
The story so far
The road does not ask where you came from.
Only what you will carry, and how far. Eight chapters of the world of Road Roamers, still being written.
Story film coming
Chapter I · The world
The Deep Winter
The snow keeps no promises.
The year begins in the Deep Winter and never quite leaves it. The sun rises late and sets early; the thaw is short, the summer shorter, and frost-fall is only the Deep Winter clearing its throat.
People still live out here: in timber hamlets with every window facing the road, in camps that are struck each morning, in holds behind palisades. They count warmth the way other places count coin.
Story film coming
Chapter II · What came down with the snow
The Ashfall
Under the ashes: a cup, a button, and the outline of a second bed.
Some winters the snow comes down grey. There is ash in the drifts of the barrens, old burn scars under the dead snags, and on certain summer days ash falls from a clear sky.
No one on the road agrees on what burned, or when. The houses they left behind do not say who left first. The road only asks what you will carry, and how far.
Story film coming
Chapter III · 128 kilometres
The Road North
The milestone has two distances carved into it. One points north.
A single road runs north for 128 kilometres, through nine regions of the wide country. It is walked by pedlars and caravans, by villagers visiting kin, by hunters and by worse.
At its far end hang the three northern bells. Some travellers go to restore them. Others simply keep walking, and leave enough for whoever comes after.
Story film coming
Chapter IV · Beyond the verge
Ash Country
Where the light goes strange at dusk.
Off the road the land turns wild: the Black Pinewood packed to the verge, the crags of the highlands, the Black Escarpment, the Reed Fen, the Red Thicket, the Forgotten Parish and the Hollow Wood.
Horrors keep dens out there, bandits keep camps, and under the hills there are barrows, ice caves and drowned chapels. Most of what lives in ash country only wants you gone before dark.
Story film coming
Chapter V · Every sixth night
The Long Night
The dark will last twice as long, and something great walks in it.
Every sixth night the dark stretches out. Prowlers circle at the edge of the lantern light, and one of the great foes walks the country.
Each season has its giant, and each sends signs ahead: the birds gone from the trees, tracks deep as a grave, ash falling from a clear sky. The Rime Walker, the Mire Father, the Ash Pilgrim and the Antler King. Keep the fire fed.
Story film coming
Chapter VI · People who decide for themselves
The Living Road
Every window faces the road. Even the abandoned houses seem to be waiting for someone.
Villages along the road run themselves: people who eat, argue, teach, trade, fall out and make up, and remember who came to help when the raiders did.
You can join them, trade at their counters, recruit their best, and found a settlement of your own. Each one you found becomes a place that stays when you move on.
Story film coming
Chapter VII · Towns that walk
The Landships
If the road will not come to you, take the town to the road.
Someone built the first walker from a cab, two springy legs and stubbornness. Now yards along the road raise ships of timber and iron that walk on four legs, six, or roll on eight wheels, burning charcoal from the forests they pass.
The greatest of them, the Citadel Pilgrim, carries a whole settlement on its back: board the town, walk it north, and found it anew where she stops.
Story film coming
Chapter VIII · Next on the road
Tribes to Come
One more set of footprints. Then many.
The road was never meant to be walked alone. Co-op, then tribes, are next on the road: friends in the same world, shared camps and settlements, landships crewed together, and a world that keeps turning while the tribe sleeps.
It is not in the game yet. When it arrives, it will be announced here first.



