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Wanderhome ContentPage 5

a collection by TM_Games, Andrew Aulenback · last updated 2024-01-15 15:06:38

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

A playbook for Wanderhome

Your knowledge is vast, what you don’t know you can infer, and what you can’t infer you can simply write off. Will the uncertain and chaotic world benefit from you or will you benefit from it?  

This is a new playbook for Wanderhome by Possum Creek Games. It is about always being confidently correct, even if you don't truly feel either is true. 

A playbook for Wanderhome

An old hunched over rabbit slowly walks through the dewy morning, a sloshing barrel strapped across its back, a pair of spider strung sticks sticking out from their bag, and the sweet smell of smoke from the small crackling box in their cart. 

Jars of pickles and beer clank with each lurch of the cart, the chimes of deliciously small joys to carry you through another long journey. 

What small wonders will the Artisan make on your journey? 

A Wanderhome Playbook about starting over.

Your home is gone, but instead of rebuilding, you choose to wander. You are starting over and new to the road, not sure where you are headed. Perhaps someone will take you under wing?

You are alive. You care is prepared, innovative, and hopeful. 

You are a goose. You are alive. Your care is chaotic, hoardsome, and full of honks.

There’s an unusual goose loose in the Hæth! 

Are the animal-folk ready? Are you ready? 

Listen to the song of the road... Does it sound like honking?

You are a goose. You are alive. Your care is chaotic, hoardsome, and full of honks.

The Goose is a playbook about honking, from the World of Wanderhome. It was inspired by Untitled Goose Game, and made on the unofficial Wanderhome Discord Server by: trouser_mouseCaleb C.WhatNames, and Jacob Porter.

Caleb drew the beautiful goose.

A Goose Event is an event element that can be used in conjunction with different existing Natures to introduce The Goose and let them loose in the Hæth! 

A Wanderhome playbook about questing for knowledge.

Knowledge come from many places, and books are no longer enough. Life lessons are learned out there, in the world, with the Kith of Haeth. So go forth! Explore, discover, experiment, and always learn.

You are alive. You care is questing, questioning, and enthusiastic. 

A playbook for Wanderhome.

The colours of Hæth change every day. You have made it your mission to capture them all. You are alive. Your care is considered, creative, and perceptive. 

The Painter is a playbook for use in Wanderhome. Pack up your paintbrush and easel as you travel around Hæth recording your travels.

A playbook for Wanderhome

Every field, forest, and stream is an apothecary if you know how to look. The land provides for the health of all, and you will deliver that care to any who need it.

The Herbalist is a playbook for Wanderhome.


You are a keeper of books and sometimes of silences.

You are a keeper of books and sometimes of silences. Your ways might seem old-fashioned to some, but you always try to keep those around you safe — whatever the trouble may be. You are alive. Your care is sincere, well-read, and rooted in things stranger than most realise.

The Librarian is a playbook from the World of Wanderhome.

If you also want to explore The Library, see here!

An traveling librarian and library for Wanderhome.

You long not only to gather and preserve archival knowledge, but also to share it.  With your buggy companion, you bring distant learning to far places.  You are alive.  Your care is patient, guiding, and protective.

The Bibliobug is a playbook for Wanderhome.

A Wanderhome playbook about making a home away from home

The Hearthkeeper is a playbook for Wanderhome that focuses on making a home on the road. Is it wanderlust that keeps you and your cart moving from place to place, are you passively seeking something, or is there something in your past that drives you ever forward?

A playbook for Wanderhome

All who travel must drink, but those who know how to travel well drink tea.

You have just the brew for what ails a weary wanderer. 

This is a new playbook for Wanderhome by Possum Creek Games. It is about a traveling tea maker who's brews uplift, evoke, calm, and inspire. 

A grudge-bearing playbook for Wanderhome.

You hold grudges and scars it seems others have long-since forgotten, but you're slowly shedding burdens: piece by tiresome piece. You are alive. Your care is ever-present, exacting, and defensive.

A Wanderhome playbook exploring trauma and healing.

The Forsaken is a playbook about exploring the trauma associated to having a relationship taken from you. How does it shape you and your interactions with the world? How does it change over vast distance and time? What will you do if you find that relationship again but it isn't what you remembered or hoped?

Take up the mantle of the Grave-sweeper, explore the world and listen to the tales of those who have come and gone before you. Debate the meaning of life and death as you perform tea ceremonies, tell stories and dig the occasional grave. With an assortment of jangling bells, coloured masks and a warm cloak for the cold nights, The Grave-sweeper wanders across the Hæth!

The shepherd of lost souls.

When some are shepherds to bumbles and moths, you are the shepherd of lost souls seeking to rest.

The dark is beautiful, deep, terrifying — and necessary. Without the dark, we would not see the stars shine.

The dark is beautiful, deep, terrifying — and necessary. Without the dark, we would not see the stars shine. Even in the emptiest of spaces, there is always hope and always dreams of how things could be better. You are alive. Your care is vast, knowing, and out of this world.

The Astronaut is a playbook for Wanderhome RPG, influenced by Doctor Who,  wild theories about ancient astronauts, and old sci-fi.

A Playbook for Wanderhome, inspired by Tom Thumb and tales of the tiny

In a world where the small are often forgotten, you can move unseen and see the unseeable. The bigger picture is not always the most beautiful.

You are alive. Your care is conscientious, gentle and full of awe.

For shy or otherwise hard-to-see animals. A third party playbook for Wanderhome.

The Invisible Friend is a playbook for shy animals and/or players. Maybe you're someone's imaginary friend; maybe you're just more comfortable letting other people take the spotlight; maybe you're a ghost. But whoever you are, you're not alone. You are alive.

An itinerant smith playbook for Wanderhome, about regrets and amends.

The Whitesmith seeks to atone for their deeds during the war, by fixing that which the war shattered. The Whitesmith playbook is about playing an itinerant tinker or smith, traveling the Hæth, trying to put right things that were broken.

a nature inspired by my experiences as a field biologist

field station is a place where people leave civilization for a while, to learn what they can from the land and creatures around them.

A Wanderhome nature inspired by the research stations the author has been to as a field biologist.

A Nature where bugs and kith learn to work together.

A ranch is a place where kith care for and teach bugs, and bugs care for and teach kith. Some ranches specialize in draft bugs, others in service bugs, yet others in pets or in food bugs.  Kith looking for buggy companions of many sorts will find themselves, inevitably, at ranches - where they can learn to be companions in return.

Only 186 Miles Ahead!

A Nature about the sort of roadside attraction that isn't all it seems.

A horror themed playbook for Wanderhome

The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, you walk serene and primal, undimensioned and to us unseen. You are eternal. Your care is seductive, corrupting, and pervasive.

The Hivemind is a playbook written for a horror movie themed playbook jam over on the Wanderhome Discord server! Lots of references to be found!

Commedia dell'Arte independent material for Wanderhome

The Artist of Masks Playbook draws directly from Commedia dell’Arte, a theatre form developed in Italy that utilizes masks.

A Wanderhome playbook exploring trauma and healing.

The past follows you down the road. Those you’ve left behind remain with you. Echoes of memories you long to forget. Your melody is woven with words left unspoken and some that were better left unsaid. You are alive. Your care is elusive, brooding, and familiar.

An endangered playbook for Wanderhome.

You may be the only one left of your kind. You know not if others like you exist.

You are alive. Your care is specific, sensitive, and careful.

A Nature about secret communication and buried pathways.

Deep beneath the soil, the roots of fungus connect the roots of trees and other plants, sharing nutrients and information across the forest.  The symbiosis between different species helps the forest to thrive, despite being entirely hidden beneath the ground.

A Nature about passing wonders, to amuse but not really edify.

Found alongside the roads, between one market and another, built to catch the eye and bring wanderers to pause long enough to visit, there are many marvels and wonders to be found across the Haeth.  Some few of them are even real and true.  The rest are built to astonish and entertain.

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