HISTORY RPGTHE ADVENTURE LIBRARY

PUBLIC PREVIEW · AUTUMN 2026

TWO LIVES · TWO CENTURIES · ONE RECORD AT A TIME

Choose a life.
Keep the record.

Historically grounded survival role-playing about the people who ventured beyond the familiar world. Prepare carefully, depend on companions, and live with what returns.

Preparation creates possibilities Decisions create consequences Chance creates uncertainty

THE OPEN SHELF

Whose journal will you open?

Each adventure keeps its own character, history and rules. No account is required.

A rain-darkened nineteenth-century jetty, expedition vessel and waiting company PLAYABLE NOW
VOLUME I1840—1915

EXPEDITION

A journal of the unknown

Begin before the expedition exists. Find a commission, persuade patrons, charter transport, recruit a company and decide what the party can carry into country that does not forgive omissions.

  • Ten journeys
  • Persistent careers
  • Exploration & archaeology
Open EXPEDITION Opens the current development edition in a new tab.
A young Norse voyager watching a longship being prepared in a cold western Norwegian fjord IN DEVELOPMENT
VOLUME IININTH CENTURY

THE NORTH ROAD

A Norse life

Begin as a young person in a coastal household. Carry an upbringing, a quiet gift and a troublesome flaw into seasons of work, kinship, sea travel, exploration and battle.

  • Household & kin
  • Voyages & survival
  • Battle & legacy
A design preview. No character record is created yet.

YOUR RECORDS

The journal belongs to you.

Progress stays in your browser. Export a journal whenever you want a portable backup or wish to continue on another device. Cloud accounts may come later, but they will never be required to begin.

VOLUME II · EARLY PROSPECTUS

The North Road

A grounded Norse survival RPG about the long distance between being born into a household and becoming the person others follow onto the sea.

01

The household

Family standing, foster ties, work, scarcity and childhood histories decide who knows you before reputation does.

02

The first place aboard

Earn passage through seamanship, craft, courage, kinship or debt. A place on the rowing bench is an opportunity and an obligation.

03

The wider world

Trade, exploration, settlement, mercenary service and raiding lead to different lives. “Viking” is something one does, not a permanent character class.

04

What survives

Oaths, wounds, companions, feuds and the household change over years. Battle is brief, dangerous and never a source of superhuman power.

“Your household gives you a beginning. Your oaths bind your future. The sea decides what returns.”