VEILFARERS
Incoming transmission Charon's Refuge / Tenebris Secundus

Hearts in the Void · A VeilFarers adventure

The station
is silent.
Something
is not.

A contract. A missing heir.
A crossing that changes everything.

New! First Crossing — the fastest way to learn the system ↓

Campaign opener · 4–6 players + KeeperFollow the signal Spoiler-light briefing

01 / The assignment

A simple job.
Until it isn't.

Recover a missing heir. Reach a distant station. Decide whom to trust when the contract stops explaining what you find.

  1. Crossroads

    Take the offer.

    Powerful interests want someone found. Buy a ship, book passage or steal your way out. Your transport is already part of your story.

  2. The Veil

    Make the crossing.

    Between departure and arrival lies impossible space. The journey gives the crew time to discover who is travelling beside them.

  3. Charon's Refuge

    Answer the silence.

    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

Welcome, authorized
personnel.

A research station that grew into a community.
Now most of its windows are dark.

Sector directory
Unpowered Charon’s Refuge: docking ring, commercial blocks, residential cylinders, engineering modules and a central research spine.

Conceptual sector overview · not a floor plan

Explore the sectors

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.

B / Public concourse

The ghost of a working day.

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

Someone called this home.

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

Power has a price.

Reactors, auxiliary systems and service catwalks. Keeping a station alive takes more than finding the right switch.

E / Research access

Every archive keeps something.

Server nodes, observation spaces and security partitions. The research spine connects the refuge to the work that brought it here.

A / Docking ringENV / SYSTEM TELEMETRY
Oxygen
20.4%
Energy
21.6%
Comms relays
3/6
Life support
67.2%
Water reserve
58.4%
Pressure
98.6kPa

03 / Beyond the contract

The signal is real.
The contract is not
the whole truth.

This is a situation.
Not a script.

You are not alone.
Rival crews bring their own loyalties, methods and reasons to get there first.
The station does not wait.
Clocks, discoveries and changing environments turn action and hesitation into consequences.
The last word is yours.
Bonds, evidence and the choices you make shape what follows you out of the dark.

New! First Crossing 1.1 · Rules 12.06

Learn the system.
By playing it.

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.

Maya Santos presents a blue three-dimensional hologram of Alexei Joric.

Required · Version 1.1

First Crossing

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
A three-panel Keeper screen with character folios, reference cards and two twelve-sided dice.

Required · Version 1.1

First Crossing — Table Kit

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
A composition of four color map plates: station overview, docking ring, acquisition yard and hangar.

Optional · Version 1.1

First Crossing — Color Maps

Four map plates for screen use or optional color printing: Harrow Dock, Dock K-17, Charon’s Refuge and its docking ring.

Download PDF

Download the session and Table Kit together. The kit includes printer-friendly maps; the color-map PDF is an optional companion.

Hearts in the Void adventure cover
Hearts in the Void / Adventure 1.0 · Rules 12.06

Your first crossing starts here

A job can end.
A crew can begin.

An introductory adventure with room for investigation, difficult loyalties and the unexpected. Take as many sessions as your table needs.

10
Pregenerated crew
Custom characters welcome
07
Map plates
Color & printer-friendly
01
Campaign beginning
Your choices carry forward

Free PDF · Read the briefing. Gather your crew. Make it yours.