Songs for the Lost
Tabletop RPG · Year Zero Engine · 2–6 Players
Songs for the Lost
Welcome to the Unknown

A Game of Whimsical, Pastoral Folk Horror

You wake in a place without edges. The sky hums with a frequency you almost recognize. Your name is a shape on the tip of your tongue. All you know is this: there was a song once, and it held everything together. Now only fragments remain.

Songs for the Lost is a tabletop RPG about wandering a land of talking animals, haunted taverns, and melancholic forests. Players take on the roles of the Lost — souls trapped between worlds, each carrying a broken melody that, if made whole, might lead them home. Built on the Year Zero Engine and inspired by Over the Garden Wall.

99 pages · 13 chapters · 3 fully detailed settings · Random verse generator

2–6 Players

Best at 3–4 travelers + 1 GM

Year Zero Engine

D6 dice pool, push mechanic, narrative-first

Episodic Play

Each session is a Verse — a self-contained story

How It Plays

Music as Magic

Songs, melodies, and rhymes are how you navigate the world. Croon a tune to calm a beast, speak a secret to break a curse, or sing the woods into silence.

Folk Horror with Heart

The Unknown is whimsical, pastoral, and quietly terrifying. Talking frogs, haunted taverns, and a darkness called The Beast that feeds on your despair.

Dream Logic

Forget physics. A locked door opens if you ask politely. A river flows upstream because it fears the ocean. Manners matter more than swords.

Conditions, Not Hit Points

You don't lose health — you become Weary, Scared, Lost, or Confused. Three Conditions and you Break, triggering strange afflictions from the Melancholy & Madness table.

The Core Mechanic

Three Attributes, One Story

Roll your dice pool (Attribute + Skill). Every 6 is a success. No successes? You can Push — but pushing always costs you a Condition.

Heart

Kindness, hope, emotional connection. Persuade, nurture, and croon a tune.

Wits

Cleverness, perception, lore. Sneak, solve riddles, and recall Rock Facts.

Grit

Toughness, bravery, determination. Scamper, brawl, and endure the road.

Choose Your Kin

What sort of lost creature are you?

Human

Key: Grit

A wanderer from the outside world, driven by a simple need: to find the way home. Resourceful and stubborn, but The Beast's favorite prey.

Kin Talent

Just Keep Going

Frog

Key: Heart

A native socialite of the Unknown — tavern-keeper, ferryman, musician. Comfortable with whimsy, terrified of the deep woods.

Kin Talent

Unflappable Sophisticate

Harvest Folk

Key: Wits

A scarecrow who walked away from their field, a person of corn husks and straw, animated by a flickering candle-flame soul.

Kin Talent

Part of the Land

Five Archetypes

Who you are in the Unknown.

The Wanderer

The quintessential lost soul. Succeeds through pure, dumb luck.

The Woodsman

A grim survivor of the deep woods. Keeper of the Lantern, unafraid of the dark.

The Kindly Soul

The nurturer and helper. A warm meal can heal what medicine cannot.

The Dreamer

The one who sees — omens, secrets, and the strange logic that weaves the world together.

The Rascal

The trickster, the thief, the lovable rogue who talks their way out of everything.

What's Inside

13 chapters across 99 pages.

1.

The Heart of the Woods

Core rules, dream logic, the dice, and the spirit of play

2.

Creating Your Traveler

Age, Kin, Archetypes, Attributes, Skills, and Dark Secrets

3.

Journeys in the Unknown

Travel, Rock Facts, confrontations, and the journey loop

4.

Strange Arts & Melodies

Music-based magic, secrets, curses, and folk remedies

5.

Gear & Goods

Cloaks, teapot helmets, croquet mallets, and vegetable cars

6.

Talents & Whimsies

Unique abilities for every Kin and Archetype

7.

A Guide to the Unknown

Game Master tools, verse structure, and running sessions

8.

Beasts of Field & Forest

Black turtles, highwaymen, singing fish, and The Beast himself

9.

Shadowheim

The Crossroads Village — a sleepy starting town with dark secrets

10.

Victoria

The City of Frogs — wealth, pilgrims, and suspicious snipe hunts

11.

Klondike

The Ghost Town on Confusion Hill — vanished miners and gravity shifts

12.

Curses & Consequences

What happens when the Unknown pushes back

13.

The Verse Generator

Random tables for locations, encounters, and pastoral details

Three Ready-to-Play Settings

Places in the Unknown

Shadowheim

The Crossroads Village. A sleepy town that grew around a roadside tavern, once terrorized by The Beast. A perfect starting point for lost travelers — but old secrets still stir in the cemetery.

Victoria

The City of Frogs. A bustling lakeside town of sophisticated amphibians in fine waistcoats. Built around a dubious religious apparition and the promise of snipe hunting. Appearances are everything.

Klondike

The Ghost Town on Confusion Hill. The miners vanished, leaving only a single word carved into the watchtower: DEVIL. Gravity shifts, abandoned mines, and something watching from below.

Work in Progress

Walking the Path

Songs for the Lost is an indie TTRPG in active development. The 99-page core rulebook is being playtested and refined. No release date yet — the Unknown reveals itself when it's ready.

Built on the Year Zero Engine. Inspired by Over the Garden Wall.