Sweet, you’re interested in playing! Now what? Time to make a character!
Your character found out they were a Veilwalker when one of the agents of their nation’s government put a token inscribed with the Thuul rune in their hand and it started buzzing. After that is a blur: getting granted their Enterprise, being trained in whatever they needed to in order to be able to hold their own in Veilguard, and at the start of the game you walk through the Gate into Veilguard. See the Becoming A Veilwalker page if you want more details on that process.
There are a few steps in the character creation process:
- Lineage, or what bloodline/race/heritage your character is. Mostly a roleplaying and aesthetic choice, but still important.
- Nation, the place and culture your character originates from and the country you’re working to try to keep safe during the Churning.
- Province, the region of your nation that your character is based out of.
- Enterprise, the thing that generates income or resources for your character while they’re not in Veilguard.
- Archetype, the general vibe that you’re going for with your character, influenced mostly by your nation and your own personal preference for what you want to be doing during the game.
- Abilities, the mechanical things that let you do cool and fantastical stuff during the event.
You’ll need to have all of these (except for Archetype and Abilities, those two are optional) picked out before the start of play.
Lineage
Choose your character’s Lineage. You can do this at any point during character creation, so if you’re not sure which Lineage you want to play as yet, you can put this off until later.
- Human - Myriad in their appearance and culture, the humans of the Continent are no different from humans of our nonfiction world. You don’t get any kind of Lineage-based roleplaying effects, but you also don’t have to worry about wearing makeup or Glamour-able prosthetics or props.
- Dwarf - Focused and driven to perfect whatever craft or profession they have chosen, dwarves pay homage to the Clans who won their freedom from Helikhar during the Godswar and bear the runes of their Clan and family upon their faces.
- Elf - Logical and with dampened emotions, elves cling tightly to the things that make them happy and fulfilled. They tend to take the long view of things, though stories about their lifespans being many times that of other mortals are massively exaggerated. The physical marks of their lineage are swirling marks to the outside of the eyes, while the magical gift granted by their lineage is a knack for translating and understanding any kind of text.
- Spring Fae - Passionate and protective, the Fae of Spring embody creativity and the nurturing instinct, always seeking to bring new things into the world. The sublineages of the Spring Fae include the iridescent and insectile Glimmerfolk, the radiant Celestines, and the green-thumbed Aeldings.
- Summer Fae - Fierce and courageous, the Fae of Summer are full of life and find it hard to sit still. The sublineages of the Summer Fae include the animalistic Beastfolk, the vibrant Satyr, and the indomitable Firbolg.
- Autumn Fae - Attuned to their fellow mortals, the Fae of Autumn often have a wild or brutish appearance but tend to be generous, warm, and protective to a fault. The sublineages of the Autumn Fae include the clever Grimalkin, the ever-helpful Trolls, and the sociable Orcs.
- Winter Fae - Wise and patient, with a connection to the weave of Fate like few others, the Fae of Winter are often looked at with equal amounts of distrust and respect. The sublineages of the Winter Fae include the tenebrous Darklings, the deathly Draugr, and the wintry Sinterfolk.