The world
The Great Library is fading. Its pages go blank when knowledge stops being witnessed in the living world. Every morning the Library sends you out to one real place to see it again.
Your Wayfarer
A hooded traveller with a lantern. You choose their height, build and pace, the colour of their cloak, and their name. As you learn, the cloak changes: ember thread stitches along the hem one row per rank, the lantern's light grows, and from the third rank stars appear on the cloth. Ranks run from First Year to Archivist.
Your companion
A wolf, a lynx or an owl. You name it. It arrives with you, watches you answer, and speaks in short lines after each encounter.
The satchel
Six objects, one per wing of the Library. Each fills with ink as you answer, and grows through six stages.
The Forgetting
There is no villain. The antagonist is a soft fog that recedes as you learn. Story scenes appear in the Library between expeditions and never gate the daily game.