From The World of
From The World of
Wanderhome Reference Document is an independent production by trouser_mouse and is not affiliated with
Possum Creek Games Inc. It is published under the Wanderhome Third Party License.
Wanderhome Reference Document
This is an unofficial document, and is not published by Possum Creek Games.
It is intended to help people run Wanderhome, and shows one way the game and play sessions could be
run. It’s not showing the “right” way to play, as what works best for you will depend on your group.
Although Jay Dragon is happy for the Wanderhome content in this document to be shared, it's not an
endorsement.
Game Overview Wanderhome PDF Page References
1. You're animal-folk in a world which was once at war and is now at peace. The game is
about journey, exploration and fellowship. It's interested in the way the seasons, world Lore Game Mechanics
and people change. It's not really concerned with complex stories or action or physical ● The World of Wanderhome, p. 7 ● Journeying Tools, p. 11
conflict.
● Tokens, p. 18
2. You get a token when you do something at a cost to yourself or describe the world ● How to run a game with no Games
around you. Master (GM) and other styles of play,
p. 26
3. You spend a token to push the story forward, solve something important or make the ● Before We Embark questions, p. 24
world a kinder place.
● Quick Start, p. 34
4. Kith are NPCs, Traits are aspects of their personality. ● Playbooks, p. 48
● Seasons, Months, Holidays, p.189
5. Natures are all parts of a place, e.g. a town might be made up of a Market, a Road and a
Bridge. ● Natures, p.137
● Traits, p. 113
6. You journey in places made up of Natures, meet Kith and learn about the world and
the people in it and sometimes help them with their problems.
5. Pick a Season - helps when we are describing the world If you do not have Google Drive or are not signed in, you can click on File in the top left,
and then click Download. You can then share the template with your group in whatever
way you normally do.
6. Pick Natures, Kith, Small and Forgotten Gods, place name
To share this online with your group, save it in your Google Drive. Select the file in
7. Before We Embark questions Drive and use the following options: Right Click>Get Link. Set the permission options
as: Anyone With Link>Editor. Click Done.
Introduction Game Mechanics
Wanderhome is a dice-less and GM-agnostic pastoral fantasy role-playing game about Journeying Tools, p. 11
travelling animal-folk, the land they inhabit, and the way the seasons, world and people
change. These are some basic tools which allow us to have a healthy and safe conversation. They
are not conversation-enders; they help us find a way forward if we need to guide the
conversation. They should be accepted with compassion and grace if someone uses one.
As we arrive at each new place sometimes we'll help people we meet with their problems,
and sometimes we’ll just spend time with them and learn more about the world.
The game can be episodic: we might just wander along and see where the road takes us,
Tokens, p. 18
moving through stand-alone scenes; or we might choose to craft a more traditional story There are no dice or stats in Wanderhome. Instead, we use tokens to help the game flow:
that unfolds as we make our journey.
● You get a token when you do something at a cost to yourself or describe the world
The game is about the journey, exploration and fellowship. It's not concerned with around you.
complex stories or action or physical conflict. ● You spend a token to push the story forward, solve something important or make
the world a kinder place.
The world of Wanderhome is called the Hæth. It was once plagued by a great war but is For example, you might get a token when you stop what you’re doing to helping a crying
now at peace. The world is: child (Inconvenience yourself to help someone else), and then spend the token later on to
clear a blocked road (Provide a solution for an aspect of a material or immediate problem).
● A beautiful and boundless land, full of life and soul � there are small and
forgotten gods and spirits, that hide behind rocks and in waves, and deal-making A good rule of thumb may be: spend a token when it feels important to the story or
crossroads daemons, and even the great sky gods themselves. Small and forgotten character. If you need a token and don't have one, just do something there and then that
gods can take whatever form we choose. gains you one e.g., describe something happening in the world as the scene unfolds.
Peddler, p. 76
Transports supplies and wares from place
to place, ensuring each community has
access to everything they need to survive.
Seasons, Months and Holidays Leap Silt
1. Tillsoil, p. 192 7. Firetop, p. 222
The Great Arc of the Year Phenomena: A Cold Leap, p. 193 Phenomena: A Dry Silt, p. 223
There are five seasons in a year. Each season has two months, and a holiday to announce 2. Monsoon, p. 194 8. Grasping, p. 224
its conclusion. During the holiday, choose an advancement for your character. Phenomena: The Great Flood, p. 195 Phenomena: The Biggest Storm in a
Holiday: The Sun Parade, p. 196-197 While, p. 225
When you complete a full rotation of the seasons, a new year begins. Give the new year a Alternate Holiday: Restlie, p. 198 Holiday: Candlefeast, p. 226-227
name that feels fitting. Alternate Holiday: Rime Gala, p. 228
Alternate Holiday: Ablution, p. 199
Alternate Holiday: Nameless Day, p. 229
The natures also don't have to be literal. A giant hill might literally be a rocky hill, but 2. Verdant Natures 5. Lonely Natures
metaphorically be a Tower and use the Tower Nature. Or, maybe you explore some (Might be: natural, countryside) (Might be: sad, remote)
tunnels so deep you can almost see the sky again, and the tunnels are an inverted Tower.
1. Field, p. 148 1. Cave, p. 172
Comfortable, Verdant, and Liminal natures are common throughout the Hæth; 2. Glen, p. 149 2. Graveyard, p. 173
Sprawling, Lonely, and Desolate natures are more rare. 3. Hallow, p. 150 3. Mirage, p. 174
4. Hillock, p. 151 4. Mirror, p. 175
5. Lagoon, p. 152 5. Moor, p. 176
6. Swamp, p. 153 6. Wilderness, p. 177
Traits are features of their personality, like Friendly or Quiet, and help give an idea of 2. Grounded Traits 6. Social Traits
what the Kith is like. This doesn't mean the character can't also be other things as well � 1. Honest, p. 116 1. Caring, p. 124
everyone changes and has different aspects of their personality � but the Traits give us a
baseline to help characterise the Kith consistently no matter who plays the character. 2. Quiet, p. 116 2. Friendly, p. 124
3. Watchful, p. 116 3. Proper, p. 124
If you are playing a Kith and would like your character to interact with them, one way to 4. Wise, p. 117 4. Raucous, p. 125
approach this is to ask if someone else would like to play the Kith. This means we are each 5. •Intertwined, p. 117 5. •Empathetic, p. 125
playing only one side of the conversation.
6. •Invisible, p. 117 6. •Many-Faced, p. 125
Some traits have a small symbol next to them.
● Traits marked with “•” indicate magical or supernatural abilities. 3. Intellectual Traits 7. Traumatised Traits
● Traits marked with “‡“ indicate the result of trauma and pain. 1. Ambitious, p. 118 1. ‡Cautious, p.128
2. Cunning, p. 118 2. ‡Empty, p.128
If we want our journey to be more mundane and grounded, we can ignore magical or 3. Inquisitive, p. 118 3. ‡Frantic, p.128
supernatural traits, or use them sparingly.
4. Learned, p. 119 4. ‡Furious, p.129
5. •Oracular, p. 119 5. ‡Grieving, p.129
If we want our journey to be more cosy and upbeat, we can ignore traumatised traits, or
use them sparingly. 6. •Witchy, p. 119 6. ‡Hurt, p.129
7. ‡Lost, p.130
4. Personal Traits 8. ‡Nervous, p.130
1. Cheerful, p. 120 9. ‡Starving, p.130
2. Chill, p. 120 10. ‡Heroic, p.131
3. Confident, p. 120 11. ‡Royal, p.131
4. Pensive, p. 121 12. ‡Dead, p.131
5. •Luminescent, p. 121
6. •Venerable, p. 121
Before We Embark, p. 24 Get A Token, p. 18
Once we have our place, some kith, and each other, we are nearly ready to play. All we Get a token when you do something at a cost to yourself or describe the world around
have to do is answer some questions together. you.
● Inconvenience yourself to help someone else.
1. What sort of place did we just travel from?
● Give away something you hold dear.
2. Do we feel our journey has been long? ● Pause for a moment and get some rest.
● Leave an offering to a small or forgotten god.
3. Is there somewhere we hope to go? ● Speak your true feelings on a subject.
● Take a moment to bask in the grandeur of the world, and describe it to the table.
4. And finally answer this question silently, in our heads: Where is my home? ● Take a moment to watch a tiny moment of beauty, and describe it to the table.
● Take a moment to marvel at something no one has ever seen before, and ask the table
And with that, our journey begins. to describe it.
If you have never played a GM-less game before, these additional tools may help you
rotate the Guide role between everyone at the table.
● "Can I add something?" (not from your character's point of view, but as the guide)
● "Can I switch with someone?" (to stop guiding)
● "Can I switch with you?" (to start guiding)