Warm Stockings
A Module For Wanderhome
Wanderhome is copyright of Possum Creek Games Inc. Falling Back is an independent production by
Andrew Aulenback and Eric Drew, borrowing a format by Elizabeth Rosenberg, and is not affiliated with
Possum Creek Games Inc. It is published under the Wanderhome Third Party License.
How to Use This Module
This module contains 1 location, a few kith, and a list of questions. It can be played with
or without a guide, though it was originally conceived as a guided module. Your group
can choose to use it as an adventure to resolve, a mystery to explore, or simply as an
environment to be amazed by and to pass through. It is meant to be just one part of the
greater journey you create.
If You Are A Guide
1. Get your party’s okay to deal with issues surrounding winter and loneliness.
Discuss everyone’s boundaries and comfort level.
2. Read through the module and decide what you think is going on here. Answer
the questions from the list, as many as you feel are necessary.
3. Decide what information you want to be openly available in advance, and what
information you want the players to work for.
4. Look up the natures for each location and make note of what they can do.
5. Fill the valley out with more kith, as you normally would.
6. Start guiding your players.
If You Are A Guideless Party
1. Discuss everyone’s boundaries and comfort level dealing with the issues of winter and
loneliness.
2. Read through the module together and let the mystery of it sink in.
3. Read the questions from the list and start thinking about them.
4. Look up the natures for each location and make note of what they can do.
5. Fill the valley out with more kith, as you normally would.
6. Ask your start of session questions, and reveal the mystery of what is going on in
this module through play.
The Story
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?
Time: It is currently early Snowblanket (p. 232). You probably do not know anyone here.
Questions
➢ How does a celebration of family feel to those who have over time, lost theirs?
➢ How can we invite someone to become part of a community?
➢ How can we gift strangers with the knowledge that they are important and loved?
➢ How do our communities treat our eldest beyond our relations?
➢ How important are gatherings during the dark months?
➢ Who is your character’s family?
➢ How does it feel to be left behind?
➢ How can we counter the insidiousness of loneliness?
Locations and Kith
In order to minimize the amount of content duplicated from the Wanderhome core
book, the module either does things slightly differently from the book or lists page
numbers rather than copying bullet points over from the text.
Each location has a description rather than a list of aesthetic elements. To see what each
location can always do, look up the natures listed at the beginning of its description.
Rather than each kith having assigned traits and dealing with deciding what the kith
can do based on that, each kith has a proportional number of things they can always do
that are not quite like any specific trait included in the book.
The 1st Location: The Village of Turtle Cove
Natures: Farm (p. 140), Field (p. 148), “Lake” (p. 158)
Description: Rambling cobbled paths link rambling houses of stonework and soil, built
into the rolling hills as they slope down to the bay. Windows peer from snow-covered
hillsides, with candles burning warmly from within. Beneath the snow, the tables and
decorations from Candlefeast are still in the centre of the village, where they were left.
Down the hill, along the water’s edge, boats are tied snug, with sails taken in. You can
see your breath, although everyone is sure this first snow won’t last long. But the dark
season, the cold season, is upon us. Young kith throw snowballs, and build snowfolk.
Families and friends gather around hearths in the evenings for singing and games, and
light their windows with candles.
Folklore:
➢ The year the bay froze over for skating.
➢ The magic hat and the walking snow-kith.
➢ The song that sang itself in the snow.
Small and Forgotten Gods: Krampus Goat, Grandfather Frost.
The Krampus Goat
Pronouns: they/them
Description: A goat, wearing thick woolen robes and cloak of deep red, with sack over
shoulder and many bells hanging from chains.
The Krampus Goat can always:
● Make a lot of unexpected noise, from just out of sight.
● Remind one of Chill’s hunger.
● Pinch fingers and toes, ears and nose.
● Lead younglings astray.
Grandfather Frost
Pronouns: he/him
Description: A ram wearing thick woolen robes and cloak of deep red, with sack over
shoulder and leaving a trail of fallen icicles.
Grandfather Frost can always:
● Ask awkward questions about how selfish we have been.
● Give small rewards to the young.
● Help the lost find their way.
● Remind us to treat others well.
Kith: Of people, there are especially turtles, moose, and loons. Of livestock there are
especially wooly arctic moth caterpillars, upis beetles, and corn borers.
Widow Univira
Pronouns: she/her
Description: The Widow Univira has lived in Turtle Cove for generations now, having
outlasted all of her relations and friends, as tortoises can. Last year she celebrated her
eleventy-first birthday, and while most of the village attended the celebration in the
square, as an excuse for fireworks, music, and dancing, Univira afterward returned home
alone to an empty house full of memories. She once owned spectacles, but has not seen
them (or much else) for years now. A once-beautiful and intricate but now grey and
moth-eaten shawl drapes over her shoulders and shell. In her home, the walls are covered
with paintings of family and friends from when she was young, decades and decades
before the Rebellion and the War, all of whom have either passed on or moved on in the
many, many years since. There are no candles in her windows. Atop her home rests a
widow’s walk, and she in her grey shawl can on warm evenings in Breathe be seen
standing on the walk, staring out to sea.
Widow Univira can always:
➢ Pause for a moment, and sigh.
➢ Accidentally call someone by the name of someone long gone.
➢ Smile wistfully, then gently shake her head.
➢ Put one hand to the locket she wears at her neck.
➢ Sadly watch others having fun.
The Crickits
Pronouns: a family, a mix of he/him, she/her, and they/them
Description: The Crickits are a loon family who make do with almost enough to get by,
yet somehow they have more than enough love. Bob Crickit (a clerk) and Emily Crickit,
and their children Martha, Belinda, Peter, and Tim. Their windows are small, as is the
house inside, as are the fish on their table, but their windowsills are masses of
candle-stubs.
The Crickits can always:
➢ Make do.
➢ Laugh and love despite everything.
➢ Find a way to share.
➢ Be thankful for what they do have.
➢ Sing, with a haunting and plaintive voice.