What is the Veil?
The Veil is neither a wall nor a curse in the traditional sense. It is a wound in reality. Eight centuries ago, something fell over the heart of the continent and altered time, memory and meaning.
Before the Fall
Before the Veil, the center belonged to no kingdom. It belonged to everyone: a vast crossroads of trade, knowledge and transit, where maps were reliable and time advanced normally.
After the Fall
When the Veil settled, there was no single explosion or invading army—only a territory that could no longer be entered and from which no one wished to leave. Expeditions returned fragmented, when they returned at all.
The Veil in the TCG
In the card game, the Veil is not merely background. It explains the existence of factions, altered bloodlines, relics and strategic effects tied to memory, sacrifice and fractured reality.
The Veil in the RPG
In the roleplaying game, the Veil shapes exploration, corruption, resonance, anomalies, relics and the loss of memory. It is a place, a pressure and a rule that changes those who approach it.
What is known… and what is not
There is no consensus about the origin of the Veil. Some call it a pre-Fall artifact activated by mistake. Others believe it was a deliberate containment decision. The full truth is not written in any book.
The world did not end. It lost its center.
