The Returns Desk
An endless counter where Librarians leave through their Doors and are checked back in.
Every world has a story. Find your place in the Library.
Every mission starts with a thin file from a case officer. Roll one to see the kind of job a new team gets handed. Your GM rolls the real one, with a few tables you don’t get to see.
One mission, three evenings. Live over Discord voice, three hours a night, four Librarians to a table. New to Daggerheart? We start with a short orientation.
Your arrival. Found or Sentenced, your trial or your waking, and your first Door.
The mission proper. Same table, same Librarian you built on night one.
Dice are rolled for you if you have none. Discord, a microphone, and an evening.
Learn what the Library is, who it serves, and how it works.
Explore the paths, peoples, and possibilities within its walls.
Get what you need to step beyond your world.
One mission, one evening, online over Discord. Three hours. Beginners welcome.
Never read your own book.
The Library was founded millennia ago, outside time, to hold the record of every world and the oldest tomes of all of them. It now protects knowledge, objects, living beings, and dangerous things from across the multiverse. It never bothered to change its name.

Every known world has a record here, and the record changes when the world does. Before a mission, a careful Librarian reads ahead: if the record already shows an event, you are allowed to be its cause.

Relics, instruments, and wonders recovered before they could be lost, burned, or used. Each one is catalogued, and a few are still looking for a way out.

Refugees from dying worlds, the last of a species, gods with no worshippers left. Long ago, Chief Warden Hesper Calloway held a Door open against orders and walked two hundred survivors inside. The wing was built around the people she saved. Old staff still call it the Folly.

Anything too hazardous to leave loose comes here, under the quiet watch of the Custodes. Below it lie the Closed Stacks: bottomless, sealed, and home to worlds the Library had to close for good.
An endless counter where Librarians leave through their Doors and are checked back in.
A domed hall of glowing tracks, one for each world, showing how much it has been changed.
The heart of the Library, where prophecies surface as text on the walls.
It is always three o'clock in the afternoon there.
Your room slowly reshapes itself to match the world you came from.
Corridors that have come loose. Maps of them expire.
You are a Librarian. Not the quiet kind. This is what the job is, who you answer to, and the five words you need before your first mission.
"The Library keeps. It does not write."
Librarians are readers, not authors. When you change a world's course, its record rewrites itself and the true account is lost for good. Interfering is not forbidden. It is costly, and the choice is always yours.
Founded outside time to hold the book of every world, so that nothing true would ever be lost. It keeps far more than books now.
The job. Everyone also holds a rank and a classification.
The passage into a world. Some open onto other moments in time.
How much your team changed a world.
Brings you home. Bound to you alone. Lose it and you are stranded.
Missions run one to three sessions. You are briefed, you step through, and you come home moments after you left, however long you were gone.
Every Librarian is a Recruit: someone whose home world's record was lost or sealed. There are two ways in. The Found went to sleep in a world and woke at the Returns Desk holding a library card with their name already printed on it. They remember their lives, not the crossing. The Sentenced got in the Library's way, were judged to have value, and chose a library card over a cell. They work off a charge sheet, one mission at a time. Both end up on the same teams.
A Recall Token, a passbook that writes you a cover identity on the far side of every Door, a reading lamp that shows ink only Librarians can see, and a library card that is a badge, a key, and a translator for dead scripts. Doors translate living speech, so you will understand the locals. Understanding their customs is your problem.
Field teams are drawn from several departments. You keep a home department, and its head keeps an eye on you.
How true any of it is, nobody will say.
Every class, ancestry, and community has a place in the Library. These are the options that exist only here.
Make your character the usual way. These six steps fit them into the Library.
Every class fits. Each one also has a Library subclass, further down this page, if you want something made for this setting.
Every ancestry fits; the Library recruits from everywhere. Clanks may have been built in Collections. Or play an Inkborn, someone who walked off a page.
Either the culture of the world you lost, or where you grew up inside the Library:
Your job title in the Library. Any class can hold any classification; these are the natural fits.
How did you come to the Library? Pick one. It carries through to your booking, and your GM builds your first session around it.
Keep any you like and bring the answers to your first session. Pass on any you don’t.
Your sheet lives in Foundry. We build it together on night one.
The handbook has the full rules for every Library subclass, the Inkborn and Sanctuary-born, the Warlock patrons, and the Transformations.
People who walked off the pages of the Records wing. Each began as someone in a book: a hero in a legend, a villain in a history, a nameless guard in a play. They bleed ink, and their source book is still on a shelf somewhere.
Paper-Thin. Fold flat to slip through any gap a sheet of paper could, and drift down like a falling page.
Written Role. Choose the part you were written to play: the Hero, the Rogue, the Mentor, the Monster, the Lover, or the Fool. Play to type and gain Hope. Act against it, and rewrite yourself one choice at a time.
Born in the Calloway Sanctuary to refugees of dead worlds. Your neighbor came from a drowned city, your babysitter was the last of her species, and your schoolteacher used to be a god. You never traveled. The multiverse came to you.
Everyone's Neighbor. Once per session, when you meet a being, people, or custom from any world, say who you grew up next to that was something like it. Your next roll to understand, befriend, or calm them has advantage.
One for every class. Each has a tell: the thing other people notice when you use your gift.
Transformations are earned in play. Each gives you a signature move and a cost you choose how to pay. A character can carry only one.
The Library is full of things willing to bargain. Each asks for a tribute, and once a session, a favor. Your GM may offer others.