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 Map, fully grown
The Map · Wing of Maps
The Alembic, fully grown
The Alembic · Wing of Elements
The Chronicle, fully grown
The Chronicle · Wing of Ages
The Music Box, fully grown
The Music Box · Wing of Voices
The Terrarium, fully grown
The Terrarium · Wing of Living Things
The Pocket Watch, fully grown
The Pocket Watch · The Clock Tower
All six satchel objects across their six growth stages, painted in watercolour
Every object across its 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.