A survival adventure where cold is a number

The aircraft is behind you and unrecoverable, the nearest people are a thousand miles away, and the season has about six weeks left in it. Everything you do from here either buys distance or costs warmth.

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No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.

Exposure has to accumulate or it is only scenery

Cold, wet, hunger and exhaustion are tracked as conditions with their own progression, worked out between turns by arithmetic rather than by how grim the last paragraph sounded. Shelter helps because it is applied, not because the scene decided to be kind.

The world

When her bush plane goes down in the subarctic Frostbound, pilot Reyna has six weeks of food, one injured passenger, and a thousand miles of wilderness between her and the last town before winter.

The Frostbound is an endless expanse of taiga, frozen rivers, and predator-haunted snowfields, where the temperature kills faster than anything with teeth. The long night is coming, and out here, every decision is the difference between morning and never.

Who is in it

The Trapline Folk
scattered hunters and trappers who know the wilds intimately.
Northreach Rescue
an under-funded search-and-rescue service stretched too thin.
The Wolf Packs
the wilderness itself, patient and always watching.

Where you go

The Crash Site
a smoking wreck on a frozen lake, the start of the long walk.
Dead Man's Crossing
a river that must be crossed before the ice fully sets—or breaks.
Caribou Station
the last outpost before winter seals the Frostbound shut.

What already happened

The Crash
the engine failure that stranded Reyna in the deep wilderness.
The First Whiteout
the storm that erased the trail and the horizon alike.

Who you can play

Or write your own character — the setup form takes a name, a background and what you are good at, and the game master works from that instead.

How a turn works

  1. You say what your character does, in your own words.
  2. What you attempted is weighed against your character sheet and the state of the scene — and the outcome is settled before the scene is written, so the part telling the story does not get to decide that you succeeded.
  3. The game master narrates what happened, grounded in the world's own characters, factions and places, and remembers it for the rest of the run.

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Other worlds

All 24 ready-made worlds →