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Wanderhome ContentPage 2

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

A sea-worthy and mythic expansion to Jay Dragon's Wanderhome

The sea is vast. Traveling across it is certainly wandering, but it's a different kind, a more mythic and wild wandering. The sea captures the imagination and hearts of the those who spend their time around it. It ebbs and flows and with it, so do we.


Ship playbooks for seabound wanderers

This contains three playbooks for ships your group may find and acquire during its travels, which will allow them to give their feet some well-deserved rest and let themselves be carried around Haeth by the wind and the water.

  • The humble Workbug, which, like many inhabitants of Haeth, follows the rhythm of the seasons.
  • The repurposed Relic, doomed to disappear along with fading memories of the War.
  • The wandering Far-Traveled, which carries memories of its past travels, and will, one day, carry memories from yours.

Each playbook has distinct mechanics and actions that can be used to give the game different moods. You can think of them as something halfway between Natures and characters in their own right.

A series of seaside natures for Wanderhome

Endless Blue is a series of Wanderhome natures which are based on the wanderings I had with my partner in Northumberland. 

The natures included are:

  • The Endless Blue
  • The Turbulent Tides
  • The Sandy Shore
  • The Pebbly Beach
  • The Dry Dunes
  • The Breakers
  • The Guidpost
  • The Tourboat
  • The Island Hermitage
  • The Lighthouse
  • The Seaside Houses
  • The Distant Landmark
  • The Old Bunker
From the World of Wanderhome
Role Playing

The world of Wanderhome is wonderful and comforting but also a blank canvas for your dreams and stories. Sometimes you need or want help filling that canvas, and that's what this supplement is all about!

In Down the Wandering Road you will find picklists of stories, playbooks for various regions, tantalizing connections to your characters' existing choices, and worksheets to help you organize it all.

Following up on Down the Wandering Road, this book focuses on what's just beyond the immediate. What lies over the horizon, just out of sight, or back home? The picklists in And Around the Corner can provide inspiration for your Wanderhome game and the spirit playbooks can make the gods of Hæth into recurring characters in their own right!

A Grimoire of Haethian Magics, inspired by the works of Jay Dragon and the game Wanderhome.

Magic in Wanderhome: Expanded is inspired by unfinished works started by Jay Dragon, available on his Patreon page.  This provides a magic system for the fantastic Wanderhome tabletop role-playing game.  

7 welcoming new natures and 14 custom traits for your wanderers to enjoy!

This pack includes the following Natures: 

Comfortable Natures: 

  • Auberge 
  • Bed And Breakfast
  • Ryokan

Liminal Natures: 

  • Dharamshala 
  • Hostel

Sprawling Natures: 

  • Caravanserai
  • Hotel 
From the World of Wanderhome

Your Wear Is... is a document for describing details about the things that we carry with us on our journeys. It is Form-Fillable, so in order to edit the details either in the Form or in the primary Document, open the PDF in your preferred Web Browser. After you're done editing, just download the copy with your edits in order to save it.

A post-post-apocalyptic Wanderhome supplement

This is a content-packed expansion of the Hæth that lays the bones of humans and their civilizations under your furry feet. It contains:

  • 10 Natures
  •  3 Playbooks
  • 82 Folklore
  • and the Broken Arc, containing:
    • 2 new signs for each season
    • 2 new customs for each holiday
    • and 10 new phenomena!
Wanderhome scenarios - seven new gods and one infamous

A Wanderhome supplement containing encounters for seven gods - six new, one old and infamous - in keeping its pastoral, small-stakes vibe. These are not traditional TTRPG combat encounters but rather conflicts of interests between the gods and the kith in their spheres of influence. Perfect solutions not guaranteed. 

Each god is described on a single page containing:

A short introduction scene that can be read aloud to kickstart roleplay

Two Wanderhome traits for the god

Actions the god can always do and must never do, in Wanderhome style

Quotes from the god and implicated kith to help voice them

A choice of four boons the god may bestow

Featured gods:

The God of Home-Cooked Meals

The God of the Quiet Deep

The God of Unmapped Places

The Gods of Letters Lost

The Watering Hole God

The God of Youngest Siblings

The Slobbering God

A simple how to guide for using Tarot in Wanderhome solo play

This is a quick, easy-to-understand method for unstopping your creativity during Wanderhome solo play. It tells you what to do with your Tarot deck when you get to a stuck place in your journey, and contains charts of applicable meanings for all 72 cards of the Waite-Smith Tarot.

From the World of Wanderhome

Through Verdant Fields is a supplemental, dice-based random generator, compatible with Wanderhome 1st Edition and the Natures from the Stretch Goals. 

Within this document are rules for randomly determining the Natures that can make up Places in the game, as well as Variant System Recommendations for different ways to use this system. 

Version 1.1.5 improves upon the original with the addition of: 

  • New Variant System Recommendations 
  • Clarified and explained System Odds
  • A brief commentary on Metaphorical Natures
  • Double-Sided Print Formatting
  • Print-Friendly Monochrome and CVD-Friendly Color versions
  • Separate Generator Only document
A murder-mystery supplement for Wanderhome

I Regret to Inform You, A Kith Has Been Slain is a supplement for Wanderhome, bringing whodunits, strange murders, and eerie mysteries in strange old houses to the land of Hæth.  It includes:

- Two new playbooks (the INVESTIGATOR and the CORPSE)

- Six  new natures  (Lodge, Manor, Venue, Opening, Hotel, Train)

- Six  new  traits (Guilty, Toothless, Investigative, Cynical, Haunted, Hostile)

-  And some general thoughts on how we can play mysteries well in Wanderhome.

The Harbinger: Wanderhome Playbook
A set of pre-built locations and kith centred on patience and community.

This is a module for Wanderhome, complete with instructions, locations, and kith, that you can drop into any Wanderhome journey for a timeless interlude that raises more questions than it answers. 

Meet the kith and small gods of the Cherrywindle, and a family in charge of its suddenly no-longer crossing. Ask and answer questions metaphysical, philosophical, and ridiculous. Discover what patience means to you and to your characters. Make up your own mind what happens here.

A set of pre-built locations and kith centred on slow healing.

This is a module for Wanderhome, complete with instructions, locations, and kith, that you can drop into any Wanderhome journey for a timeless interlude that raises more questions than it answers. 

Meet the kith seeking healing at Webb's Cross, and discover the ghostly figures that haunt the fields at night. Ask and answer questions metaphysical, philosophical, and ridiculous. Discover what mending means to you and to your characters. Make up your own mind what happens here.

A set of pre-built locations and kith centred on finding your way.

This is a module for Wanderhome, complete with instructions, locations, and kith, that you can drop into any Wanderhome journey for a timeless interlude that raises more questions than it answers. 

Meet the kith and small gods of the Wandering Wood, and those who meander, and those who search. Ask and answer questions metaphysical, philosophical, and ridiculous. Discover what being lost means to you and to your characters. Make up your own mind what happens here.

A set of pre-built locations and kith centred on memory and humility.

The Scriptorium on Reflections Day is bustling busy, with so many crafters, crofters, farmers, and travelers from the surrounding field-lands arriving to make their donations.  What story of your year will you write, or draw, or map, or journal, to tell and to donate to the Scriptorium for Reflections Day?

This is a module for Wanderhome, complete with instructions, locations, and kith, that you can drop into any Wanderhome journey for a timeless interlude that raises more questions than it answers. 

Meet the kith and small gods of Turtle Cove, and a lonely widow who misses the past. Ask and answer questions metaphysical, philosophical, and ridiculous. Discover what family means to you and to your characters. Make up your own mind what happens here.

Merchants travel the Hæth on the backs of Mammoth Snails, who never stop moving even when sleeping, bearing rare and exotic goods from across the most obscure corners of the land. As it turns out, your merry band of travellers has arrived in town at just the right time to browse the goods of and speak to the people of the Wandering Bazaar.

This module is particularly written to have plenty of material for groups with shy beginners, without being stifling for more confident groups who prefer to do their own thing. Drop this in the middle of a longer-running adventure, or run it by itself.

Includes natures, NPCs, encounters and events, buggy friends, and cover artwork.

Not all are easily welcomed into communities. How will you fit in?

Fleaz are outsiders who may or may not be allowed in. They bring a unique culture and perspective to Haeth. 

Do you know of the word “Fleeced”? It iz old Haethian, meaning ‘to do buzinezz with a Flea’. Mozt young Kith do not know thiz. And yet, to thiz day, zome ztill tell ztoriez of uz. We live among you, but we are not fully a part of you, yet. Zometimez you will do buzinezz with uz. Thiz iz very good! We, too, need to eat.

You are alive. Your care iz zelfizh az necezzary, altruiztic az necezzary, or anything az necezzary, really.

A set of pre-built locations and kith centred on burying the trauma of war.

Newford looks beautiful in Firetop, with the golden folds of wheat and corn, and the rare birch tree, shining in the mid-morning sun. The valley glows under a cloudless sky. But weather can turn….

This is a module for Wanderhome, complete with instructions, locations, and kith, that you can drop into any Wanderhome journey for a timeless interlude that raises more questions than it answers. 

Meet the kith and small gods of Turtle Cove, and a lonely widow who misses the past. Ask and answer questions metaphysical, philosophical, and ridiculous. Discover what family means to you and to your characters. Make up your own mind what happens here.

The Cryptid is a playbook for Wanderhome.
A playbook raised by wolf spiders for Wanderhome.

You have been shaped by the wilderness, and the insects, that raised you.

You are alive.

Your care is unintentional, erratic, and undomesticated.

A set of pre-built locations and kith centred around time and the seasons.

This is a module for Wanderhome, complete with instructions, locations, and kith, that you can drop into any Wanderhome journey for a timeless interlude that raises more questions than it answers. 

Meet the kith and small gods of the Appleless Valley, and the sleeping caretaker of a magical orrery, and walk a valley that is starting to fall out of time. Ask and answer questions metaphysical, philosophical, and ridiculous. Discover what happens when time falls out of step. Make up your own mind what happened here.

A set of pre-built locations and kith centered around the abandonment of an inconvenient god

This is a module for Wanderhome, complete with instructions, locations, and kith , that you can drop into any Wanderhome journey for a melancholy and mysterious interlude that raises more questions than it answers. 

A Wanderhome playbook about a Spider and its Kith companion...

The Spider Rider is about being chosen for something greater than yourself, about Search and Rescue, about the Red Cross, about Westerns and Biker Gangs...

'We are the chosen few, taken as companions by Spiders. Never has a god, a throne, or a war ever deterred a Rider. We dedicate our lives to the protection of all. If you are lost, if you are hurt, if you are stuck, we will come. No obstacle is insurmountable. No web that cannot be rewoven.'

You seek a lost if not mythic culture, for only they have the answers.

The CryptoEthnologist is a playbook for the fantastic Wanderhome tabletop role-playing game. Wanderhome is a story about the sharing of stories. 

The CryptoEthnologist seeks that which may not exist, but they have faith nonetheless...

There are tales of beings, amazing Cryptid Cultures, who used to walk among us. Where are they now? How do you find them? Why do you need them?

A set of pre-built locations and kith centred around winter and loneliness.

The remnants of Candlefeast are still evident here in Turtle Cove. Amidst the deep first snow of Snowblanket, benches and tables can still be found in the square, covered in the deep, pillowing blanket of snow, and candles still light almost every window. But not quite every window. One window remains dark, and did throughout the festival. One door doesn’t answer to knocks. What can the villagers do?

An offbeat playbook for Wanderhome.

You like what you like. You don’t mind if other’s don’t.

You are alive.

Your care is unusual, specific, and opinionated.

The Bizarre is a playbook for the wonderful TTRPG Wanderhome, a story of traveling animal-folk and the way they interact with the world and each other. The Bizarre is on a constant search for new adventures and experiences, no matter how "out there" they might be.

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