Welcome to Leagues of Adventure, a roleplaying game of thrilling exploration and fantastic feats of derring-do set in the late Victorian Age!
In this semi-fictitious world, Sherlock Holmes and Professor Lidenbrock are not works of fiction, but living, breathing members of society. Dastardly villains like Professor James Moriarty and Doctor Moreau vex civilized society with their nefarious schemes. Huge airships already ply the skies, and the armies of the world's nations experiment with tanks and submarines. Mad inventors push the boundaries of science ever outward with their wondrous inventions. Forgotten settlements like Machu Picchu are found decades before their actual historical discovery, and beyond the realms of civilization lie places once thought mere fables.
This is an age where the world is slowly shrinking. Colonial powers extend their grip on Africa and Asia, as brave men and women venture ever further into the great wildernesses in search of lost civilizations, new species of plants and animals, and map the unexplored tracts they discover. Travel between the great population centers across the globe has never been so easy, yet travel into the wilderness remains fraught with danger and mystery.
Beyond the smog-shrouded streets of London, far from the boutiques and cafés of Paris, across the globe from the burgeoning metropolis of New York awaits an entire world to be explored. A world of trackless deserts, vast mountain ranges unclimbed by mankind, lost cities which stood proud and strong centuries before the Greeks and Romans lay the foundation stones of their great cities, virgin rainforests inhabited by primitive tribes, and cultures so different to the world of the Victorians as to be, and animals, uncharted geological formations, and the course of turbulent rivers have yet to be discovered.