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The Library at Hearthhold · Lamp-Lit Hour

Old Pell, at His Desk

He looks up from a half-written page. The inkwell is open. The lamp is steady. He has been expecting you.

If you have 90 seconds, this is what the game is.

  1. It is a chronicle. You make a character. You walk a road. Sometimes there is a dragon at the end of it. Sometimes there isn't.
  2. It is slow on purpose. Most of it is reading and choosing — a meal at the inn, an oath at the cross, a name in the cemetery. The road is the journey, not the dragon.
  3. The dice resolve hard moments; the prose tells the story. Failure costs you days and supplies; success earns a quiet line.
  4. You can write in the book. The pencil button on every page is yours. The chronicle is half mine, half yours.
  5. You can also stay in Hearthhold and never go on the road. That is a complete chronicle too. The game does not require violence.

If that sounds like a game for you, sit down and let me show you my desk. If it doesn't — there are many other games. The chronicle is patient about who reads it.

Old Pell, Chronicler of Ironhold

Sit down. I am Pell. I keep the chronicles for travelers like you, which is to say I keep them for almost everyone who comes through Hearthhold. I am old. I have been here longer than the door. I am going to tell you what you need to know to begin, and I am going to tell it in the order I have learned to tell it. If something I say is unclear, ask again. I do not mind.

The First Throw

There is a die on the desk between us. Pick it up. Roll it. The chronicle records its first throw before it records anything else. Nothing is staked on it. It is only a hello.

✓ Saved
Day 183
the second-watch, the work-hard hour