A / First contact
The threshold.
Freight docks, cargo rails and berths built in different eras. The automatic systems still respond. That is not the same as a welcome.
Hearts in the Void · A VeilFarers adventure
A contract. A missing heir.
A crossing that changes everything.
01 / The assignment
Recover a missing heir. Reach a distant station. Decide whom to trust when the contract stops explaining what you find.
Crossroads
Powerful interests want someone found. Buy a ship, book passage or steal your way out. Your transport is already part of your story.
The Veil
Between departure and arrival lies impossible space. The journey gives the crew time to discover who is travelling beside them.
Charon's Refuge
A station in the shadow of Tenebris Secundus. Uneven power. Occupied berths. No one answering traffic control.
The destination is written. How you get there belongs to your crew.
02 / Approach the refuge
A research station that grew into a community.
Now most of its windows are dark.
Conceptual sector overview · not a floor plan
Explore the sectors
A / First contact
Freight docks, cargo rails and berths built in different eras. The automatic systems still respond. That is not the same as a welcome.
B / Public concourse
Market stalls, repair workshops and a cantina called Last Call. Ordinary places become clues to the people who used to fill them.
C / Living quarters
Crew quarters, family pods, a shared galley and a medical bay. Beyond the machinery, the refuge holds the traces of a community.
D / Station systems
Reactors, auxiliary systems and service catwalks. Keeping a station alive takes more than finding the right switch.
E / Research access
Server nodes, observation spaces and security partitions. The research spine connects the refuge to the work that brought it here.
03 / Beyond the contract
This is a situation.
Not a script.
New! First Crossing 1.1 · Rules 12.06
The fastest way to understand VeilFarers. Learn the rules by playing, without reading the full collection first. First Crossing is a complete starter session for 3–5 players and one Keeper, designed for 3–4 hours. Secure transport, cross the Veil and make first contact aboard Charon’s Refuge.
Begin with five Level 1 Sleeping characters and the rules you need at the table. Continue into the full adventure when your crew is ready.

Required · Version 1.1
A complete first session for 3–5 players and one Keeper, designed for 3–4 hours. Includes starter rules and a route into Hearts in the Void. Requires the companion Table Kit.
Download PDF
Required · Version 1.1
Player references, Keeper cards, five Level 1 character folios, sealed continuation handouts and four printer-friendly map plates. Companion to First Crossing 1.1.
Download PDF
Optional · Version 1.1
Four map plates for screen use or optional color printing: Harrow Dock, Dock K-17, Charon’s Refuge and its docking ring.
Download PDFDownload the session and Table Kit together. The kit includes printer-friendly maps; the color-map PDF is an optional companion.

Your first crossing starts here
An introductory adventure with room for investigation, difficult loyalties and the unexpected. Take as many sessions as your table needs.
Free PDF · Read the briefing. Gather your crew. Make it yours.