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New Player Guide

World Lore

Veilguard Rules

FAQ

Character Creation

Nations

Lineages

Organizations

True Gods

Old Gods

Magical Traditions

Geography

Audio Recordings

Development Log

And So It Begins…

The Continent has been at peace for decades, what everyone had hoped was the dawn of a new golden age. But now the omens have started to appear: the stars sing of trials and tumult, the Krakens are rising from the deeps, and the Dragons have left their cavernous lairs in search of gold.

A new Churning has begun, and the world is in danger once more. The Old Gods are stirring within their prisons, and their cultists and demonic servants will spread across the land like a plague, bringing chaos and destruction in their wake.

Welcome to Gates of Veilguard, a Live Action Roleplay (LARP) game where players are immersed in a fantastical world and play as their own unique characters, fighting together to save the world from a terrible otherworldly threat.

You play as Veilwalkers, the select few chosen by Fate who are able to venture into the fabled realm of Veilguard, where your actions, decisions, and heroism will determine the fate of your nations. This is your chance to rise to greatness, and protect the world from the forces that would see it torn asunder.

What will you do, when you pass through the Gates of Veilguard?

Game Overview

There are ten nations on the Continent, with no known lands beyond the Continent’s borders. You play as a Veilwalker from one of those ten nations, fighting alongside other Veilwalkers from across the Continent against the Old Gods’ invasion. There are seven Lineages to choose from for your character’s ancestry, and each nation has its own spin on a variety of different fantasy character archetypes. You also gain one of ten Enterprises to give your character an income and resources to play with, such as a Mine, an Herb Garden, or a Business, among others.

The game is primarily focused on players working together to overcome challenges. There will be opportunities for player-versus-player interactions, such as tournaments, games of skill, and other competitions, but the central narrative of the game is about the Veilwalkers’ struggle against the Old Gods’ cultists, not against each other.

As Veilwalkers, at the start of the game you travel through a Gate into the demiplane of Veilguard, where the majority of the game takes place. Once there, you interact with Veilwalkers from other nations, pursue quests for yourself and your nation within Veilguard, and venture out through the Godscore Gate on adventures across the Continent. Every event will feature two battles against cultist forces and their monstrous allies, as well as multiple skirmishes against a variety of foes in pursuit of your and your nation’s agenda.

Combat is a lightest-touch, full-body-hitpoint system, with armor giving extra hit points and weapons only ever dealing one point of damage. Characters can spend resources (Valor and/or Mana) when they make a melee attack to use Calls that have supernatural effects on their target. Ranged attacks take the form of archery and Force Bolts; archers use light weight bows and boffer arrows to instantly take out all but the most heavily armored targets, and Force Bolts are packet-delivered spells that can slay mages and lightly-armored warriors if they hit.

Magic takes the form of spells and rituals. Spells are combat abilities that use a character’s Mana to have powerful effects with a short incantation. Rituals use a lengthy ritual performance and consume a pile of Aether Crystals in order to create a long-lasting effect on a character, Enterprise, army, or even an entire nation. There are several different types of mages, and a wide variety of magical traditions to choose from in shaping how you roleplay your character’s magical abilities.

Crafting takes the form of Enchanting and Alchemy. Enchanting lets you turn resources from Mines and Forests into magic items that last for multiple events, while Alchemy lets you combine herbs from an Herb Garden into consumable items that either heal, poison, or give buffs that last until the next sunrise.

Your character earns Character Points for every major event they attend, which allows them to purchase Abilities and grow stronger. You start with 3 CP, and can reach a maximum of 10 CP after many years of play. The Abilities you can purchase using CP either increase your character’s attributes (such as Hit Points, Mana, or Valor); teach you new spells, techniques, or recipes; or allow you to use different armor, weapons, and shields in combat. It’s entirely possible to “mutliclass” by combining Abilities that give you a wider variety of things you can do.

What your character does in Veilguard will have an effect on the world around them. If they save a village during a skirmish, those people will be able to continue supporting your nation and the war effort against the cultists. If they destroy a cultist supply cache or assassinate a bandit king, that will ease the pressure against your nation. If they craft a stock of healing potions or a magical sword, those items will be used in the battle against the cultists and other threats. If you strike a bargain to conjure a fey army to your side, that will have impacts on the wider world, both positive and negative. It’s up to you what of actions your character will undertake, and what impacts they will have.

What kind of hero will you be, when you step through the Gates of Veilguard?