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Some secrets are best left undisturbed.
In the frontier city of Oroden, surrounded by rugged lands of barbarians and monsters, your conspiracy is operating in complete secrecy. The city is overflowing with refugees, bustling with trade and opportunity, yet its fate is threatened by the savagery outside its city walls and the cutthroat politics of ruling Houses within. Regents come and go, so do ambassadors and treaties, treasure hunters and merchants, spies and courtiers, none of them realizing the real stakes. Choose your alliances carefully: if this city falls, its many treasures are sure to tumble into the wrong hands.
You are the Gatekeepers, and the world will not end on your watch.
A long time ago the world of Feyhaven was scoured by a heavenly war, now all but a myth, if it weren and rsquo;t for the crumbling ruins and cursed artifacts that should never see the light of day again. While some doubt the war ever happened, most don and rsquo;t realize that it never ended. The wrath of the ancients is not sated, but merely delayed, their plagues and armies are locked away behind Gates that lead to places of forgotten wonders and horrors. For thousands of years Gatekeepers kept them shut so the world could heal. It has been long enough that the common folk take the peace for granted, and to the kings and princes of the realms you and rsquo;re nothing but an obscure meddlesome cult that stands between them and power.
Your work is forgotten, but it is not finished.
Gatekeepers is a role-playing game of fantasy intrigue made for lazy game masters and creative players. It takes minutes to create a party of player characters, it takes seconds to and nbsp;draft and nbsp;a random (or not so random) encounter for them to fight, regardless of their level.
We use an innovative and fluid system of cards and tokens to keep the action going, intrigue brewing, and the rules simple. There are three design goals we pursued in the creation of this game:
- Fast and simple combat: people are not computers, and we shouldn and rsquo;t be. We follow the KISS (Keep It Simple, Stupid) principle so players can focus on their decisions and creative solutions.
- Minimal prep: the game master does not need to spend an evening before the game to have a game. You start with an idea and you and rsquo;re ready to play.
- Cheat-free GMing: the game master does not fudge anything. The challenge is real, but fair. The game has no game master screen, so the players can plan their teamwork around what their enemies can do.
Besides these rules, you'll need to have cards and tokens specifically made for this game. They are available from the publisher's website and also as a free print-to-play supplement from DriveThruRPG.com.