How It Works

Rogue Hearth is a living archive where real-world adventure becomes part of your campaign.

Move through real places, check in, and build a campaign record tied to identity.

1) CAMPAIGN OVERVIEW

“Rogue Hearth is a living archive where real-world adventure becomes part of your campaign.”

In practice, this means your real-world participation is treated as meaningful campaign progression, not background activity.

You move through places, check in, and build a persistent record tied to your identity over time.

The system is designed for continuity: what you do today remains part of your campaign history tomorrow.

The only physical Relic is the handcrafted dice tower. Everything else earned is digital, preserved in the Archive, and intended for narrative use at the table.

2) STEP ONE: GO (real-world participation)

Participation begins in the world itself. You go to places that carry a clear role in the system:

  • Libraries = Knowledge
  • Taverns/Meaderies = Rest/Trade
  • Coffee Shops/Cafes = Focus/Planning
  • Dungeons = Encounters/Boss events
  • Trails/Trailheads = Exploration

The point is simple: movement and presence matter. What you do in public space becomes part of your campaign history.

3) STEP TWO: CHECK IN (how check-ins are captured)

When you arrive, you complete a check-in using a posted QR prompt or rotating codeword. It is a quick confirmation that you were there and participated.

The quest map is presented through an embedded Google Map. QR and codeword check-ins are active now, and GPS validation may be added later.

4) STEP THREE: THE ARCHIVE RECORDS (digital ledger explained clearly)

After validation, the Archive records what you earned and when you earned it. This includes Coins, Knowledge Tokens, Rest Tokens, Relic Fragments, badges, boss victories, and exploration marks.

These are digital records, not physical merchandise, and they are not shipped.

The Archive functions as a living ledger of participation, continuity, and identity over time.

5) STEP FOUR: USE IT IN YOUR CAMPAIGN (how players use records)

Your Archive history is built to be used at the table.

Digital records can serve as narrative resources, character history, and campaign continuity anchors between sessions.

They give your group a documented trail of effort, choices, setbacks, and returns, so story development is grounded in what actually happened.

6) THE ONE PHYSICAL RELIC (the dice tower)

There is one physical Relic in the core system: the handcrafted dice tower.

It is a real table object made for repeated use. It is separate from Archive records, which remain digital.

7) Tourmalyne IS INSIDE THE SYSTEM

Tourmalyne participates under the same conditions as everyone else. She walks, checks in, studies, gathers, and logs outcomes as part of her own record.

She is not above the system. Her steps are recorded in the same Archive, with the same standard of continuity.

Archive items are digital records, not physical goods.