This volume is issued to those who have crossed the threshold of the Veil and chosen to walk within it. It is a record of what has been seen, what has been heard, and what has been felt in places where the ordinary world thins.
The creatures recorded here do not yield themselves to casual observation. Neither do the histories. Both require the wayfarer to move through the world with purpose, patience, and a willingness to be found by things that would rather not be seen.
Install the app and create your Wayfarer account, the Veil will listen to your journey.
Record a journey and earn Embers as you move. Earn enough and you will be called to join one of the three Wards The Omen, The Echo, or The Hush.
Plant beacons along your walked route to aid fellow Ward members on their journeys. Beacons can burn for days, placed well, they shape the territory around them.
Every walk claims ground for your Ward. Check the territory map as daily dominance shifts with every wayfarer who moves through the Realm.
Creatures stir from the Veil as you walk. Encounter the same creature enough times and it will bond with you, awakening as a companion on future journeys.
Lore fragments are hidden across the real world, field notes, sightings, recovered history. Walk close enough and they reveal themselves. Some unlock creatures that cannot be found any other way.
Creatures appear along your route when a walk is recorded. Common creatures stir on short walks. Rarer beings require longer journeys, specific terrain, or the dark of night.
Encounter the same creature enough times and it bonds with you. Bonded creatures can be Awakened as Companions walking beside you on your next journey.
Gleaners increase Ember earnings. Scouts extend beacon range. Eroders weaken enemy beacons. Wardens extend your own. Infiltrators drain rival ember pools.
Deeds in the realm are marked. Plant ten beacons, walk through the night, complete a ten kilometre journey each earns a Sigil displayed on your beacons for all to see.
Those who read the signs before they arrive. The Omen walks ahead of consequence, seeing what others miss until it is too late.
What was spoken returns. The Echo remembers what the world forgets and ensures those who walk with it recover faster, ready to walk again.
Some paths are walked in silence. The Hush knows the names the land keeps secret, and claims more of it with every beacon it plants.
Lore fragments are short folklore texts rooted in real locations Viking landing sites, Roman roads, smugglers' caves, shell grottos built by unknown hands. Walking within generous range of one unlocks it automatically. The realm reframes what actually happened there through the lens of the veil.
Collected fragments appear in your Lore tab, sorted into Myth, True History, and Creature Sightings. Some fragments are freely discovered on foot. Others wait in the Deep Archive, sealed until you offer enough Embers to open them.
Lore locations are marked on the realm's map the challenge is getting there on foot. Some unlock creatures that cannot be found any other way.
Wayfarer accounts of where the game world and the real world have converged will be recorded here. The first findings are being gathered.
The realm does not arrive fully formed. It reveals itself incrementally — drawn outward by the footsteps of those who walk within it. Where wayfarers go, the veil thins. Where the veil thins, the lore surfaces.
A wayfarer walked. They recorded their route faithfully and submitted it to the realm. The walk was good — ground claimed, embers earned, beacons placed. But when they opened their lore tab, it was empty. The path they had taken held nothing the realm had yet thought to mark.
The realm noticed. A quiet dispatch was sent to the Warden — a record of a walked path with no lore to show for it. The coordinates were noted. The ground was examined. The local history was consulted.
The Warden, having received the dispatch, descended into the archive. Old maps were consulted. Parish records, field names, local accounts. What the ground remembered was drawn out and written down — given form as a lore fragment, placed at the coordinates where the wayfarer had walked, and returned to the realm.
The next wayfarer to walk that path found something waiting for them.
The realm is not fixed. It grows with those who walk in it. A path walked and reported as empty is not a path the realm has forgotten — it is a path the realm has been asked to remember. The Warden listens to every dispatch. The veil thins where wayfarers go. The lore will follow.
The following account was recovered from the expedition logs of three wayfarers of the same Ward. It is presented here as a record of what the realm returns to those who walk with intention.
The first wayfarer did not walk empty-handed. From the Hearth they had drawn a Companion bonded through long acquaintance, and carried an item that sharpened the Veil's attention to their passing. Their walk yielded more than it would have otherwise the realm repays preparation. At the walk's end they planted a Beacon on the ground they had claimed, and the light began to burn.
The second wayfarer had walked the same ground at the same hour. The realm noted the coincidence of Ward-kin moving through the world together, and acknowledged it quietly in embers. Their path crossed the first wayfarer's Beacon, and a share of its warmth passed to them as they moved through it. Before they left, they paused at the Beacon and blessed it lending it their own ember-warmth, deepening the light for those who would come after.
The third wayfarer came later, on a different walk, on a different day. They did not know the others. But the Beacon had been blessed, and the blessed Beacon does not distinguish between the wayfarer who set it and the stranger who passes through it. The third wayfarer crossed it and received what the second had placed there a gift from someone they had never met, through a mechanism neither of them had arranged. The realm simply kept its word.
A wayfarer who walks alone and unburdened will find the realm civil. A wayfarer who walks with a bonded Companion at their side, and carries what the Hearth has prepared for them, will find it generous.
Companions do not merely follow. They act upon the Veil as you move — some drawing more creatures to the surface, some harvesting embers at a greater rate, some extending the reach of beacons placed after the walk's end. The Hearth holds items that compound these effects further still. A walk prepared carefully is a different thing from a walk begun in haste.
The realm does not advertise what it will give. It simply gives more to those who have paid attention.
There are days when the body will not go where the realm requires. The Mimic was made for those days.
The wayfarer who has bonded with this particular creature knows that it does not need to be accompanied. It needs only to be given purpose and provisions. A satchel of embers pressed into its keeping, enough to fuel the journey, and the Mimic departs from the furthest tile the wayfarer last walked, moving outward in whatever cardinal direction it judges best, claiming territory tile by tile until the embers are spent.
It does not consult the wayfarer on its chosen direction. It does not report back. The wayfarer will simply find, when they next open the realm's map, that new ground has been claimed in their name ground they never set foot on. The Mimic walked it for them. The realm accepted the claim regardless.
It watches from the corner of your eye. By the time you look, it has already moved on.
The realm records where you walk. It does not need to record where you live. The veil setting in the app controls how much of your walk's beginning and end is obscured before it is stored — and choosing the right level matters most to those who walk from home.
The first and last 24 recorded points are removed before storage. Best for walks that begin or end at home. This is the default setting and the one most wayfarers should keep. The realm sees your journey — not your door.
The first and last 12 recorded points are removed. More of your route is preserved. Suitable if you begin walks away from home — a park, a car park, a town centre — and do not need the fuller protection.
Only the first and last 6 recorded points are removed. Most of your route is preserved. Not recommended if your walks start or end at your home address or any location you wish to keep private.