A list of official and third party content for Wanderhome, by Possum Creek Games.
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.
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.
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.
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 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!
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.
This pack includes the following Natures:
Comfortable Natures:
Liminal Natures:
Sprawling Natures:
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.
This is a content-packed expansion of the Hæth that lays the bones of humans and their civilizations under your furry feet. It contains:
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
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.
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:
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.
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.
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.
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.
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.
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.
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.
You have been shaped by the wilderness, and the insects, that raised you.
You are alive.
Your care is unintentional, erratic, and undomesticated.
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.
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.
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.'
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?
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?
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.