A list of official and third party content for Wanderhome, by Possum Creek Games.
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:
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
A 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.
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:
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.
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 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 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 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:
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 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:
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:
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 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 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).
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 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.
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:
A 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.
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.
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.
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.
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.
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
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.
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.
The official full PDF by Possum Creek Games, originally published April 2021
The official playkit by Possum Creek Games, originally published July 2020
Two expansion PDFs for Wanderhome, including: