HISTORIC is a grimdark TTRPG run on cards, made for one-shots in a world where demonic Malefact and angelic Aeons want your souls. Outrun the annihilating sun and gather your tools and allies to kill the gods!
It's been years since you abandoned the safety of the burrows. You went to the surface, you and others, to see the land that once had cities, civilizations, queendoms. Now it is all melted to slag by the annihilating sun. You ride the empty landscape, find strange cave hovels, soul wells, abandoned supplies in narrow shadows.
You make camp, tell stories, remember what you miss from home. You sing a song, recall a poem, share a meal. Then you mount up and ride the road another early morning. And before the sun rises, you dive into the dark once more. Aeonic ruins, Ensu towns, Malefact nests, and the deeper dark, abandoned old cities in the underhives of the world, and then deeper still, the bellowing darkness.
But you are equipped for this. By blade or soul, you will weather the storms to gather your weapons and supplies. At the end of the road, there are gods that wait. And you may not be the one to kill them, but others will come. Others will find your weapons and artifacts. They will add them to their own, and grow their stories. And someday, the gods will fall. And your legacy will be the blade that is planted in their throats.
Welcome to Prosipio, the scorched world with an endless, living road, an annihilating sun, and covetous beings in the sky and ground who desire your soul.
As Ensu, you must ride the Road Eternal, delve into dangerous Barrows for tools and supplies, and fight with the god-forms of the divine Aeons and the cruel Malefact. Your team will face brutality, exploration, and their ultimate ends as they conspire to reach historic levels of power to take on the gods.
Dungeon delve in your games to become stronger and prepare to die. As you do, add stickers to your power and tool cards before they go back in their decks, growing in strength the more you play and die until, someday, you may be able to take on the gods of the world and win.
The Maker of Hands - The Caged Wraith
With 6 Roads to take, or classes to pick, you will find unique gameplay awaits you each time you open the box. And each Road has two paths, allowing you to push your character toward different ends and uses for your dungeon delving group.
Will you be The Maker of Hands, a hand-to-hand specialist with their unique spiritually crafted hands, or a supportive spell caster whose hands carry magic incantations?
Or perhaps The Caged Wraith, a sneaky sly rogue with a yearning soul, or a ghostly force that abandons its body as often as it can?
The Aeon Caller - The Malefact Bonecutter
Or will your soul align with the entities that so desire it? Might you be The Aeon Caller, a supportive singer and mechanic, or a summoner of the very angelic Aeons you may often fight?
Perhaps you will turn your flesh and bones into weapons as The Malefact Bonecutter, a super armored tank of bone and scarred flesh, or a glass cannon of spinal blades?
The Organ Eater - The Trophy Collector
Might you instead be a collector of things? The Organ Eater can hunt for new power and messages in the carcasses of foes, becoming a walking alchemist lab to create salves for allies, or gaining knowledge and power for themselves for bursts of great strength!
It's possible that organ eating isn't for everyone, so why not don The Trophy Collector's chain net and gather weapons, tools, and artifacts to you, becoming an impossibly strong bullwark against all foes, or a banner of passive buffs for any who stay near you?
HISTORIC: The Road Eternal is a grim-dark TTRPG that runs on cards. It is made for one shots, meaning single sessions of play, with variable time lengths to allow for a short 2 or less hour game, a 3 hour game, or up to 4 hours of play. The game does not have to be set down after a run though, and players can reprise their same characters and items to play until they fall, or until victory.
4-7 Players
3-6 players will play as Characters (PC)
1 player will play as the Story Leader (GM/SL)
2-4 Hours with variable game length setups
Legacy sticker mechanic to grow the strength of cards over multiple playthroughs
Games begin for players with choosing your Road. Each Road, or class, is found in its own tuckbox with its character art on the outside of it. Inside the tuckbox is a set of cards with matching card backs. The first thing you will do is pull out your Road's cards, and find two cards: Your Road's Tool, such as the Maker of Hands' The Gilt Hammer; then you'll grab your double-sided Paths card. For the Maker of Hands, you'll be able to choose between The Hand, or The Eye. Each has a small bit of lore text that helps you know what the playstyle will be on that path, an ability, then a card checklist. You'll want to go through your deck and remove the cards it tells you to (the other path's cards), then add in Generic cards from the Generic Actions and Trinkets decks as listed on the Path card. Path cards also determine your starting stats, which are kept track of on spinner dials on your Road's tuckbox. You'll then shuffle all remaining cards in your deck and slide it back into your tuckbox. You'll then be dealt a random Trait card. Trait cards have a core theme, like the Perfumer/Incenser card here. Read each side, then decide which one you want to have be your trait. Then, you slot it into your tuckbox at the bottom of your deck. Your chosen side of the card will stick out of the box, all of its text legible. This gives you a bonus ability to call on during play whenever you need it. Perfumer can help allies draw cards from their decks, while Incenser can heal allies.
Once all players have a Road, Path, and Trait chosen, and their decks prepared and shuffled into their boxes, play begins. The Story Leader, a single player who will run the game for the rest of the group, acting as the world and helping to determine how the world reacts to played cards, has their own cards to rely on. Campfire cards are how the games begin, with your team gathered around a campfire. At this time, players draw up to their full handsize, anywhere from 5-7 cards depending on the Road/Path.
The Campfire's ability goes into effect. Campfires may give you a safe night, giving you armor for your mind and soul for the next delve. They may interrupt you with an ambush, prompting a fight before you even start dungeon delving. But no matter their effects, any player may now activate their own Campfire Abilities, or Rest abilities.
Then, when players are comfortable, they Ride the Road. The Story Leader draws another prompt card from the Riding the Road deck, sharing how the travel goes, and what dungeon mouth they end up at by the end of their ride. This will determine what resources may be found before entering the dungeon, and what form the dungeon may take. The Riding the Road Deck will determine which kinds of Delve cards are drawn, and in what order, for the upcoming dungeon. These are modular, and can grow in size based on the length of the game or dungeon desired by players, Long, Medium, or Short.
Each back of a Delve card represents a different kind of Delve experience there. Left to right, we have Aeonic, Barrows, Malefact, Ancient Ruins, and the Horrid Dark. Each has its own kind of enemies, events, encounters, and more, and the front of each card can have options for how difficult something may be, or they may care about the cards that came before or after them to set up different scenes and events.
A delve is made up of a set of these cards, 5-10 in a row. Each one is revealed, read and interpreted by the Story Leader, then placed forward onto The Storyline.
As Delve cards are played down, players will either be faced with an immediate obstacle, or they may have the option to run through the room without stopping. In any case, they may choose to take other Actions or use Trinkets, both card types that once used, are placed on the Storyline. In this case, the Story Leader revealed The Hive Hums delve card, which let players know that the room seems alive with pulsing meat and bone. If they choose to run on, they will go to the next Delve card. (If they take any actions here, they are attacked! Something only the Story Leader know for now.)
One player, not thinking they were in danger, played a Take Rest card to draw some more cards and make use of two Rest abilities on Trinkets they had, one to heal allies with their Black and Bleed Candle, and one to choose the next room with The Waning Map. While they do get those things done (whenever a card is played, it goes into effect), the trap is sprung, and the Story Leader lets players know that they are under attack by Malefact Scouts! This leads to another player taking the initiative and playing an Attack! card, using their Gilt Hammer Tool (as the Maker of Hands) to begin the assault.
While Actions and Trinket cards are played on the Storyline when used, they often rely on, refer to, or make room for the use of equipment in the form of Tools or Relics, or the use of your Path or Trait abilities. These kind of cards remain on the table next to your deck at all times, while Actions and Trinkets live in your hand. By staying on the table, visible, they will always be around to be referenced. These items are your most used, and will benefit you in many ways throughout play.
When reaching the bottom of your second or third Delve in a session, or at the midpoint AND end of your fourth Delve, you will face bosses. These are powerful entities that offer the greatest loot to players when defeated, and the greatest chances to put stickers on cards without dying or needing specific cards. Bosses are themed to the final room you come across during a Delve, with 3 different bosses per Delve type.
Once a dungeon delve is complete, either by finishing the last room or by defeating the boss, if there was one, the delve is over. The delvers return to the surface, make camp, then ride the road again to a new delve. Delvers may die during their travels, having chances to revive if they have a Beacon card. If not, they may fall for good in a session. Because the game tends to play out as one-shots, meaning single session games, losing a player character is an acceptable loss.
When a character dies for good, they can add history to their cards by adding stickers to them, adjusting their abilities, adding more damage, adding new abilities, and more. These are limited by the difficulty of the danger you were felled in. Additionally, there are some cards for support Paths that can grant immediate sticker usage.
In this way, you may even have a better time fighting future bosses!
$130 - The Card Run TTRPGs Get the three card-run TTRPGs made for one-shots and zero preparation games, HISTORIC: The Road Eternal, ZOETROPE, and WHAT WE POSSESS.
$35 - HISTORIC: The Road Eternal Get the brand new grim dark dungeon delving game!
Base funding at $7500 At this funding level, we have earned enough money, sans platform and card charge fees, to manufacture the game. It's not until we've reached $23,000 that we have paid off all the art fees, but with the game made, we can sell to cover the rest. But on our path to $23,000, we have other fun things to unlock and earn in the game!
Stretch Goals
Achievement Get the Pub Gob to 1,000 followers on Bluesky! A bonus God Boss is added to the game. This is the God of the Road, a being you will take a unique path to that does not use Delve cards, but instead uses rules included in the rulebook for the game. A tool and two new Riding the Road cards are added to the game as well based on this God.
12,500 Our Roads will each gain 1 strong Action card for their deck, Path agnostic, with an illustration from Salty Water!
17,500 Our Roads will each gain a special shared-Path cards with stronger effects that are split between the paths as very powerful ultimate moves! They will have a base effect, then additional effects based on which Path they are playing as. These will each feature a cool illustration from Salty Water!
22,500 Our Roads will no longer share that ultimate move card across their two paths. Instead, they will have a separate ultimate move card in each path, each illustrated and shining in their unique way.
27,500 Two God Bosses, The Aeon and the Malefact. are unlocked. These are two additional bosses that are meant solely for late game runs after great trials and tribulations. These represent overcoming the claims on your souls and becoming free of the ride, and each brings an extra Delve Card related to them.
35,000 The Pactbound Antiquarian is added as a 7th Road to the game. This scholarly collector of tomes will bring strange energies to your group. Will their esoteric studies help, or put your party in all the more danger?! They come with a set of 10 strange books for your delvers to find.
40,000 The general Road actions for each Road will feature small illustrations now! These are the cards that stay in your Road's deck no matter the path you choose, and mean you'll have lots more illustrations of our characters in action to admire every game.
45,000 The Hallowed Chirurgeon is added as a 8th Road to the game. This dedicated healer will make your travels all the more possible, if you can meet their needs as a divine pacifist.
50,000 Five more Bosses are added to the game, along with 2 Delve cards each that herald their coming.
60,000 The unique Road actions for the paths of each Road will feature small illustrations now! This means all the cards you play with as a player will have illustrations, completing the artwork across the full game!
At this time, we are looking to complete the art for the project post-campaign, and final design, packaging, gameplay will be locked in place closer to June. Our best shipping estimates suggest we may be shipping this game out around September/October. Any changes to this timeline will be shared in regular monthly updates.
For this project, we are expecting the game to be a little heavier than What We Possess or ZOETROPE, but not by much. For that reason, we are using the same shipping estimates from those projects. Please know that with the ongoing political situation with our King here in America, there may be changes to the fulfillment and shipping costs. We will do our best to stay on top of the situation with America and how it affects the project.
**Shipping is not being collected now with your pledge, but will be collected later in the pledge manager.**
For this Pocketopia, our collaborator partner is moreblueberries with Viditya Voleti's A Land Once Magic! This incredible (actual) pocketsized game needs just a set of playing cards to be played and will get your group working on creating a new world together.
If you back both A Land Once Magic and HISTORIC for physical items, you'll receive bonus cards for each game!
For HISTORIC, you'll receive a set of Artifacts designed by Viditya Voleti to add new, strange items for your dungeon delving finds. For A Land Once Magic, Seven will be filling out some key tables from that game with Tarot card options, so you can explore the game using a Tarot deck instead of a playing card deck.
🎲 WELCOME TO POCKETOPIA—a celebration of portable easy-to-learn tabletop games featuring 50+ creators launching together on BackerKit from March 13 - April 3!
🏆 Here’s how you can earn exclusive event rewards:
Cross-Collab Freebies: Look for projects marked as Cross-Collab partners! Back both projects to earn a FREE reward from each creator. The more pairs you support, the more freebies you collect!
Pocketopia Dice Bag: Back 6 projects or more to unlock this exclusive reward, surveyed and shipped by BackerKit.
⚔️ Rewards at a glance:
2 FREE rewards for every Cross-Collab pair you back (one from each creator!)
1 FREE limited edition Pocketopia 2025 Dice Bag when you back 6+ projects
⭐ PRO TIP: Maximize your freebies by supporting Cross-Collab pairs! For example, support 3 Cross-Collab pairs (6 projects) to earn up to 6 exclusive freebies while unlocking the Dice Bag!
*Only pledges to physical reward tiers or main digital offerings (if no physical items are offered) qualify towards earning these limited FREEBIES. Please refer to individual project pages for unlock requirements.
Seven Dane Asmund is The Publishing Goblin, the designer and writer behind all things on this project, and the one running this project. As a queer designer, author, and business owner, 7 really wants to center the importance of being openly queer at a time when it's more important than ever.
You can find links for Publishing Goblin and Seven at the bottom of this section.
Salty Water is the artist who illustrated and designed all the incredible visual elements of the game, HISTORIC: The Road Eternal. Salty is an incredible illustrator who enjoys rodent and horror content, creates stuff based on their own personal interests, and the unbridled joy of their lovely hobbies.
This project marks the launch of Publishing Goblin Games, aka Pub Gob Games, as a Publishing Goblin imprint. All future games, ttrpgs, journaling games, and the like will be launched through this new profile so Publishing Goblin fans can get on just the mailing list they want to be on! If you're here for games but not the tarot, books, or enamel pin projects, lock in a follow on the new Publishing Goblin Games account now!
Do you like exclusive things? How about a set of exclusive cards to expand your HISTORIC game with a new boss, new encounters, and a special Backerkit relic? The Pale Gatherer is the most loot-filled boss in the game, and is all yours if you pledge in the first 48 hours for free!
Refunds I will refund any pledges within 30 days of the campaign's finish date no questions asked, from April 3rd to May 3rd 2025. After that time, no refunds will be granted for any reason, and if you choose not to fill out your survey or pay shipping on time, your pledged amount will be considered a donation towards the project.
Shippingand Fulfillment We will be charging shipping costs closer to actual fulfillment. On this project, that means it could be up to a year away. That means you are not being charged for it now, or for VAT or IOSS or any other taxes or fees unique to your country. That will be done closer to the shipping date. You will not receive your items if you do not pay shipping and any other relevant taxes or fees, and you will not receive a refund for your original pledge if you choose not to pay the shipping costs. This notice is here from day 1 of the campaign.
Fulfillmentand Survey Deadline Once the first wave of backer items has been sent out around the world for people who get their surveys and shipping charges in on time*, remaining backers will have 30 moredays to complete surveys to then receive their rewards. Any who do not dosoin that time forfeit their rewards, and funds they paid into the project are considered donations to the project. As noted in refunds, no refunds will be made at thattime for people who do not get their surveys in.
*Thiswill be made clear in updates when we know for sure that we're moving to shipping, and will be clarified in multiple updates prior to starting the 30 day final reward claim timer.
Damagedor Missing Items, Lost or Misdelivered Packages You will have 30 days after your package arrivesto you to report to [email protected] if you need replacement items or have missing items in your order. For packages that go missing, you will have 45 days after the item is sent (60 for international packages) to report lost or misdelivered packages to have us resend or follow up on the items.
Backersare responsible for providing proper and up to date email addresses on Backerkit, and for reading updates as they come out to inform them of this information and the deadline dates. Tracking info will be automatically sent to provided email addresses, and it is the backer's responsibility to followup on their packages should problems arise.
Backing this project is a pledge of support to the project itself, it is not the purchasing of items. I will be doing everything I can to deliver all pledged items as part of fulfilling this project with your help, and have a track record of a dozen plus projects of doing so, but there is no 100% guarantee that you'll receive your items with crowdfunding. By pledging you are recognizing this and agreeing to it.