At a glance

  • A preparation-and-deployment RPG. You author the operative's equipment, skills, spells, items, and the conditions under which each one fires. Then you deploy them into the dungeon with no live input. What you prepared is what they do. Every other system in the game exists to serve that loop.
  • Fourteen mastery tracks covering every weapon family, every armour class, both magic schools, and every utility skill. Each levels through use, each capped at your character level. Specialise in a few to hit max fast, or grind every track for a true generalist build over a much longer arc.
  • Three deployment postures. Assault is for full confrontation. Infiltrate rewards builds that specialise in stealth. Ghost is for information gathering, undetected, with no combat permitted.
  • Skills, spells, and items each configured with seven sections of conditional logic. Prepare the operative to react when specific situations arise, including knowledge-gated triggers that fire only against threats you've learned to expect.
  • Twelve mission categories. Rescue, Assassination, Sabotage, Liberation, Extermination, Intelligence, and the rest, across fifty-one stages from Level 1 through Level 100.
  • A working combat engine, verified end-to-end through Level 100. The dungeon log on the Combat Log page is the raw output. The math runs; the wrapper above it is what your pledge completes.
  • Alliance system and Territory Wars at launch, with four-player co-op for harder versions of the dungeon catalogue post-launch.
  • Time, never power. No gacha, no loot boxes, no stat advantages sold for money. Free players reach the endgame; Premium removes grind friction only.

What Makes It Different

These are not features in the sense of items on a list. They are decisions the project made early and has held to, and each one shapes the game in ways the reader will encounter in every other section of this page.

Deployment Environment

The dungeon is a flat-top hex grid, six to fourteen columns deep. Movement, attacks, and skills cost Action Points. Combat is positional and deterministic; the operative resolves every step against the engine's exact stats, using the equipment and configuration you set before they left. The environment does not bend.

Fourteen independent masteries

Fourteen disciplines, each capped at the character's level, each levelling at its own pace through use. The mastery curve forces specialisation: a character cannot be excellent at every weapon, every armour set, every magic school, and every utility skill all at once.

Stealth as a complete playstyle

Three deployment postures, of which Ghost permits no combat at all and Infiltrate rewards silent kills with the Dagger or the Bow. Stealth is not a passive bonus or a status effect; it is a way of running the entire dungeon, with its own rules for failure and its own ceiling for reward.

Configuration that runs unsupervised

Every skill, every spell, and every consumable carries seven sections of conditional logic the player sets before deployment. The operative is not a script; the operative is an instrument carrying out the player's doctrine, including knowledge-gated rules that fire only against threats the player has learned, through reconnaissance or through fighting, to expect.

Time, never power

The Premium subscription buys convenience, never advantage. There are no gacha boxes, there is no exclusive content, and a free player who reaches the endgame has reached every dungeon and every mastery a paying player has.

A combat engine that already runs

The combat engine is a working Python build, verified through Level 100 across formulas, status effects, stealth detection, traps, and all fourteen masteries. The final debugging pass and the wizard above it (the surface that hands the player's authored doctrine to the engine) are what the campaign funds.

How You Play

Veins of Aldûn is a preparation-and-deployment RPG. The player does not pilot the run; the player prepares it. The character will execute that preparation faithfully and at length, and what unfolds in the dungeon will be the consequence of what was decided before it. The deployment wizard, then, is where the game is played.

What follows is the wizard as it stands in the current build, six screens in order. The screens are working mockups; visual polish and backend wiring are the work this campaign funds.

Screen 1: Dungeon Detail

Dungeon Detail screen showing the dungeon name, level band, floors, missions, recommended stats, and a collapsed Intel drawer. Dungeon Detail screen with the Intel drawer expanded, showing reconnaissance data on enemies, traps, and chests.

Before the operative is sent anywhere, the player needs to know what they are sending them into. This screen answers that question. It gathers, in one view, the dungeon's name and level band, the floors it contains, the missions tied to it, the stats it recommends, and the loot the character has already drawn from it. An Intel drawer expands for the full pre-entry picture, or stays collapsed when the player only wants a glance.

What is in that Intel drawer comes from two sources. The first is gameplay discovery, the permanent record of every enemy this character has faced in this dungeon, every boss they have stood across from, every drop they have pulled from it. Knowledge earned this way persists. It does not need to be relearned. The second is RECON, a scouting operation the operative may run before deployment, gated by Perception Mastery and refreshed on a twelve-hour cooldown. A character of Perception 1 returns from RECON with the threat level alone. A character of Perception 95 can map nearly the entire dungeon through repeated reconnaissance in the same window: enemy counts, trap locations, chest tiers, boss abilities, status immunities, anti-stealth conditions. Reconnaissance scales with investment.

From this screen the player may withdraw, enter RECON, enter the prep flow, or use Quick Deploy to re-use the last committed loadout for this dungeon and skip straight to the Briefing.

Screen 2: Mission Select

Mission Select screen showing the missions available for the current dungeon, drawn from nearby Notice Boards.

Each dungeon may carry several missions, drawn from the Notice Boards of the settlements that surround it. The Order's catalogue runs to twelve categories: Rescue, Assassination, Theft, Sabotage, Intelligence, Intercept, Purification, Prevention, Liberation, Extermination, Retrieval, and Elimination. On this screen the player selects one of the missions available for this dungeon, or chooses to deploy without one. The latter is the proper choice for a player whose business in the dungeon is loot, experience, or mastery practice rather than an assignment of record.

Screen 3: Deployment Type

Deployment Type screen offering Assault, Infiltrate, and Ghost postures with their fatigue costs and reward shares.

Three postures are available to the operative inside a dungeon, and the choice between them shapes everything that follows. It decides what kind of work the operative is asked to do, what their body will spend in doing it, and what counts as failure.

Assault is the open posture. The operative enters each floor in the open, every enemy aware of them from the moment they step inside, and clears the floor through combat. The cost is twenty fatigue. The reward is the standard share. Nothing about an Assault deployment is hidden, and nothing about it is graceful.

Infiltrate is the mixed posture. The operative enters each floor in stealth and may take silent kills with the silent weapons, the Dagger or the Bow, for as long as they remain unseen. A failed stealth check or a noisy kill ends the silence for the rest of that floor; combat begins, and the next floor returns the operative to stealth to begin again. The cost is thirty-five fatigue, more than either of the others. The reward, for those who can stay quiet, is correspondingly higher.

Ghost is the absolute posture. The operative enters in stealth and stays in stealth for the entirety of the run. No kills are permitted. No floor is cleared; every floor is bypassed. A single failure to remain undetected, whether a missed stealth check or a triggered trap, ends the deployment regardless of how close to the exit the operative had come. The cost is ten fatigue, the lowest of the three. The reward, on success, is the highest. Two mission categories, Extermination and Liberation, are incompatible with Ghost by definition, and the wizard disables the option for them.

These are not three equivalent settings. They are three different agreements the operative makes with the dungeon, and each agreement shapes the loadout that will be right, the skills that will fire, and the cadence of the run that follows.

Screen 4: Combat Behaviour

Combat Behaviour screen with Target Selection and Movement Behaviour dials configured for the deployment.

A configured skill fires only when its conditions are met, and a configured item only when the player has prepared it to. In between those firings, the operative needs a standing rule for whom to prioritise in a crowd of enemies and where to stand when the fighting starts. This screen sets that rule.

Target Selection is the operative's standing answer to the question of who to fight first. The list runs to several modes: Attack Nearest, Attack Furthest, Highest HP, Boss/Elite Priority, and others. Each is a different reading of what first should mean across an engagement.

Movement Behaviour is the standing answer to where the operative wants to be when the fight comes to them. Three modes are available. Go To Them closes distance toward the chosen target and engages on contact, twenty-five Action Points per hex of approach. Let Them Come holds position; the operative banks Action Points while waiting, up to a cap of two hundred, and unloads when enemies finally enter weapon range. A character attacked from outside their range under this mode will reposition once toward the attacker, then resume holding. Stay Away is a kiting discipline: retreat from melee threats inside a configurable range, hold and attack when enemies sit within weapon range, hold and wait when enemies are still approaching, advance to weapon range only when no enemy is in range and none is coming.

Together these two dials describe a posture. Attack Nearest paired with Go To Them is the aggressive rush of a one-handed melee operative. Attack Nearest with Let Them Come is the defensive stance of a Greatsword counter-attacker. Attack Furthest with Stay Away is the true ranged build of a Bow specialist who refuses to give ground. The combinations describe a wide range of distinct playstyles, and they govern every moment between skill activations.

A Ghost deployment skips this screen entirely. With no combat permitted, there is no combat behaviour to configure.

Screen 5: Mission Preparation

Mission Preparation: Gear tab showing the thirteen equipment slots with tier, reinforcement, and durability for each item. Mission Preparation: Skills tab with five Skill/Spell slots and the Skill Usage Configuration controls. Mission Preparation: Items tab with the consumable slots and the Item Usage Configuration controls.

This is the screen on which the operative's tools and tactics are written. It carries three tabs: one for the equipment they will be wearing, one for the abilities they will be drawing on, one for the items they will be carrying. Each tab is its own act of preparation, and each accepts the same scrutiny.

Gear holds thirteen equipment slots, weapon and armour and accessories together, every slot showing the equipped item, its tier, its reinforcement level, and its current durability. Stats recompute on every swap, so the consequence of replacing a sword or changing a shield is visible the moment the player makes it.

Skills holds five Skill/Spell slots, shared between the character's skills and their spells. Each slot accepts not only a chosen ability but a Skill Usage Configuration, opened from the slot's CFG control. The configuration runs to seven sections: which targets are eligible, what resource state the operative must be in, what status conditions must hold, what combat-state triggers are required, what the surrounding encounter must look like, what skill-specific options apply, and how often the skill is permitted to fire. A configured skill fires when, and only when, every section's conditions are met. Five well-configured skills, set against a hundred different rooms, produce a hundred different combat logs.

Items holds three to six consumable slots, depending on character level, divided among the three roles: Recovery, Utility, and Supplementary. Each slot accepts a consumable and its Item Usage Configuration, reached the same way as a skill's. The configuration mirrors the Skill Usage Configuration (SSUC) in form, but the trigger families it supports are unique to it. Reactive triggers fire when a state is observed (HP below threshold, status applied) and are perfectly precise, but they can lose the race to a killing blow. Proactive triggers fire on structural cues such as the start of combat or the entry to a new floor, and guarantee the consumable is in effect before the threat lands. Knowledge-gated triggers, the most sophisticated of the three, fire preemptively only when the player has discovered, through RECON or through direct experience, that the room contains a threat the consumable can answer. The curative configured this way will not waste a charge on a room with nothing to cure. It will spend no charge until the player has earned the right to spend one.

Each tab supports named loadouts that can be saved and loaded as templates. A melee gear set named Tyrant's Wrath. A skill set named Frontline Bash. An item set named Boss Prep. The labels become the player's library; the templates become the player's instinct.

Below the tabs, a live Key Stats strip recomputes on every change, and a Warnings strip surfaces what the configuration is doing wrong: a broken item, a missing potion, a stealth rating mismatched against a Ghost deployment, a character level below the dungeon's minimum. The game does not stop the player from deploying with a loadout they have deliberately chosen, even a risky one. It does ensure they cannot deploy without knowing what they are choosing, and it will block a commit outright if the loadout has become invalid between preparation and briefing.

Screen 6: Mission Briefing

Mission Briefing screen summarising the mission, dungeon, deployment posture, behaviour, loadout, and expected stats before commit.

The final screen is a contract, and the player is asked to read it. Every decision from the first five screens is listed in summary: the mission, the dungeon, the deployment, the behaviour, the loadout, the expected stats, and the fatigue that will be spent for the right to attempt the work. Any value listed can still be amended; the player taps the corresponding EDIT control, routes back to the screen that owns the decision, and returns here when they are satisfied.

The screen also asks one new question, and only one. Whether to depart now, or after waiting for the day, or after waiting for the night. Day and night affect a handful of detection ratings and a small number of enemy behaviours, and the choice is the player's last before they commit to the dungeon.

When they do commit, the fatigue is deducted, the snapshot is sealed, and the operative is sent into the field. No further input is possible until the mission resolves.

And then you watch

Combat log on the mobile UI streaming vitals, floor entries, skills fired, and damage dealt during a live deployment.

What follows the commit is no longer the player's. The combat engine takes the doctrine and the loadout and the postures the player has written, and it plays them out on a hex grid. The log streams the operative's vitals, the floors entered, the skills fired, the damage dealt and taken, the crowd control applied. The player can spectate the run. The player can also close the application and return when it is finished.

The combat log above is the mobile presentation of a deployment in progress. What writes those entries is the working Dungeon Tester, the same engine that already resolves every fight in this game and that will resolve every run on launch. The math runs end-to-end through Level 100 today; the final debugging pass on the engine and a clean-up of the log itself are part of what your pledge completes, alongside the wizard that hands the player's authored doctrine to it. The narration that streams the events to you (the dramatic relay of an operative's run, distinct from the upfront log shown here) is also work the campaign funds.

MMORPG

Outside the dungeon, the game is an MMORPG. What you find on a run is the start of an investment loop. The Alliance you join turns solo work into territory. Four-player co-op runs harder versions of every dungeon you already know.

Your gear compounds

Every weapon, armour piece, and accessory drops in one of three tiers: Normal, Premium, or Special. The tier sets the ceiling on what the item can become; the rest of the ceiling you earn yourself.

Dismantle the pieces you don't want into smithing materials. Spend those materials to reinforce a chosen item from +1 through +15. Each level adds 7% to every primary stat on the piece, reaching a 2.05× multiplier at +15. Reinforcement carries real risk past +4, where a failed roll loses levels, and past +10, where a roll can destroy the item outright. Once reinforced, enhance the piece with a Divine Sliver to permanently lock in one stat at +20% to +100%: no risk, always succeeds, but Divine Slivers are scarce. The endgame loadout is months of compound investment, not a single perfect drop. See the equipment families →

Alliances

Alliances are persistent player groups, fifty to one hundred and fifty strong, with a twenty-rank progression the membership levels collectively through pooled treasury contributions and shared dungeon runs. Members donate gold; the Alliance accrues rank; rank unlocks territory bonuses that apply to every member's solo and group runs.

At Rank 20, an Alliance earns +50% gold and +50% skill progression on every stage it holds: a reward designed for groups that play together for months, not a week. Officers manage roster, deposits, and the defenders who will face rival assaults when wars are scheduled. Joining an Alliance is optional; the solo loop never depends on it. But the higher you climb, the more the social layer becomes its own progression.

Territory Wars

On three nights each week (Wednesday, Friday, and Saturday), Alliances assemble for two one-hour war windows. Unclaimed dungeons fall to the first Alliance whose member clears them. Claimed dungeons are defended in tiered 1v1 matches: the holding Alliance fields three defenders (Vanguard, Main Battle, Rearguard); the challenger fields three attackers. Win all three matches and the territory transfers. Lose one and the holder keeps it.

Higher-stage holdings stack their bonuses down the entire level ladder beneath them, which means a Stage 51 territory is worth substantially more than a Stage 7 territory. Alliances will spend months coordinating to take the late-stage dungeons and longer still to keep them. The schedule is fixed and the windows are short; the planning happens between them.

Four-player co-op

Post-launch, harder versions of every existing dungeon will support four-player co-op runs, deployed simultaneously against the same enemies. Loot rolls per player with no need/greed bidding; every party member earns full gold and rolls their own drops independently. The dungeon scales up to match four operatives (enemies tougher, bosses tougher still), so the four-player room is a meaningfully harder fight than a solo run, with proportional rewards.

Co-op is an Alliance-friendly addition to the same dungeon catalogue rather than a parallel content tier: you take the dungeons you already know to harder difficulties, with a party of three friends or allies. Ghost deployments and RECON remain solo; the rest of the catalogue opens up.

See the MMORPG layer in full →

Receipts

The claim that the combat engine already runs is not decoration. The screenshot below is one turn of a real Level 30 deployment, resolved by the Dungeon Tester: the Python build of the combat engine that has been clearing dungeons to Level 100 since long before this campaign existed.

A turn of the Dungeon Tester rendered in PowerShell: SwordShieldLight uses a Low HP Potion, then casts Vaulting Tombstone at Crypt Sworn 4. An enemy counter-attack is blocked and met with a Looming Consequence counter-bash.

What you're looking at: the Item Usage Configuration auto-applies a Low HP Potion, three Skill Usage Configuration slots are evaluated against the current combat state, slot 3 fires Vaulting Tombstone, an enemy counter-attack is blocked, and Looming Consequence counter-bashes. Every line below the cast is the engine showing its work: attack overrides, damage multipliers, defence values, the physical-damage formula resolving line by line. The full run, all eighteen thousand lines of it, lives on its own page.

See the full Combat Log →

The Discovery

After decades of historical, magical, scientific, and alchemical inquiry, 34 scholars from across the three continents of Alvasmere uncovered the first concrete evidence of the supernatural being responsible for creation. Drawn together by fate and faith, their combined knowledge, along with divine providence, revealed the truth of the world, and the reason the evils within it have thrived for so long.

What came before

For thirteen epochs the peoples of Alvasmere had built kingdoms, founded religions, and recorded their interpretations of every wonder and every catastrophe their continent produced. Each tradition had observed truly. The Sixfold Truth of Korveth, the Morvain Orthodox Harmony, the Desert Trinity of Lahadbamahim, and the smaller faiths beneath them all held fragments of what their faithful had witnessed. None of them held the whole.

The 34 scholars who would later constitute the Order began as historians, naturalists, astronomers, alchemists, and theurges, each working from their own discipline and within their own corner of the continent. None of them, working alone, could assemble what they had found.

The Calling

The means of their coming together were not arranged by any one of them.

In the years leading to the gathering, the heavens performed an alignment of stars unlike any in the records of established astronomy. The alignment was visible to anyone who cared to look; what no ordinary scholar could do was read what it pointed to. Reading it required the work each of the thirty-four had been doing, separately, in their own disciplines, for decades. Only by the consistency of what their studies had each returned could the alignment be deciphered as what it was: a calling, and an act of the heavens, pointing those prepared to recognise it to a single place at a single time.

That place was the badlands of Korveth, and to it, over the course of those same years, each of the thirty-four was drawn.

What they agreed upon, when they had finished assembling their findings, was this: that the world was made deliberately, and that it remains under the attention of the one who made it. The wonders and the ruins humans had divided into a thousand pantheons were the work, in every recorded case, of the same forces, responding in the only language they possessed to whatever had been sustained around them. Recorded across thirteen epochs in what some would call "prophetic" fragments that had been dismissed as madness for as long as they had existed, was a warning none of the scholars had been alone in encountering. Across the three continents, across cultures, across languages that shared nothing else in common, the same seven had been named again and again. The pattern was entered into the Order's findings. Its faces would not be named until later.

What had confirmed them in their conviction, before any of them ever met, was that no two of their disciplines had returned a different answer. The same patterns returned wherever the scholars looked: the historian in the records of fallen kingdoms, the naturalist in the behaviour of the land, the astronomer in the movements of the heavens, the alchemist in the absorption of materials, the theurge in the manifestations of divine energy. In every recorded case, the answers agreed.

At the site of their gathering, the scholars set themselves to live by what they had found. They governed answerable to those they governed. They tended to one another, and to those who began arriving at the settlement's edges. They sustained, in the simplest practice of it any of them could manage, the righteousness their work had described.

Famine in the surrounding lands ended within the season. The creatures that had haunted those badlands for generations went quiet. The weather, for the first time in living memory, became dependable.

A settlement formed around them. Those who heard of the miracles came to be near them. The Order had been right, and the Order had begun to be many. They founded themselves, in those badlands, as the Order of Divine Scholars.

The Trial

The success of the Order's work drew to it more than the faithful. Among those who came were many who had not come for the doctrine. One of the seven the scholars had warned of without yet being able to name set false rewards in the path of the new followers. A portion of those followers were corrupted, and blasphemy began to be accepted as divine truth within the Order's own settlement.

One of the Order's own, a scholar named Qādir Al-Najm, received direct communication from the one whose attention they served. He survived what was given to him, by means of a discipline of Holy Magic that no scholar in many epochs had been able to wield in this way. What he was given was the naming of the seven, the identification of the one then operating within the Order's own settlement, and the warning of the other six. The Order calls the seven the Vaz'khari.

The Purge that followed was the first time the Order had taken life in the service of its doctrine. Every follower the corruption had taken was eliminated. The Order emerged with its ranks reduced. Qādir Al-Najm has, in the years since, become the Order's leader in matters of doctrine and the divine.

The first country

With the Purge complete and the doctrine sharpened, the Order moved against the worst of the corrupted kingdoms within their reach: a small kingdom on the continent of Korveth long abandoned by its neighbours, where every variety of human cruelty had been allowed to settle without challenge. To the rest of the world, the kingdom was a lost cause. To the Order, it was the most rigorous test their doctrine could now be put to.

The doctrine held. The kingdom was freed.

Where its old governance had failed, the Order's took root. The First Temple of the Order was raised at its centre. The kingdom that had been Steenveld in name remained Steenveld in name; in everything else, it was a country of the Order's founding.

Zeevliet

The Order's attention now turns to Zeevliet, the second of the kingdoms of Korveth to be reclaimed. Zeevliet is wealthier than its neighbour, better armed, and more comfortably governed; the corruption inside it is more deeply seated, and considerably wealthier in disguise. It will not be freed by a marching army. The Vaz'khari have invested centuries in this kingdom, and an open war against them would displace nothing.

The Order has chosen, instead, to send an operative.

You

You are that operative.

You will not be celebrated. You will not be named in any history written outside the Order. There will be no statue, and there will be no speech.

There is, however, the work, and the doctrine that justifies it.

"Every moment a wicked man is allowed to continue existing, someone who has not yet been harmed moves closer to becoming his next victim. This is arithmetic, beyond the reach of philosophy or debate."

→ Dragomir Zheleznov, Retribution Over Rehabilitation
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