hail in the summer, or even letting sunlight through parts of the cloud cover.


Verun is a large country, flanked by icy swathes of tundra to the north and south, and a large piece of land covered almost permanently by fog and haze, known as the Cloud. Much of the country is dominated by the official state known as Bosei, and the illegal state of Katra is situated right inside the Cloud. The once united states split upon an incident 450 years ago, and Katra has been declared an illegal state since. During CE198, 380 years ago, the Leader of the Katrai, Rawan, refused to submit as a vassal to the State of Bosei. As a result, the Eternal Emperor of Bosei, Bajin, summoned the three grand magi of the Bosei, and were ordered to cloak Katra in eternal darkness. With the lack of sunlight, the Katra were severely affected by famine as crop were unable to grow. They resorted to importing, and at times, stealing food from nearby states, raising tension between the people.

Most people of Verun are the Amor, a fair race that has the gift of the gab. Most of them end up as merchants, and a select few are inducted as Orators, the assassins of the Bosei army who decimate enemies with their voice.

The lush forests north of Verun are home to the Duma, a tall, white people especially skilled in hunting and tracking. In CE14, after a long war with the Bosei that neither side won, there was an uneasy truce, with Duma ceding a portion of land to Bosei as tribute. Trade relations normalised by CE106, and many Duma went south to serve as mercenaries, trainers, and merchants. There are still occasional raiding parties from the North that attempt to reclaim the seceded land.

To the south of Verun lies the Great Desert of Gen, the homeworld of the Vajra. Dark-skinned, physically imposing and fierce, the Vajrans serve under the Urobutcher, a former assassin who kills for progress. And experience points. The Vajra were mercenaries in the civil war between Katra and Bosei, and were renowned for their prowess in greatswords and axes. Blocking blows while splitting heads, Vajrans were hired as bodyguards and town security in Verun, with some of them joining the active Boseian military.

The Abaddon are the scourge of the Earth. Cursed by their God, Marai, ages ago, the Abaddon are restricted from the Gift of Magi, causing them to be unable to cast spells. However, their thick hides grant them significant bonuses against any elemental wrath. They are usually restricted to small pockets of villages around Verun, and they swear no fealty except to their God.

There is a rare Gift, the Marked, whom there are only three in existance at any one time, and exemplify great mental and physical prowess. However, this power is locked, and can only be released after the Blood Oath.

The Blood Oath is an event that happens when the Marked turn 22 years of age. Ritually cutting their index fingers, the three collect their blood and take turns consuming the mixture. Consuming this mixture unlocks their power, but condemns them to eternal servitude of the Bosei. As all Marked were born under the sign of the Fog, all of them are citizens of the illegal Katra, and are usually killed by assassins of the Bosei Army. Sometimes, Marked can unleash their powers on their own, but at great cost.

As the Grand Magi were weakening after centuries of servitude, the Eternal Emperor of the Bosei, Bajin, has ordered the kidnapping of the three Marked to replace the Grand Magi. The Marked, all of whom are 22 years of age, are bounded and gagged, and delivered to the Palacial Sanatorium, awaiting the ritual. The Marked were granted 12 hours of leave every week to explore the Bosei Capital, Hera, and were closely followed by members of the guard.

Along a curve downhill outside the Sanatorium, Payen, one of the Marked, tripped and fell. The guards kicked him to the side, and forced him to stand. He mumbled at one of the guards, and the guard vaporised in a beam of bright blue light. Payen was immediately Silenced by a royal magician, beaten then bound with diamond chains.

However, owing to this distraction, the two other Marked escaped. Their names are Rukki and Ayun. The Bosei High Command was immediately notified, and a warrant for their arrest was sent immediately.

As one of the Marked, you will need to escape from the immediate vicinity and search for sympathizers or help nearby, or you will risk being turned in.


1. You may not kill essential characters unless the Director allows it. All rolls against them will fail, and it makes you feel stupid.

2. You may cast spells or skills anywhere and everywhere. They may have additional effects, and may have combinations. (i.e. fire and ice creates water, or you can bash open a lock rather than lockpick it)

3. Your inventory size is limited to ten slots. Consumables may stack. Equipped weapons do not count against inventory size.

4. You will not die, but may rececive permanent debuffs and afflictions upon defeat or failed rolls.

5. You may create your own class and race. A sample list is provided below. There is a cap of +3 to total stats for classes, and +2 for races, and the Director may buff/nerf your skills depending on how you set it. You must choose either a male or female gender.

6. Other rules may be enforced further on.


Sample races and gender



+1 STR


+1 AGI



+1 AGI

+1 INT

+2 to rolls for all Speech/Intimidation/Persuasion checks.



+2 AGI

+1 to Trap check rolls.



+1 STR

+1 AGI

+1 to all melee rolls. -1 to all magic rolls.



+2 STR

May not be magi. Additional resistance check against magic spells.



Sample Classes


Recommended stat: STR

+3 STR

Forced to do another INT saving roll (2 in total) when magic is involved. Cannot cast magic.

Basic skills:


1d8 + STR-2, roll against opponent’s STR for chance to stun

A hard strike, a brutal blow.

Cooldown of three turns or three events.


Protects teammate, roll against your STR rather than your teammate’s for one turn

Defense is the best offense.

Cooldown of four turns or four events.



Arcane Warrior

Recommended  stat: STR/INT

+1 STR

+2 INT


Arcane Armour

-2 stat requirement for saving throws, i.e. 8 will become 6

Enchanted armour deflects the strongest strikes and the mightiest spells.

Can be used out of combat, cooldown of three turns or three events.

Magic Missile (1d6 + INT-3 +2)

A fast flying projectile created from raw arcane power.

Cooldown of three turns or events.



Wild Hunter

Recommended stat: AGI

AGI +3

-2 to all rolls at melee range.



Chance to do different afflictions when aiming for different parts of the target. Target has bonus saving throw if aiming for more specific parts of the body (i.e. Eyes, -5 to your rolls)

Roll 1d4 + AGI against your target’s STR + AGI.

“I’m notched, I’m taut, I’m ready to fly”


Adds an additional 1d4 to your next AGI roll.

“Arrow, find your target!”

May not stack, cooldown of 5 turns or events.




Recommended stat: INT

+5 INT

-2 STR

Passive skills:


May add +3 to any roll, at the cost of -3 for the next roll.

Weak constitution

Penalty for physical activities.



Finger of Death

Attempts to execute target. Roll 2d4 + INT against opponent’s STR+AGI+INT+1d6

“Die at my hand!”




Recommended stat: AGI/INT

+2 AGI

+1 INT

May roll another saving roll against traps and trapped environment. +2 to lockpicking/stealing rolls.




Stops all casting of spells. Roll INT against opponent’s STR.

“You. Shall. Not. Cast!”


Enchant Weapon

Enchants either own or ally’s weapon with a choice element. Lasts one turn/event, cooldown of 4 turns/events.




Recommended stat: INT

+3 INT




Deals 1d8 + INT damage. May do environmental damage, may be resisted by enemies of same element.

“Need a light?” 



Witch Doctor

Recommended stat: INT

+2 INT

+1 STR



Deals 1d3+ INT/2 damage as Poison to enemy, then INT/4 damage per turn for 3 turns. Spell may be resisted. Undead are immune.

“Ah, sweet toxicity!”


Healing Ward

Heals INT/4 damage per turn for 3 turns.



Patch notes:

Race bonus decreased from 3 to 2

Class bonus decreased from 4 to 3