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Wanderhome Content

a collection by TM_Games, Andrew Aulenback · last updated 2025-11-17 14:21:38

A list of official and third party content for Wanderhome, by Possum Creek Games.

A guide to play Wanderhome solo!

This is a guidebook for people who play Wanderhome solo! Whether it's because you can't find a group of friends to play with or you just prefer to play by yourself, this book is for you!

The only tools you'll need from this document is a d6 and d20.

This includes but isn't limited to:

  • Writing advice
  • Worldbuilding & NPC advice
  • Simple dice tables & randomized rolls

and more!

Also keep in mind, I recommend a LOT of different expansions made both by the creators themselves and fanmade content that can help make solo Wanderhome easier. I recommend at least checking them out to see if they're a fit for you! They help me a lot and should be able to help you!

Links:

Down the Wandering Road And Around the Corner

The Wanderhome Key to the Tarot

Stretch Goals

Wanderhome Digital Keeper

Wanderhome Reference Document

Deck of Kith

A Fanmade nature for Wanderhome

train is a being that moves from one location to another, faster than people can process.

A simple, small nature that you can add to your game if you wish! It classifies as a Liminal Nature.

9 new fall/spooky themed natures for your Wanderhome game!

Autumn's Bounty is a Fanmade Wanderhome supplement that introduces a bunch of brand new fall/spooky themed natures for October or fall time in general! Although these natures were created with Halloween in mind, you do not have to celebrate Halloween to use them, and you're able to change and add whatever you want to your liking!

PLEASE NOTE! Some of these natures mention death, grief and even dreadful events! Proceed with caution if you're sensitive about that stuff and feel free to leave those elements out or change them to your liking! If you're playing in a group, make sure your table is comfortable with the themes these natures will cover and write up a list of lines and veils if needed, and always feel free to take a break as well!

This supplement includes:

  • 9 new natures
  • 2 of those natures containing 2 variants each
Building a Train and all those who Ride

Assemble your train and all its cars. Fill it with crew and passengers. Build a map of locations connected by the train.
RIding the Rails contains a collective nature, playbooks, kith and events for the fantastic Wanderhome tabletop role-playing game. Wanderhome is a story about the sharing of stories.

Bonus playbook, the Tracker, inside!

The Doll

Sometimes you feel like the dolls in your dollhouse, only useful when being used. One day, you'll live in a home just like the one you carry.

You are alive. Your care is proper, painted and faded.

The Doll is a fan-made Wanderhome playbook. You have a home, always did. But at the same time, it was never really yours. As you repair the dollhouse you carry, hopefully it will come to reflect the home you remember. Maybe one day you'll know you deserve a real one, too.

The Tracker

A broken-hearted companion walks in the shadow of a painful world. You must bring your runaway home.

You are alive. Your care bold, heartfelt, and more fragile than most think.

The Tracker is a fan-made Wanderhome playbook. Somewhere out there in the Hæth is a close stranger, a wanted runaway marked by pain. The only way they can be reached is if they're known, and in order to do that, you'll need to learn what kind of person you are, too.

This also contains:

  • The Well, a comfortable nature where dreams are quietly cast.
  • The Camp, a liminal nature where home is alive for as long as the fire is.
  • The Dollhouse, a lonely nature that looks like a home.
  • The Hideout, a lonely nature where strangers sneak away from the light.
Bonus playbook, the Cloudwatcher, inside!

The Cloudwatcher

There will always be a friend worth finding in the clouds, the trees, the rocks, to remind you that you cannot be lost if you are never alone.

You are alive. Your care is adrift, simple, and free.

The Cloudwatcher is a fan-made Wanderhome playbook. Play Wanderhome as a simple wanderer, in tune with the ground you walk and the air you breathe. Know wary clouds and eccentric tumbleweeds as old friends, and contend with the comfort of attachment versus the freedom of solitude.

The Daredevil

A safe life is never quite lived.

You are alive. Your care is wild, impressionable, and still in your salad days.

The Daredevil is a fan-made Wanderhome playbook. Play Wanderhome as a jubilant thrill-seeker craving bravado and reverence. Become true to yourself, and learn that maturity and sophistication aren't always the same thing.

This also contains:

  • The Watermill, a comfortable nature where a great wheel always spins, but never moves.
  • The Briar, a verdant nature that's rewarding yet tricky to navigate.
  • The Oasis, a verdant nature in a barren badland.
  • The Stadium, a sprawling nature where learning wins, every time.
Bonus playbook, the Burrower, inside!

The Burrower

The skyful world is a place of sheer legend, and you won't dig back down until you've seen it all.

You are alive. Your care is fresh-faced, clueless, and hopeful.

The Burrower is a fan-made Wanderhome playbook. You're from the underground, a purely subterranean world. The very sky and the clouds above are mere legends to you. You've come to the surface seeking its bounties, but you may never be prepared to get lost in a world bigger than you could ever imagine.

The Conductor

You and your millipede train have been criss-crossing the Hæth for what seems like forever, but even now, you still don't know if you'll make it around on time.

You are alive. Your care is steady, hasty, and in for the long haul.

The Conductor is a fan-made Wanderhome playbook. Play Wanderhome as a rider of a giant millipede carrying a host of train cars on their back. Provide fleeting shelter and amenities to the world, while also learning to look more towards the journey than the road.

This also contains:

  • The Burrow, a comfortable nature the world doesn't pay attention to.
  • The Cavalcade, a liminal nature of a caravan or vessel heading from here to who knows where.
  • The Crossroad, a liminal nature where one future must be chosen.
  • The Hoard, a desolate nature of ultimate temptation.
Bonus playbook, the Inkwell, inside!

The Gumshoe

One mystery stalks your mind, having made the world an unknown and uncertain place. You will not be lost forever.

You are alive. Your care is cautious, curious, and distant.

The Gumshoe is a fan-made Wanderhome playbook. Play Wanderhome as a detective, or some other wanderer in search of truth. Gain a new understanding of the world's unknowns that have changed you, and learn to trust the ground you walk on again.

The Inkwell

People out there need to know the truth. You'll be there to write it, even if it's not always easy.

You are alive. Your care is attentive, swift, and never to be silenced.

The Inkwell is a fan-made Wanderhome playbook. Play Wanderhome as a journalist, scribe or other literarian dedicated to shedding light on the truth. Rewrite the lies you've left between the text, and re-contextualize honesty in a way only you can.

This also contains:

  • The Charade, a lonely nature where no one says what they mean.
  • The Shipwreck, a lonely nature where a great vessel has broken down.
  • The Waves, a desolate nature where the world is never the same as it was a moment before.
the Dragon is a playbook for Wanderhome.

Your granddragon was gone long before you hatched. You won't be extinguished until their story roars in your heart.

You are alive. Your care is radiant, yearning, and burning quietly.

The Dragon is a fan-made Wanderhome playbook. You're not a true dragon; the last one was your granddragon, and they've been slain long ago. Knowing their story is the only way you'll feel connected to a world lost forever, but it also means you'll have to contend with all the unsavory parts of their past. Find your family, and make peace with the world around you.

This also contains:

  • The Geyser, a verdant nature where buried secrets and bubbling hot water rises from the depths.
  • The Aether, a sprawling nature of complete freedom, where clouds dance, the sun forever shines, and a quieted world rests far below.
Bonus playbook, The Look-After, inside!

The Bug-Finder

The Hæth can be hard to understand sometimes, wild and outside your reach. The world of bugs is a place you're always welcome.

You are alive. Your care is buzzing, bumbling, and evolving whether you know it or not.

The Bug-Finder is a fan-made Wanderhome playbook. Play Wanderhome as an eccentric explorer obsessed with bugs. Develop a deep friendship with a bug you've found, and learn from others in order to one day learn who you are in turn.

The Look-After

Where your charge goes, you follow. No one has to walk this road alone.

You are alive. Your care is upright, forward, and at beck and call.

The Look-After is a fan-made Wanderhome playbook. Play Wanderhome as a helper or caregiver, bestowed with some mild magics, who is in the service of bringing someone else at this table home. Learn to care for yourself as much as you care about the one you look after, and know to ask for help, even if it isn't always easy.

This also contains:

  • The Museum, a comfortable nature where fragments of the past are gathered and restored.
  • The Giant, a sprawling nature where the whole world moves.
  • The Lodge, a sprawling nature of rest that few can afford.
  • The Web, a desolate nature that cannot be avoided.
The Cursed is a playbook for Wanderhome.

An outside force has marked you, ensuring refuge is beyond your reach. Someday, maybe, you will starve for the light like the moths no longer.

You are alive. Your care is binding, measured, and brightening every day.

The Cursed is a fan-made Wanderhome playbook. Play Wanderhome as a traveler burdened by a curse that transforms them into something more moth-like the moment darkness comes. Contend with what afflicts you, those who gave it to you, and all the apologies, amendments, and soul-searching you'll have to endure in order to one day mend it for good.

This also contains:

  • The Bayou, a verdant nature where fishy folk dwell freely in the mist.
  • The Shadow, a lonely nature where people have been told to never go.
  • The Masked Ball, an alternate holiday where masked folk dance, let loose, and show the world a side of themselves they can't always show elsewhere.
The Bloom is a playbook for Wanderhome.

With every simple flower comes a much deeper feeling. You will share the heart between the petals that they might not know, yet need.

You are alive. Your care is fragrant, drifting, and blossoming.

The Bloom is a fan-made Wanderhome playbook. Play Wanderhome as a flower-gatherer, who gives the weary people of this road blessed flowers that help their heart bloom and their inner truths unfurl. You'll learn to let your own myriad of secrets wilt along the way.

This also contains:

  • The Cottage, a comfortable nature where old memories unbox, nostalgic yet unfamiliar.
  • The Teahouse, a comfortable nature where little serenities are served in porcelain cups.
  • Bloomwilt, an alternate holiday dedicated to cherishing the blooming of life by honoring the ashes they grow upon.
The Reaper is a playbook for Wanderhome.

The specter who haunts you isn’t ready, and that’s okay. One day, they will know that there is nothing more beautiful than moving on.

You are alive. Your care is patient, wistful, and everlasting.

The Reaper is a fan-made Wanderhome playbook. Play Wanderhome as a traveler who guides weary spirits to their final resting places. Understand mortality in a way only you can, while also learning how precious life is, and how to live it.

"Do we want to play in a war-torn setting?"

"Do we want to play this game in a war-torn setting?"

A fanmade Wanderhome extension that allows the player(s) to play the game during the war that the book mentions.

Despite how it sounds, there is still not meant to be fighting between players.

This extension serves as a way to explore more into the themes of war rather than focus on the actual war itself. There are "two modes." The first one is more on the calmer side like the base game, focusing more on the effects the war has on communities. The other mode focuses more on the war (i.e. which side is "right" and "wrong," the point of the war, if it's worth it, etc).

A playbook for Wanderhome for those who love floristry.
Role Playing

The flowers always bloom on the journey of life, but not everyone stops to pick them.

You are alive. Your care is composed, colourful, and scented. 

A playbook for Wanderhome that focuses on the wonders of floristry, allowing kith to bring colour into the Hæth through their love of flower arranging.

The dragon's time has come and gone, the Great Death wiping them off the face of the Hæth. Or so everyone believes. Dragon slayers still roam the land, but so too do those who seek to protect the magic still left in this world.

Most of Hæth won't want to harm the dragon you keep. But there are those who seek glory and those who are afraid of what they do not understand. It is because of them that keeping this creature alive matters.

Raise a dragon that grows throughout the seasons, teach it what you can about survival, and maybe learn a thing or two yourself

This supplement's goal is to offer more in-depth mechanics within character creation as well as facilitate overarching narrative threads. It also focuses on the journeying aspect of Wanderhome.

The Story must be told!

The Story calls to you and it needs to be shared. To tell it, you seek more of the Story. You investigate and interview, journey and journal. You’ll share when you know all the Story.

You are alive. Your care is observant, shrewd, and invested in the Truth.

A Wanderhome supplement about the whimsy in the mundane.

Celestial Journeys is a Wanderhome Supplement that introduces new playbooks, natures and the season of Gleam, a whimsical time that only comes about every few decades. Fully and lovingly illustrated, explore Haeth in a new light as you experience the months and holidays of Gleam. This 40- page supplement contains:

  • 4 Playbooks
  • 3 Natures 
  • The Season of Gleam
    • 2 Months: Slumberglow and Wakelight
    • 3 Holidays : The Fiesta of Hues, Grazing and Stonethrow
    • Emerging from Gleam: How Gleam affects the season that follows
A Nature of refreshing inspiration

wellspring is a place of bounty and sparkling inspiration, a birthplace of streams and ideas.  Wishing wells, hidden fountains, woodland springs, ancient fonts, they are places of refreshing wonder.  

Three original homebrew playbooks to add to your Wanderhome game!
Adventure

Choose from three new original homebrew playbooks for your Wanderhome game!

Choose from the Gourmand, a wanderer who connects with others through meals; the Naturalist, a wanderer seeking the deep hidden history of Haeth; and the Youngin', a young adult still trying to establish themselves as independent.

Your care is delicate, multifaceted, and hand-me-down.

Within the glimmer at the corner of someone's eye... Some kith may call you a god, but you consider yourself a traveller above all else. You've seen a hundred lifetimes and will experience a thousand more.

You are alive. Your care is delicate, multifaceted, and hand-me-down.

This is a draft, but I adore the idea of it, and I hope to revisit it in the future. It was originally written in July 2021.

A group of settings for Possum Creek's Wanderhome.

Wetlands are wonderful places of mystery, holiness, and secrets. 

In this packet of Wanderhome independent content is 6 different wetland natures:

Bog

Swamp (Alternate)

Mangrove Forest

Geothermal Wetland

Ephemeral Wetland

Underground Wetland

Enter, marsh traveller, and choose the wetland you'll explore.

A Playbook For Wanderhome

You see things that many cannot and fewer can understand. It is a burden at times, but a blessing at others. How will you use this wonderful gift to aid those around you, or is the path laid before us set in stone?  

You are alive. Your care is intuitive, interpretive, and honest.

This is a new playbook for Wanderhome by Possum Creek Games. It is about constantly seeking something new while holding onto the past. 

A supplement on care, kink, & intimacy for Wanderhome

Let Us Nest Below The Hill is a supplement for the game Wanderhome which aims to incorporate themes of sexual intimacy and kink. Inside you will find

1 new playbook, The Lead

1 new nature, Darling's Grove

5 new traits

A 1 page re-imagining of Wanderhome

By Moth or Moonlight (or '1derhome') is a 1-page tabletop roleplaying game about a group of travelling animals in a bittersweet world of magic and mystery. It was designed as a tiny alternative and tribute to my favourite game, Wanderhome.

Wanderhome TTRPG playbook and natures

Some of the Hæth’s many small and forgotten gods have walked as animal-folk for a time—perhaps just to see or be something different. 

A playbook and three Natures.

A pastoral fantasy tabletop RPG about traveling animal-folk and the way they change with the seasons.

The official full PDF by Possum Creek Games, originally published April 2021

A quick taste of the record-breaking TTRPG of traveling animal folk and their pastoral world.

The official playkit by Possum Creek Games, originally published July 2020

Additional playbooks, natures, and recipes for the world of Wanderhome.

Two expansion PDFs for Wanderhome, including:

  • Far From Home But On The Way - a cookbook by Jeeyon Shim, featuring more than a dozen recipes and a few special games you can play with your friends within a game of Wanderhome.
  • 9 new Playbooks and 18 new Natures for Wanderhome -  written by an incredible team of designers: Adira Slattery, JR Goldberg, Taylor LaBresh, Brandon O'Brien, Luke Jordan, Viditya Voleti, Jamila R. Nedjadi, Riley Rethal, and M Veselak. 
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