Print Apr Insectophobe
Print Apr Insectophobe
Print Apr Insectophobe
Jay Dragon
Wanderhome
Possum Creek Games Inc.
31 Oakledge Park
Saugerties, NY, 12477
www.possumcreekgames.com
6
The Land of Hæth •
It is not my place to describe the entire of small communities separated by vast
history of the land of Hæth. After all, it stretches of wilderness, and these commu-
wouldn’t make for a good journey if I were nities are connected by dirt paths, water-
to tell you such a thing, before we even put ways, and the rare hot air balloon passage.
on our shoes. Beauty lives in endless shapes and forms
Instead, I will simply mention that there in the Hæth: everything in this land holds
are legends about this place that hang from the capacity to be appreciated and admired.
the lips of every old shrew, a legend buried Gods and spirits can be found everywhere,
in every crevice of every stone. I will tell from the small, forgotten gods hidden
you there is a tale of the Slobbering God, behind rocks and waves, to the fish-headed
and the Heavenblade used to kill her. I will crossroads daemons and even the great sky
tell you there are stories of the Lightning gods themselves.
Dancers and their twirling bodies, stories The Hæth is a land of animal-folk. I’ve
of the North Wind God and the one brave seen pigeon merchants, squirrel musicians,
mouse who stood against him. And there is, gecko fishermen, and at least one very dis-
too, the tale of the great death that all drag- tinctive bartending toad. In the Hæth, you
ons feared and faced. can’t assume much about someone based
These tales live on to this day in the on their look. Both meat-eaters and herbi-
land of Hæth, but they are not mine to tell. vores are likely considerate and kind, and
More importantly, there are some facts even the smallest mouse can have a lion’s
you’ll need to know about the Hæthland heart. The families of the Hæth may look
for your own journeys. And this may be the fairly similar to one another, or they may
most important part of it all. look wildly different (and it’s frankly none
The Hæth is a beautiful and boundless of your business to inquire where familial
land, full of life and soul. It is composed lines end and begin.)
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The Hæth is full of buggy livestock, hosts, they’ll have no problems kicking you
pets, and wild creatures. From herds out. But if you’re kind and mean well, you’ll
of chubby bumbles to stag beetles the be welcomed with open arms.
size of houses, from the striders dancing In the Hæth, we’ll be meeting people
across water to moon-lit carrier moths who are fundamentally good. This will
carrying letters from tower to tower, bugs not be true of all the places you go in
and animal-folk live together in harmony. your life, but on the journey contained
You’ll encounter plenty of references to within this book, nearly everyone can be
these buggy creatures throughout this trusted to be kind. The exceptions are the
book, and while they tend to do their best mighty—generals, lords, heroes, soldiers,
to make clear both their look and role in and all those whose souls have become
Hæth, interpret generously and use your weighed down by power. While they may
imagination to fill in the gaps. still be good, that goodness has likely been
The Hæth boasts a widespread culture poisoned by struggle. Thankfully, folks of
of hospitality. A traveler who arrives in this nature are exceedingly rare nowadays,
a new town will always be able to find and most everyone knows to give these
some sort of lodging (even if it’s sleeping lonely conquerors a wide berth.
in a barn with some bumbles) and will The Hæthland was recently caught in
always be given food and water of some war, but is no longer. There is no violence
sort. There is, however, a trust within this here anymore.
hospitality—if you hurt or lash out at your
8
Our Journey •
Most books contain stories within them, our conversations and our dreams. As we
and they often know where the story will go journey, I will ask you all an abundance
and what, exactly, will happen. But one must of questions, and you will ask each other
be careful with stories—they are violent questions as well. These questions serve
and cruel things after all, full of heroes and as our foundation: they give a voice to
villains and triumph and conquest. Stories everything around us. As we ask questions,
are for kings and dragonslayers and for the propose answers, make statements, and
blood-soaked hungry blades. It is easy, I offer idle speculation, we will develop our
have found, to seek to imprison the world own Hæth and build something that feels
inside our stories. To glorify the lives of alive in our hands.
powerful men, to celebrate their victories As we travel together, future choices will
and mourn their tragedies. To build a reality contradict earlier ones, narrative threads
where everything ties up neatly with a bow, will crop up and be abandoned, and we’ll
and everything makes sense. There is a often get brief snippets into matters far
comfort in stories like these, disconnected larger than any of us. But we shouldn’t let
from what it means to be alive. that stop us from committing hard to earlier
But I’m not here for a story. I’m here for decisions. And we can even find comfort in
the journey. knowing we’ll never know precisely what
As we follow this book along its winding happened. On our journey, we must trust,
path, we will create characters, imagine in the end, that all the paths we’ve chosen
new worlds, and take note of the passing of were the right ones. Remember: no matter
the seasons. This book is ours, born from what we do, the road will carry us home.
9
The first time I played Wanderhome was with friends outside, sitting in
the grass by the creek. I brought pencils and tokens, while Charlie printed
out copies of the playbooks. Socks baked cookies and had a pitcher of
punch, and Mel didn’t have the energy to bring anything—xyr presence
was a present. While I had read Wanderhome plenty of times, I had never
facilitated it. The rest of my friends were going in completely fresh-faced.
A few months later, we welcomed a new friend to our group—this
time digitally. I curled up with a PDF of the game and a plate of crackers,
while we all said hello to Maeve. While we were all familiar with the game,
we wanted to take some time to welcome her into our little traveling party.
Mel spent fifteen minutes showing off all the art xe had drawn of our
characters (the most xe had talked in months!) and Socks helped Maeve
figure out what character she wanted.
Journeying Tools •
We’re going to be talking a lot as we jour- remember that all of these tools are not
ney: our journey can only take place fundamentally conversation-enders, but
through conversation. This conversation are instead important ways to continue the
may be about the paths we wish to take, or conversation healthily. Whenever someone
the things we want to do. Sometimes, we uses one, it’s vital to accept that with com-
may describe our characters, their actions, passion and with grace.
or the world as it flutters by around us.
It’s good and healthy to treat this con- “Let’s do this instead.”
versation itself as a journey in which the Sometimes on a journey you’ll reach an
future is unknown. As we often do not impasse, where continuing down a partic-
know where we are going, it is vital that we ular path will put you in danger or discom-
care for each other along this path, along fort. You are always empowered to speak
this journey. I’ve described a few basic tools up, say “Let’s do this instead!” and provide
as to how we might do so below. Please an alternate path through the situation. If
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someone else doesn’t want to do that, we ѷ “Do we want to have trauma in my
can work together to figure out where to go character’s backstory?”
next.
ѷ “Let’s take the safer path instead.” “Where to next?”
ѷ “Let’s not talk about this right now, When we journey together, we might get
and change the topic.” lost or stuck. This happens all the time, and
ѷ “Let’s not have my character lose this we might feel like we have nowhere to go
thing I care about. Instead, I’m going from here, or that we have to keep sitting in
to let go of something I don’t mind the mud. Whenever we feel like that’s hap-
losing.” pening, we can just ask “Where to next?”
and go where seems best.
“Do we want to?”
ѷ “We’re at a fork in the road. Where to
When you’re journeying, it’s polite to ask next?”
before traveling into uncharted territory. If ѷ “I think this is a good spot to cut away
someone asks “Do we want to?” it means from this scene. Where to next?”
they’re interested in going somewhere new ѷ “So it feels like we’re stuck in a rut,
and potentially hazardous, and they want and we should talk about what kind of
everyone’s buy-in first. If you don’t want to journey we want this to be. Where to
go there with them, you have every right to next?”
say so (perhaps by offering something else
instead) and the conversation can avoid “What do you think?”
that area. When I walk with friends, I tend to move
ѷ “Do we want to talk about what just a bit slower and need a bit more time than
happened?” they do. In those moments, just as with
ѷ “Do we want to grapple with themes of all journeys, we often need people to look
health in our journey?” around and spot those who could use a bit
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of focus and more space to express them- ѷ “Hold on. Before we travel to the
selves and breathe. Keep an eye out for village, I need to use the bathroom.”
people who seem to be talking less than ѷ “Hold on. I want to cut back to the
you are, and check in with them by asking scene with the fisher, I still have more I
them “What do you think?” want to say.”
ѷ “There’s a couple different paths we ѷ “Hold on. What happened earlier
could take. What do you think we made me feel minimized and spoken
should do?” over, and we should talk about it.”
ѷ “I was considering this nature for our
place, but I feel like I’ve been talking a “No.”
lot. What do you think it should be?” No one can ever make you do something
ѷ “I’ve been the focus too much you don’t want to do. If some aspect of
lately. What do you think about a the journey doesn’t fit your needs, you
moment with your character and the can always change it. While it’s important
shopkeep?” to respect where everyone is at, it’s just
as important that you feel like you have
“Hold on.” agency over your character and the world
We all need to take breaks. Sometimes it’s around you. You have the complete author-
because we’ve been journeying for a while ity, both as a group and as individuals, to
and we need some water, or it’s because reject anything that we don’t want.
we want to go back and look at something ѷ “No, I don’t want to go to the swamp.”
from earlier, or maybe something hap- ѷ “No, I don’t want someone to treat my
pened that hurt us and we need to tackle it. character like this.”
“Hold on” is something we can always say ѷ “No, this passage from the book
to halt what’s happening and switch gears doesn’t seem right for the journey
to another topic. we’re on. Let’s change it.”
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Walking away. Other Tools
All of these journeying tools assume that There are plenty of other tools we can use
the game is healthy and productive for you. on our journey, including the X-Card,
There is the base assumption that a conver- Script Change, Lines and Veils, and the
sation is the core way of navigating these Safety Checklist (among others.) Some
issues, and that talking things through will of them overlap with the tools included in
handle most problems. This isn’t always Wanderhome, while others give additional
true, though. If you ever feel like you don’t guidance to helping everyone feel safe. We
want to keep going on right now, you can can use whatever tools feel right for us.
leave.
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Your First Few Steps •
There are a few things we’re going to need ѷ Do we want a more personal journey,
for our journey. We’ll need this book right focused on mundane issues and
here, paper or digital copies of all the mate- quandaries, or do we want a more
rials we need, writing utensils, and some tangled journey filled with mysterious
tokens. Tokens can be small stones, gam- and magical forces?
bling chips, sunflower seeds, or anything ѷ Do we want a single person to act as a
else that is small and plentiful. While I also guide, multiple rotating guides, or no
recommend snacks, water, comfortable guide at all?
chairs, and a friendly camaraderie, none are ѷ Is there anything else that might come
required. up that we want to watch out for?
After we’ve gone through the introduc-
tion and familiarized ourselves with the Once you feel set for now, everyone should
Hæth, we’ll want to take a moment and pick a playbook and create their character.
talk about the kind of journey we hope to
embark on. Here’s a few questions to start Playbooks
the conversation and make sure everyone’s Each of us will be playing travelers jour-
on the same page. And remember, you can neying across the Hæthland. Your char-
always return to these questions, or the acters may be from wildly different places
conversation they sparked, at any time. and have wildly different destinations, but
ѷ How long are we expecting this they each are united by the journey they’re
journey to last, if we have any taking together, in this moment.
expectations at all? To make a character, the first thing we’ll
ѷ Do we want a more pastoral and need to do is choose a playbook. The play-
upbeat journey, or a world that lingers book you choose represents a specific kind
more heavily on trauma and recovery? of person you might find across the Hæth.
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Once we all sat down, we took a moment to look through the playbooks.
Charlie was immediately drawn to the Ragamuffin. For a while, Mel
was torn between a few options, but eventually chose the Shepherd.
Socks found some playbooks online, and decided to play the Dreamer.
I chose the Firelight last, to complement everyone else’s choices.
Charlie leapt through the prompts, checking things off based on
gut reaction. Socks talked through their choices as they went and
bounced ideas off of everyone else. Mel struggled on picking a name.
“I have a couple name thoughts. Do you want my ideas?” Charlie asked,
and Mel shook xyr head. “I’ll come back to it later.”
Your playbook serves as your represen- options that use gendered language, these
tation in the world and the main tool you are chances to either embrace, reject, or
have to move through the Hæthland. Wan- ignore the presence of that gender. Jour-
derhome contains fifteen playbooks, which neys, as liminal and complicated environ-
can be found beginning on page 45. ments, are spaces for queer self-reflection.
Your playbook will tell you to make Once everyone feels settled with the
some choices about your character. As you choices they’ve made, go around the circle
make these choices, tell your fellow trav- and ask your choice of questions to the
elers about the decisions you’re making. person on your left and on your right. And,
Don’t be afraid to commit to concepts early of course, you can always ask more ques-
and hard, to ask your other travelers if they tions to flesh out how everyone feels and to
think a certain choice is a good idea, or to figure out how your characters connect.
follow your most self-indulgent heart. Finally, take a moment to look over the
Many of these choices will involve things your character can always do. As
inversions (such as “Choose 2 you are and you travel, you will be reaching into this
2 you’re not.”) These choices are a space to toolbox a lot, to hit beats and communicate
contemplate and interpret words as you see how your character exists in relationship
fit. And, while you may occasionally notice to the world around them. These are not
• Incidental Companionship
Stories tend to involve groups of people who have gathered for a reason and set forth on
a quest with a purpose and a goal. But life is not always like that, nor is Wanderhome.
In Wanderhome, we’ll often find people who are coincidentally going the same way as us,
and perhaps we’ll travel together for a while before parting. Remember, here, the focus
is always on the journey, and not with where we’re going. Don’t get too hung up on why
we’re all traveling together—if it matters, the answer will reveal itself in time.
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necessarily ways to solve problems or take doing these anyway, but there’s an import-
decisive action, nor are they a complete ant difference between “following a course
list of everything your character can do. of action that hopefully will help someone
Instead, they are gestures towards the kind out” and spending a token to declare “I am
of person your character is. taking a stance here.” There is strength in
that sort of fundamental truth.
Tokens There are other ways you might get
There is a rhythm to the way we move tokens, but you’ll learn about that later.
through the world. Sometimes we give
others all we have to offer, and through that Get A Token Whenever You:
we can find strength. Here this rhythm is ѷ Inconvenience yourself to help
represented through tokens. Whenever someone else.
one of us makes a personal sacrifice, sticks ѷ Give away something you hold dear.
our neck outside our comfort zone, or pays ѷ Pause for a moment and get some rest.
close attention to the world around us, we’ll ѷ Leave an offering to a small or forgotten
get a token. It might be easier or more natu- god.
ral for some of us to do these things than it ѷ Speak your true feelings on a subject.
is for others, but that’s no matter, as we’ll all ѷ Take a moment to bask in the grandeur
get tokens regardless. of the world, and describe it to the
After gaining tokens, we can then turn table.
around and spend these tokens to shape ѷ Take a moment to watch a tiny moment
the world. These actions always push on of beauty, and describe it to the table.
or solve something important which might ѷ Take a moment to marvel at something
not be easy to resolve on its own. We’ll no one has ever seen before, and ask the
sometimes catch ourselves inadvertently table to describe it.
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Spend A Token In Order To:
ѷ Provide a solution for an aspect of a ѷ Reveal something hidden about the
material or immediate problem. person in front of you, and ask them
ѷ Ease someone’s pain, if only for a what it is.
moment. ѷ Know something important about the
ѷ Keep someone safe from the difficulties place you’re in, and tell the table about
of the world. it.
ѷ Offer someone the chance to connect ѷ Listen to the shared wisdom of the
with you on a personal level. many small and forgotten gods, and ask
ѷ Find what someone needs to give them the table what they tell you.
a chance to change fundamentally.
• Failure
You might notice that nothing Wanderhome tells you to do concerns itself with failure.
This doesn’t mean you can’t fail. Indeed, you can choose to fail whenever you’d like. In-
stead, Wanderhome as a game isn’t preoccupied with failure. Often, in life, we don’t
fail. Sometimes, we struggle to do something, get passed over, do something we wish we
hadn’t, or give up. But even those moments aren’t truly failures in a pejorative sense. Mis-
takes, maybe. Suffering at the cruelty of others. Listening to your body and your brain and
accepting their natural limitations. But it doesn’t mean you’re a disaster, and it doesn’t
mean you’ve failed. Your journey will just continue on another path.
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“I wanna start by describing the view we see as we crest the mountain,
looking down at the Thistlesong Valley,” Socks announced. They continued
to tell us all about the new place in which we’d found ourselves, and took a
token for describing a tiny moment of beauty to the table.
Mel drew a picture of the Thistlesong Valley, and in xyr picture we
spotted a house with curling smoke rising from the chimney. Xe also took
a token for describing a tiny moment of beauty. Charlie suggested that we
stay there for the night, and we agreed.
As our party approached the old house, I described a thatched roof
crumbling from disrepair. When Socks asked why it was in disrepair, I told
them this house belonged to an old dormouse widow with an aching back;
the roof was damaged by a recent storm, and she’d been unable to fix it
since then.
After chatting with her for a bit, Socks wanted to fix it up—but they
didn't have any tokens. Instead, Charlie’s character pressed one of the many
bells on her person into the hands of the old widow. “Oh, did I just give
something that I hold dear away?” Realizing this, she took a token. “I think
I’m gonna spend this token to solve a material problem…wait, no! I want
to find what she needs and help her change.” Her decision made, Charlie’s
character set out through the valley, gathering together folks to help the old
widow fix up her house and make a proper dinner.
While the house was being fixed, my character stepped away from
everyone else and lay down in the grass. I took some dust from my snuffbox
and scattered it on the ground as an offering to the small and forgotten
gods, taking a token in the process. “Hello?” I asked the air, but I received no
response. My character tried to make contact with the gods of this place, but
after a moment I realized what I really wanted was to ask them for advice.
“If you’re there,” I said, “I have something I’d like to ask.”
The Kith Around You they’re also ways for whoever is currently
playing as that kith to make choices and
Our characters aren’t the only people in breathe life into them. As we make choic-
Hæth. You’re going to encounter a lot of es about our characters, it’ll often suggest
folk, from powerful monarchs to nervous traits for the kith in our lives to have, writ-
kids, from gentle innkeeps to snarky ship ten in italics. You can find all the traits in the
captains, from friendly farmers to cruel Traits section on page 113.
commanders. As you’re making your char-
acters, you’re probably even making choic- For each kith you have, write down
es about the sort of kith and kin you already the following information on a card:
know. Whenever you bring someone up, ѷ Name and some pronouns
write down some information about them. ѷ Animal-form (or species of bug, or
You don’t have to write down much, but if godly manifestation, etc.)
you ever encounter them on your journey, ѷ Relationship to another character
you should take a moment and figure out a ѷ A single detail (occupation, quirky trait,
bit more. interest, etc.)
ѷ At least two traits, and what those let
Traits the kith do
All the kith and kin you encounter, from ѷ We can always write down more or less
the mightiest gods to the smallest vole, have than this, but those five bullet points
traits. Traits are character descriptions, but should get us pretty far.
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Our First Place •
We will always begin our journey by arriv- 1. Comfortable
ing in a new place. In order to create such 1. Farm 4. Monastery
a place, pick out three of the following 2. Garden 5. Tower
natures, or choose randomly. Each of these 3. Market 6. Workshop
natures will serve as one of the building
blocks of that place. Natures are the ele- 2. Verdant
ments that—literally or metaphorically— 1. Field 4. Hillock
represent various aspects of our place. 2. Glen 5. Lagoon
After you’ve selected three natures, con- 3. Hallow 6. Swamp
sult them (starting on Page 131) and make 3. Liminal
choices for them. Make a conversation out 1. Bridge 4. Port
of it, tossing around ideas and mixing things 2. Island 5. Road
together. These natures determine the look 3. Lake 6. Tavern
and feeling of a place, and you are welcome
to interpret these natures as literally or as
Once we’ve got a pretty good idea
metaphorically as you’d like. For example,
while your place might literally be a hillock, of what this place is like, we’ll go around
it might also metaphorically be a tower. and have everyone say one common type
• Folklore
The folklore of a place might openly contradict the stories you’ve always heard about
your homes, or they might clash against other folklore from neighboring places. Folklore
isn’t consistent, but folklore shouldn’t be proven wrong. It’s just part of the conversation
between the soil and the people who dwell on top of it, and it should be both taken with a
grain of salt and given just respect.
23
of animal-folk that live in the area. This Every time we gather, we will answer
doesn’t mean everyone in this place is, for these questions together before playing:
example, a salamander; it just means that ѷ What sort of place did we just travel
if we’re in a hurry, we can quickly imagine from?
some newtish friends. ѷ Do we feel our journey has been long?
Then, the person who’s spoken the least ѷ Is there somewhere we hope to go?
during this entire process describes what
We will then spend a quiet moment and
forms the many small and forgotten gods of
each answer this question silently, in our
this place take.
heads:
Last but not least, give the place a name.
ѷ Where is my home?
And Now We Embark And with that, our journey begins.
Once we have our place, some kith, and
each other, we are nearly ready to play. All
we have to do is answer some questions
together.
24
As the group prepared to leave the valley, Charlie asked, “Do we want to
roll to see which natures we should use next?”
“I want an island.” Mel tapped on the printout. Socks nodded.
“Let’s have an island, and then roll for the other two…Oh! Tower
and…Swamp?” Socks frowned. “I have no idea how a swamp fits into the
rest of it.”
Charlie perked up. “What if it’s metaphorically a swamp? So people
always end up getting stuck here and can’t find a way out.”
“How about a town built into a lighthouse?”
After picking through the natures, choosing aesthetic elements
and getting very hyped about the spectral weasel that haunts the central
staircase, we paused. “What on earth do we name this place?”
“Let’s not overthink it.” Socks shrugged. “We can just call it
Lighthouse Island.”
Giving The World A Voice •
We are all responsible for giving a voice to Voicing Our Characters
the world we travel through, in one form
We are going to spend a lot of time with
or another. Anyone can pick up a current
our playbooks. Their eyes are the eyes we
place’s nature or a kith card to start acting
will most often use to see what’s around
on their behalf. You can also put them down
us, and they will grow and change as we
or hand them off at any time, and over the
course of a journey many people might end do. Our characters are mutable and fallible,
up giving a voice to a single nature or kith. constantly exploring new lives and forms.
As we travel on our journey, keep an If you’re ever unsure of what you can do,
eye out and make sure everyone has enough check if there’s anything in your playbook
space to express themselves. Use the jour- or any ways to get tokens. Use those as the
neying tools to check in and step back, or punctuation for the conversation, and as a
assert yourself when you want to. Use these way of grounding yourself in the world of
tools to follow your curiosity as well—seek Hæth.
out what interests you, and invite everyone As we give voices to our characters, it’ll
else to do the same. serve us well to make strong choices about
26
Charlie paused. “Does anyone want to play the mayor here?”
“Oh yeah, I got it.” Socks grabbed the kith sheet. “Since the mayor
is proper, I’m going to explain how something was handled in the past,
so…‘Well umm, young man I’ll have you know this is a very important hat.
It’s my grandfather’s hat, and it’s a sign of how important I am!’”
“Through the clearing you spot it…the last monarch butterfly,
perched on a tree stump. It looks at you and you can tell it’s curious about
you.” Charlie grinned. “Even though it can’t talk, you can tell it’s like, who the
hell are all of you?”
them. These range from making decisions them. If that kith comes back at a later time,
about their personality and philosophy, to it’s likely that someone else in the group
reshaping the world itself. It’s okay if you will end up playing them. That’s okay—try
contradict an earlier choice—that happens to take notes on anything you think is really
often in life, as well. important, such as their dreams or desires.
If your character isn’t doing anything or When you’re holding a kith in your
you feel restless, you can always take a hands, give them just as much compassion
break, pick up a kith or place, and lend and respect as you would give your play-
them your voice. book character. Just because they’re not
represented by a playbook, doesn’t mean
Voicing Kith they are less-than. It can often be hard to
Anyone can pick up a kith and give them remember this, but you can easily find tools
a voice. This is exactly the same as playing to grant them a heart. I often try to find
your character. Always fall back on a kith’s something distinctive and unique that they
relationships and traits. You can always are deeply passionate about, so that they
think of their traits as the way in which they can be anchored by their love.
approach and react to the world around
• Different Styles
We all have our own styles of guiding people on a journey, and there are countless differ-
ent approaches you can take. I once met a guide who would build a playbook along with
everyone else, and handed out pieces of places and kith frequently. I once traveled with a
group who would pick a new guide every time they met up. I once traveled with a group
where one player would prepare all the materials beforehand but everyone would take
charge equally. And of course, I have traveled with many groups with no guides at all. All
of these approaches and more are valuable ways to travel.
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“So my character is sitting on top of the lighthouse and…Hey, can someone
pick up the tower?” Socks looked around. I picked it up and glanced it over.
“I want to describe something very small and far away. When you
sit on the edge of the tower, you can see a tiny ship in the distance. It’s got a
white flag, and it might not get here for a while.”
“My character frowns. I recognize that sail—that’s my father’s ship.
We need to get out of here before he docks.”
“‘We gotta go, we gotta go!’ My character screams as they scramble
down the stairs.”
Recognizing her opportunity, Charlie grinned. “So I’m holding the
swamp right now, and I think I’m going to metaphorically bog you down,”
she said, taking a token from the middle and handing it to Socks. “The
sailors can’t leave the island right now, because the customs of this place
refuse to set sail at any time besides dawn.”
Voicing Places has agreed to not build a playbook. Instead,
Giving a place a voice is similar to giving they handle all the places, kith, and sea-
voices to your kith and kin. The funda- sonal changes. This doesn’t give them any
mental difference lies in quantity—a place special authority or power over the rules or
contains three natures, each of which exist text of Wanderhome. It just means that they
both independently and in relation to each can do all the things places and kith can do,
other. At any time, someone can hold any and they manage all the voices and reflec-
number of those natures, and show their tions of those pieces of the game. There are
presence in the world either literally or many different reasons you might or might
metaphorically. not want a guide for your journey, and you
While you hold that nature, you have can always change your mind—even in the
complete dominion over that piece of the middle of a journey.
place. Do the things your nature does, gen-
erate problems within the place, describe Playing with a guide allows us to:
the world found on the journey, and ask ѷ Introduce new or less confident players
other players questions. When you’re not to Wanderhome. A guide helps new
sure what to do with a nature, check that players focus more on their own
nature’s section. Use the tools it gives you character.
to describe features of what’s around the ѷ Build a world for the journey to take
group, introduce conflict and tension, and place in. This world will often feel more
give tokens to the other players. cohesive than the one that emerges
from a group bouncing ideas off of each
Guides other.
Sometimes, when we’re on a journey ѷ Find harmony between a variety of
together, we want to travel together with no playstyles and comfort levels. This is
clue about what’s next. Sometimes, howev- especially useful on journeys where we
er, we want a guide. A guide is a player who all don’t know each other as well.
30
“Hey, would it be okay if I was the guide today?” Socks asked. “I have a cool
idea for a place and I wanna try it out!”
“Okay, let’s cut away from Mel’s scene with the scorpion-riders,
and go over to Charlie and Jay.” Socks picked up a different kith. “Mel,
do you want to play as the cliff-priest?” Mel shook xyr head, and Socks
continued. “That’s chill! Okay, so both of you find yourselves on a small
ledge overlooking a vast cliff plummeting down to a really big waterfall.
Like, huge. Sitting with you is an old rat in a purple robe smoking a pipe.
What do you do?
Playing without a guide allows us to: Settling In For The Night
ѷ Introduce excited or energetic players Trying to journey continuously will exhaust
to Wanderhome. When we distribute you. Beyond taking breaks while you’re all
the role held by a guide between us, all together, it’s also important to find natural
players can take a more active role in spots to wrap up for the day. Sometimes,
you’ll be getting back together again later
worldbuilding.
to continue the journey. Sometimes, this
ѷ Give every player shared control over will be it for your little group. Either way,
the journey. This allows for a story you want to help the break find some kind
that might better reflect the shared of resolution. This might involve stopping
imagination of everyone involved. and looking at the sunset, or giving one
ѷ Empower players to feel comfortable final epilogue for how everything resolves.
Once you’ve wrapped up, you can all take
making bold choices. It is often easier to
a moment and check in. Give yourselves a
develop our ideas about things without moment to shift the conversation from the
feeling like a “referee” is watching us. journey itself, back to the real world.
32
“…Okay, as we crest the mountaintop, what if we see the Floating Mountain
itself?” Maeve asked the group.
“I don’t know.” Mel frowned.
“What do you think, Mel?”
“What if it’s not the Floating Mountain, but instead…hmm.” Xe
paused. “Let’s find something happier instead.”
“Sounds good! Okay, what if it’s a garden among the mountains,
like a Hanging Gardens of Babylon sorta situation?” Maeve pulled up
some pictures for reference.
“Yeah, love that. And what if it’s technically the home of the King of
the Floating Mountain, but he’s at his capital right now so everyone’s really
chill.” Socks added.
Quick Start
If we’re in a hurry to get out the door, we can use this as a reminder of what to
pack and what to do before we can hit the road.
1. Make sure we have all the supplies we need to play (copies of the play
materials, something to jot ideas onto, tokens, and snacks.)
2. Read the opening paragraphs, and cover the tools we have available to us.
3. Start chatting about the journey questions.
4. Introduce everyone to playbooks and go over how tokens work.
5. Pick out our playbooks and make choices about our characters.
6. Create our first place, choosing three natures for it.
7. We can decide what month it is if we’d like, although we don’t have to.
8. Describe a couple kith who inhabit that place, or who are traveling with
us.
9. Answer the final four questions:
First: What sort of place did we just travel from?
Then: Do we feel our journey has been long?
Then: Is there somewhere we hope to go?
And finally (but silently, in our heads):
Where is my home?
Continuing the Journey •
35
1. Sprawling Going Your Own Way
1. Carnival 4. Metropolis
Not all journeys last forever, and, after one
2. Castle 5. Palace
journey you’ve taken with a character has
3. Furnace 6. University
ended, you might wish to start another
2. Lonely journey with the same character. You are
1. Cave 4. Mirror fully empowered to pick up your playbook
2. Graveyard 5. Moor and bring them to any other journey of
3. Mirage 6. Wilderness Wanderhome you find yourself in, fitting
3. Desolate them right in. Remember to adjust your
1. Desert 4. Mountain playbook to the rest of the table, but you
2. Labyrinth 5. Ruin never have to abandon a character to a jour-
3. Maelstrom 6. Waste ney that faded too quickly.
Similarly, you can easily reuse places
Even as you leave places or take breaks, and kith that came up in previous journeys.
you should hold onto all the old places and Whenever you take something from one
kith you’ve encountered—you never know group and bring it to another, you’ll want
when you might need them again. If you’ve to keep in mind the way different tables
been traveling for long enough, you might have different needs. Remember that the
have accumulated a number of places you present is not imprisoned by the past, and
hope to visit again. Feel free to travel there things might change and grow in ways you
once more and say hello to old friends, but never could have expected.
don’t get trapped in repetition. It’s always
good to have new places to go to.
36
Journeying Solo Large Events
Sometimes the road is long and quiet, and When we have a lot of friends, we might
you might not have anyone to walk with. want to all play together. Even though Wan-
It’s okay—we can journey together. Wan- derhome was written assuming five or six
derhome can be played solo, with just your travelers, you can play with plenty more.
This can feel crowded, but it’s fun to make
own imagination and the text itself to keep
a big occasion of it. Some of my fondest
you company. You can always invite others
memories can be found in the chaos of a
to journey with you in the future. The soli- crowded trail.
tary road can be a lonely one, but it also has
so much beauty to offer. A few things I’ve learned about large
events are:
A few things I’ve learned about ѷ You’re not going to get everyone
journeying solo are: together all the time. Between sleepy
ѷ Invite randomness into your journey. days and hectic lives, it’ll be unlikely
Roll dice or draw from a deck of tarot that everyone will be in the same
cards to see how kith feel about you, or room at the same time. I like to invite
to uncover the natures of the place. people to drop in or out at their own
convenience.
ѷ Grab a journal to document your
ѷ Encourage side conversations and
travels, and take notes on your journey.
splitting off from the main group.
This will make it easier to tell your If a few travelers want to explore a
friends about it as you go. mysterious side path, let them go—they
ѷ Sketch, write about, and sing little songs can come back later and tell everyone
about what you find. Don’t worry about else about what they found.
quality—these are just for you. ѷ Bring lots of snacks for the trip!
37
The Great Arc of the Year •
The great arc of the year is vital to our forward in new and exciting ways. While
longer journeys through Wanderhome. shorter journeys might not care about sea-
This cycle of months and years shapes sons, any journey that expects the months
the Hæth, informs every place we arrive to pass by should keep some sort of calen-
at, and the temperament of everyone we dar to track them.
meet. It is also a reflection of how our
You can find a more detailed descrip-
characters grow over time, and eventually
tion of each month starting on page 192.
depart.
Each season lasts two months and We generally begin in the month of Till-
closes out with a holiday festival announc- soil, in the Year of the Waterlily. When-
ing the end of that season. During a holi- ever you complete a full rotation of the
day’s festival, you will choose a new seasons, a new year begins. Give that new
advancement that pushes your character year a name that feels fitting.
• Phenomena
Some phenomena might come about every other year. Others might never come about.
But if you’ve been playing Wanderhome for long enough, you will inevitably feel the sea-
sons change over time. Sometimes Tillsoil is warm and gentle, and sometimes it is far cold-
er than it should be. Sometimes Snowblanket is soft, and other times it’s overwhelming.
Once in a while, the cicadas will emerge from the ground and cover the world. Whenever
a new month begins, we’ll be prompted to answer a question and mark off symbols based
on our answers. Whenever we’ve marked as many symbols as there are symbols on that
page, a unique seasonal phenomenon will occur.
38
“It’s Tillsoil in the valley right now. How does that look here?” Charlie
grabbed the paper.
“Do we like the thought of there not really being any fertile soil here?
Maybe it’s been a really cold Chill…”
“Yeah I like that. And so everyone’s doing a ton of hard work and
there’s farm tools lying all over the place.”
•
“Wait, so it’s Monsoon, but we’re in a desert.” Charlie paused. “Should it be
something other than a desert?”
Mel shook xyr head. “It’s still about rain, right? It’s just…the place
wants it to rain, but it can’t. You know?”
“Woah.”
The Five Seasons •
The first full moon to shine over the arrives with the Day of Song. the leaves fall from the trees and the
Hæth marks the start of Leap, the first The season of Breathe, a quieter plants look like claws pointing towards
season of the year. It is composed of respite from the harshness of Bright, the heavens. The final season, Chill, is
Tillsoil, when it is time to unthaw the starts with Swarming, the traditional welcomed by the Candlefeast.
ground and plant crops, and Monsoon, mating season for many bugs and a Chill first arrives with the month
when the rains are heavy and constant. time when the air is filled with music. of Snowblanket, when the world goes
The holiday after this is called the It is followed by Gateling, the shortest quiet and calm under the weight of
Sun Parade, which marks the start of month of the year, a month of cold heavy snow. This tender month is
Bright. nights but hot days. The last day of followed by Frostbite, when the air
Bright has two months—Bloom- Breathe is always the Moon Dance, is bitter and dreadfully cold, and few
meadow, when fields and trees are which honors the season of Silt. dare travel from town to town. The
covered in flowers, and Devildays, a The first month of Silt is Firetop, final week of Chill is the week of New
month of relaxation, sleep, and escape when all the trees turn red and orange Years.
from the burning heat. The conclu- and it is customary to light bonfires.
sion of Bright and the start of Breathe After Firetop comes Grasping, when
41
“So it’s the end of Silt, which means this town is celebrating Candle Feast.”
Maeve shuffled through the PDF. “What if there’s some reason they don’t
light candles here or leave offerings? But they still have a feast, you just eat
the main course in silence.”
•
“Tommie looks around at the festivities. They’ve never seen so many people
having so much fun before. I mean, they’ve been to Sun Parades before
but this one just hits different.” Charlie looked over her list. “I think from
now on out, they’ll get a token whenever they learn something new. I think
they’ve realized that there’s a reason to explore the world and believe in it.”
Entering A New Month you’ll make a choice about how you grow,
When a month begins or ends is up to you; and check off a box in your playbook. These
work together to decide when you all will choices reflect how you think your character
observe the changing of the months and has grown and changed over the months.
seasons. When I play, the month generally For most of our playbooks, we’ll someday
changes every time I travel from one place to have to choose to leave their playbook and
another. Alternately, you might want to spend the journey behind. This might be because
large chunks of your journey in the same a character has found somewhere to finally
month, or experience consecutive months in settle down, set forth along their own path,
the same place. Whenever a month begins, or simply has grown and changed so much
go around and answer the question provided that they must grab hold of a new playbook.
by the month. Follow its instructions, and This doesn’t mean they can’t show up again
ask the question it prompts you to. in the story—on the contrary, you’re wel-
come to seek them out and run into them
Holidays, Growth & Goodbyes occasionally. But they’re no longer traveling
When a seasonal holiday arrives, make with all of you.
choices as a group about what traditions are The journey is bigger than any of us.
celebrated in your current place, and keep an Someday we’ll all step away, die, retire, or just
eye on what you can do during this holiday. go along a separate path. There will come a
If this isn’t your first time celebrating, you day when I’m not the person you fall asleep
should also take a moment and figure out next to, and that’s okay. Wanderhome is a
how this place treats holiday differently than journey about the long arc of it all, and that
you might be used to. The world is full of dif- sometimes means your character will depart.
ferent traditions, and every place has a differ- Your one character is not the center of this
ent relationship to holidays and the seasons. journey, and it’s important to hold onto the
Holidays in Wanderhome are liminal ways it will continue past you.
times, perfect for self-reflection and contem- I know it’s still hard to say goodbye.
plation. At some point during each holiday, I’m sorry.
43
Playbooks
Each playbook represents a specific
kind of person you might find across
the Hæth. We use our playbooks to
create our characters, which we will
use to explore the Hæth. This is not
an exhaustive list of all playbooks—
plenty of people have written their
own, and if you search far and wide
I’m sure you can find playbooks that
suit your needs. The fifteen playbooks
contained within this book should
serve us well for now.
46
Caretaker, p. 48. The Caretaker pays Pilgrim, p. 80. In search of a faraway
attention and tends to the small and for- place, the Pilgrim is carried by their faith
gotten gods, helping each one find a home. and desire to reach a home that might not
even exist.
Dancer, p. 52. The Dancer opens up to
all the magical and strange forces in the Poet, p. 84. The Poet is a writer using their
world, inviting them to dance and exist in journeys as inspiration for their project,
the moment. trying to tie together the threads that
intertwine the history of this land with
Exile, p. 56. Banished from their home- their own heart.
land, the Exile travels through the Hæth
looking for somewhere that can take them Ragamuffin, p. 88. The Ragamuffin is a
in and help them heal. little rascal of a kid who just wants to cause
problems and have fun.
Firelight, p. 60. The Firelight is accompa-
nied by a firefly that lights their path and Shepherd, p. 92. The Shepherd tends
helps guide people through the world. to a herd of bumblebees, keeping an eye
out with them as they travel to different
Fool, p. 64. The Fool is unused to and unfa- pastures.
miliar with the complicated and tangled
world outside, and approaches everything Teacher, p. 96. The Teacher is a traveling
with the same naїve optimism. professor, who visits kids throughout the
Hæth to instruct them on specialized
Guardian, p. 68. The Guardian takes care knowledge and hidden secrets.
of a ward, a young child with a difficult
past and in desperate need of care. Vagabond, p. 100. The Vagabond was once
convicted by a faraway and cruel authority,
Moth-Tender, p. 72. The Moth-Tender and has been forced to reinvent themself
assists the carrier moths that fly across on the road.
the Hæth, delivering letters and parcels to
everyone who needs them. Veteran, p. 104. The Veteran was once a
great hero, who held the entire world on
Peddler, p. 76. The Peddler transports the tip of their blade. No longer.
supplies and wares from place to place,
ensuring that each community has access
to everything they need to survive.
47
C
The
aretaker
Someone must pay
attention to all the
small and forgotten things in the
world. Someone must listen to
the voiceless.
You are alive. Your care is tender,
supportive, and silent.
Choose an animal.
Ѻ Stoat Ѻ A Reflective
Ѻ Salamander Animal
Ѻ Lemur Ѻ A Quiet Animal
Ѻ Crow
48
Choose 3-4 to describe your look.
Ѻ Wooden Sandals Ѻ Paint-Stained Pants
Ѻ Huge Glasses Ѻ Sea-Blue Clay Canteen
Ѻ Scratchy Cloak Ѻ Flowing Dress
Ѻ Wheelchair Ѻ Faded Shawl
Ѻ Loose Papers Covered In Sketches And Notes Ѻ Plain Ceramic Mask
Ѻ Ceremonial Robes Ѻ A Constant Rhythmic Tapping
Choose up to 5 friends that hide in the many shrines you carry with you.
Ѻ Dulcet, a god of tiny melodies. They are dramatic and/or •glamorous.
Ѻ Furtive, a god of dust bunnies and cobwebs. They are quiet and/or •invisible.
Ѻ Guile, a god of Gateling winds. They are watchful and/or •oracular.
Ѻ Ia, a god of a misplaced kiss. They are caring and/or •glamorous.
Ѻ Lilt, a god of a tossed-aside creature. They are ‡nervous and/or ‡dead.
Ѻ Nadir, a god of a single shadow. They are pensive and/or •invisible.
Ѻ Os, a god of an empty stomach. They are ‡lost and/or ‡starving.
Ѻ Ravel, a god of tangled yarn. They are cheerful and/or •witchy.
Ѻ Ston, a coal-tapping god. They are wise and/or •miraculous.
Ѻ Talk, a chalk god. They are sturdy and/or •venerable.
Ѻ Wick, a candle god. They are passionate and/or •luminescent.
Ѻ Woad, a god of a mossy boulder. They are resolute and/or •mighty.
Ѻ Yot, a god of a child’s first snow. They are chill and/or •intertwined.
Ѻ Zenith, a god of a single sunbeam. They are confident and/or •luminescent.
Ѻ A family of cloud gods, who are all imaginative and/or •oracular.
Ѻ A family of sapling gods, who are all raucous and/or •intertwined.
Ѻ A nameless, ancient god seeking refuge within your shrine, who is •feral and/or ‡hurt.
Ѻ A very small buggy friend, who has no place among gods, and is friendly.
Ѻ A god of your own creation.
49
Choose 1 ceremonial object you still honor and 1 you cannot
treasure any longer. Tell the table about them.
Ѻ A box of beeswax candles, handmade by your learned mentor as part of their final
lesson.
Ѻ A series of wind chimes of increasing size, rescued from a flaming temple with the
help of a ‡cautious priest.
Ѻ A beautiful wooden walking stick adorned with feathers and runes, passed down
through generations.
Ѻ A deck of oracular cards, hand-painted by an •empathetic childhood friend who could
hear the gods whispering.
Ѻ A handbook attempting to name all the gods, written by a poetic writer you once
loved.
Ѻ A wide ceramic dish always filled with golden light, bestowed upon you by the many
small and forgotten gods who witnessed you as you faced certain death.
Ѻ A rock with a hole worn in it, gifted by the mysterious stranger with one white eye
who has watched over you all your life.
50
Some things you can always do:
Ѭ Pause, tilt your head to the side, and keep going.
Ѭ Play with one of your gods.
Ѭ Say something in silence better than words can.
Ѭ Notice a little friend everyone else overlooked.
Ѭ Say: “Hold this.”
Ѭ Ask: “Hush, can you hear that?” They get a token if they try their best to hear what you
do.
51
D
The
ancer
Your inner fire
is a song in your
heart, not a voice in your head.
The world will not quiet you.
You are alive. Your care is
intense, vocal, and full of
light.
Choose an animal.
Ѻ Fox Ѻ Skink
Ѻ Heron Ѻ A Lively Animal
Ѻ Tamarin Ѻ A Hopeful Animal
52
Choose 3-4 to describe your look.
Ѻ Sunset-Shade Robes Ѻ Stylized Mask
Ѻ Golden Jewelry Ѻ Wicker Basket Full Of Costumes
Ѻ Loose-Fitting Pants Ѻ Trekking Pole
Ѻ Outrageously Long Scarf Ѻ Bandage-Wrapped Feet
Ѻ Elaborate Silks Ѻ Necklace Of Huge Strung Beads
Ѻ Cloak Covered In Glowing Fungi Ѻ A Gleam In Your Eye
Choose 3 dances you will gladly dance, and 1 you’ll never dance again.
Ѻ A dance you dance with wild creatures, to calm them and rejoice.
Ѻ A dance you dance with the small and forgotten gods, to earn luck and wisdom.
Ѻ A dance you dance with an unfamiliar place, to listen and befriend.
Ѻ A dance you dance with all the winds in the sky, to invite the weather to change.
Ѻ A dance you dance with the heavens high above, to get perspective on the world below.
Ѻ A dance you dance with fire, to spark hope and inspiration.
Ѻ A dance you dance with the plants beneath the soil, to inspire them to grow.
Ѻ A dance you dance with the water and the waves, to bring calm and tranquility.
Ѻ A dance you dance with the deepest dark, to bridge the gates of life and death.
Ѻ A dance you dance with the broken and crumbling, to remind it what was and could be.
Ѻ A dance you dance with time itself, to teach an ancient story.
Ѻ A dance you dance with your friends, to celebrate life and all that it gives us.
53
Choose 1 you teach anyone who wants to learn and 1 you’ll only
ever dance to alone. Tell the table about them.
Ѻ A battered iron handpan drum, forged by a cheerful friend who you miss terribly.
Ѻ A cheap tambourine, stolen from a bitter and ‡furious merchant.
Ѻ A beautiful golden lyre, the symbol of your noble birth.
Ѻ A soft and gentle reed flute, snatched from the North Wind God himself.
Ѻ An ocarina carved from a seashell, gifted by an imaginative child.
Ѻ A rhythmic work song, a tradition from a life you have no desire to return to.
Ѻ A lovely whistled tune, the last song your mother ever sang for you.
54
Some things you can always do:
Ѭ Dance idly.
Ѭ Laugh and smile.
Ѭ Leap up on top of something.
Ѭ Give a song to those around you.
Ѭ Ask: “Will you dance a dance with me?”
Ѭ Ask: “Do you want to be my friend?” They get a token if they say yes.
55
E
The
xile
Your past clings to your
shoulders like an old woolen cloak.
Someday, perhaps, you can return to your
home.
You are alive. Your care is fragile, skittish,
and terrified of being broken again.
Choose an animal.
Ѻ Deer Ѻ A Rare Animal
Ѻ Tiger Ѻ A Nomadic
Ѻ Eagle Animal
Ѻ Skunk
56
Choose 3-4 to describe your look.
Ѻ Cloak Big Enough To Hide In Ѻ Brutal Scar
Ѻ Carefully-Carved Wooden Mask Ѻ Intricate Tattoos From Your Home
Ѻ Stolen Lace Ѻ Fancy Pipe
Ѻ Shirt No One Knows How To Repair Ѻ Improvised Crutches
Ѻ Ornate Ceremonial Scepter Ѻ A Sacred Text From Your People
Ѻ Traditional Marriage Gown Ѻ A Deep And Profound Loneliness
You once had a place you called home. It’s gone now. Choose 1 true
reason why you cannot return, 1 reason you tell everyone else, and 1
reason you worry is the truth.
Ѻ You were banished for going against its monarch. It is a castle or a metropolis.
Ѻ You were banished because you couldn’t prove yourself. It is a workshop or a furnace.
Ѻ You were banished for accusations of theft or murder. It is a market or a port.
Ѻ You were banished because you betrayed the one you love. It is a university or a carnival.
Ѻ You fled to escape familial obligations. It is a palace or a labyrinth.
Ѻ You fled out of shame, to help the land heal. It is a garden or a glen.
Ѻ You fled because you were declared an omen of death. It is a farm or a wilderness.
Ѻ You fled because you rejected the gods of the land. It is a hallow or a maelstrom.
Ѻ Your people fled from the wrath of the gods. It is a waste.
Ѻ Your people fled when it was destroyed by outside hands. It is a graveyard.
Ѻ Your people fled as their civilization crumbled. It is a ruin.
Ѻ Your people fled from natural disaster. It is a swamp.
Ѻ You cannot remember why you are in exile. It is a mirror.
Ѻ The place never existed. It is a mirage.
57
Choose 1 you still play and 1 you can no longer understand. Tell the
table about them.
Ѻ A carapace-carved horn with a haunting melody, said to have been taught to your
people (and your people alone) by the wind-gods.
Ѻ A steel drum that would always resonate in harmony with the lakes and rivers of your
home.
Ѻ An ancient violin that you once spent hours practicing as a kid while waiting for your
mother to come back.
Ѻ A cheap lute, gifted by a caring innkeep who gave you shelter after you left.
Ѻ The small golden harp that only the royal family of your home could play.
Ѻ The lullaby your father would sing to you as you fell asleep.
Ѻ The song you’d always sing with your ‡grieving ex-fiancé, the tune of which still calls
you back home.
58
Some things you can always do:
Ѭ Say an expression in your traditional language.
Ѭ Keep an eye on the exits.
Ѭ Push something out of sight or out of mind.
Ѭ Play a tune that reminds you of home.
Ѭ Say: “You look familiar.”
Ѭ Ask: “Can I tell you a story about my home?” They get a token if they say yes.
59
The
Firelight
It is easy to get lost in
the darkness and the deep.
The firefly at your side will always
guide the way.
You are alive. Your care is forward-thinking,
mutual, and shining bright.
Choose an animal.
Ѻ Raccoon Ѻ Sphynx Cat
Ѻ Olm Ѻ A Nocturnal Animal
Ѻ Albatross Ѻ A Steady Animal
60
Choose 3-4 to describe your look.
Ѻ Mud-Soaked Cloak Ѻ Well-Loved Fiddle
Ѻ Reliable Wooden Staff Ѻ Badly Ripped Dress
Ѻ Wide-Brimmed Hat That Covers Your Ѻ Box Of Medical Supplies
Eyes Ѻ Small And Practical Knife
Ѻ Warm And Comfortable Gloves Ѻ Book Of Small Rituals
Ѻ Patchwork Work Pants Ѻ Shining Eyes That Pierce Through
Ѻ Deck Of Playing Cards Darkness
61
Choose 1 light you still keep lit and 1 that died out long ago. Tell
the table about them.
Ѻ A rusted iron lantern that your mother carried before you.
Ѻ An ornate bronze oil lamp, your last memory of your childhood home.
Ѻ A box of expensive beeswax candles, gifted by an adventurous ex-love as a going-away
present.
Ѻ A simple wooden incense holder shaped like a crashing wave, that anchors you to your
faith.
Ѻ A pack of smokes that reminds you of sitting on a porch with your poetic love.
Ѻ Wisp, a small and forgotten •many-faced god who is in love with your firefly.
Ѻ The passion in your heart that burned for the rebellion.
62
Some things you can always do:
Ѭ Shrug.
Ѭ Pet your firefly.
Ѭ Illuminate all that is hard to see.
Ѭ Keep walking.
Ѭ Say: “Watch your step.”
Ѭ Ask: “Do you need a hand?” They get a token if they accept your help.
63
F
The
ool
Life is an adventure, and there’s
never shame in learning new things.
You are alive. Your care is silly, naїve,
and more profound than most expect.
Choose a name and some pronouns.
Choose an animal.
Ѻ Parrot Ѻ A Goofy Animal
Ѻ Star-Nosed Mole Ѻ An Oblivious
Ѻ Samoyed Animal
Ѻ Anole
64
Choose 3-4 to describe your look.
Ѻ Garishly Purple Pants Ѻ Flowing Cape
Ѻ Pet Ant Ѻ Lots And Lots Of Beads
Ѻ Noble Attire Ѻ Flower Behind Your Ear
Ѻ Flamboyant Hat Ѻ Cloak Unsuitable For The Weather
Ѻ Elaborate Makeup Ѻ Trick Deck Of Cards
Ѻ Polka-Dot Bindle Ѻ A Complete Lack Of Foresight
Choose 2 that are true about you, and 1 that everyone assumes is
true.
Ѻ You don’t know a lot about the world. The place you are from is a farm or a tower.
Ѻ You were spoiled rotten as a kid. The place you are from is a palace or a garden.
Ѻ You’ve spent much of your life making other people happy. The place you are from is a
carnival or a tavern.
Ѻ You have a surprising secret talent. The place you are from is a workshop or a port.
Ѻ You grew up familiar with chaos and disorganization. The place you are from is a
maelstrom or a market.
Ѻ You have a mysterious and heroic destiny. The place you are from is a lagoon or a castle.
Ѻ You had a lot of expectations placed on you as a kid. The place you are from is a hallow
or a university.
Ѻ Most people you meet around here don’t make any sense to you. The place you are
from is a wilderness or a metropolis.
Ѻ You had a really upsetting childhood that you hate talking about. The place you are
from is a waste or a labyrinth.
Ѻ You cannot remember much about your childhood. The place you are from is a ruin or
a mirage.
65
Choose 1 you carry with you and 1 you’re confident is around here
somewhere (you’re just not sure where.) Tell the table about them.
Ѻ A beautiful golden brooch, gifted by your proper parents.
Ѻ A purse full of valuables that can buy basically anything you want, obtained through
your noble birth.
Ѻ Cedie, a small and forgotten •witchy god who has decided to accompany you on your
journeys.
Ѻ A handful of tickets from the carnival you used to work for.
Ѻ A puzzle box you can’t quite figure out, given by a wise teacher you met on the road.
Ѻ A ceremonial shawl, given by a traveler who has decided your foolishness disguises
wisdom.
Ѻ A now-dull knife, given by someone who you later realized is the opposite of
everything you want to be in life.
66
Some things you can always do:
Ѭ Meander around.
Ѭ Give great advice.
Ѭ Give terrible advice.
Ѭ Do something that’s actually pretty funny.
Ѭ Ask: “But why?”
Ѭ Ask: “What’s going on?” They get a token if they help explain.
67
G
The
uardian
Hold your ward close to your
heart. Someday the world will
hurt them, but this will not be that day.
Choose an animal.
Ѻ Bear Ѻ Rabbit
Ѻ Hen Ѻ A Wary Animal
Ѻ Wolf Ѻ A Strong Animal
68
Choose 3-4 to describe your look.
Ѻ Cloak Big Enough To Hide Your Ward Ѻ Forged Paperwork
Ѻ Stained Apron Ѻ Austere Formal-Wear
Ѻ Pots & Pans Ѻ Reading Glasses
Ѻ Thick Muddy Boots Ѻ Sturdy Cane
Ѻ Fishing Kit Ѻ Heavy Earrings
Ѻ Shield Almost As Big As You Ѻ Seemingly Endless Patience
You have a ward, a child who you watch over. Choose how you
found them…
Ѻ You’ve cared for them since their birth. They are chill or cheerful.
Ѻ Their parents entrusted you with them for their safety. They are dramatic or ‡cautious.
Ѻ You rescued them from a cruel situation. They are quiet or ‡hurt.
Ѻ You found them near a battlefield, hidden away. They are ‡furious or ‡lost.
Ѻ They grew up at a university, surrounded by knowledge. They are inquisitive or wise.
Ѻ They grew up alone in the wilderness. They are adventurous or •feral.
Ѻ A mysterious stranger with one white eye arrived on your doorstep and gave them to
you. They are •luminescent or •witchy.
Ѻ You found them among the ruins of a lost civilization. They are ‡dead or ‡empty.
69
…and choose what about them you’d die to defend.
Ѻ They can always find the beauty in the world. They are crafty or poetic.
Ѻ They’re a good kid, and a goofball, and they have a million little eccentricities. They
are imaginative or caring.
Ѻ They want to befriend everyone (and everything) they meet. They are friendly or
•glamorous.
Ѻ You know there’s still a spark of light in their heart, despite everything. They are sturdy
or ‡grieving.
Ѻ They stick by the side of the ones they care for, like a shadow. They are quiet or
•oracular.
Ѻ They’re the true heir to the Throne of the Floating Mountain. They are proper or ‡nervous.
Ѻ They are uniquely capable of communicating with the small and forgotten gods. They
are •empathetic or •intertwined.
Ѻ They contain the very soul of the Slobbering God. They are •mighty or ‡starving.
Ѻ They’re not like other kids. They are •invisible or •many-faced.
Choose 2 your ward carries with them. Tell the table about them.
Ѻ A notebook and set of charcoals, gifted by a caring old teacher.
Ѻ A cap too large for their head, gifted by their godparents as they fled the authorities.
Ѻ A stuffed animal they’ll never let go of, gifted by a cheerful shopkeep.
Ѻ The inquisitive bug that lives in their pocket, that’s stuck by them all their life.
Ѻ A gender-affirming outfit that they’re too insecure to wear, gifted by an honest kid they
once met.
Ѻ A poncho the color of shadows, gifted by a crafty vagabond you assumed was
untrustworthy.
Ѻ A mysterious scar on the nape of their neck, placed there by an •oracular and pensive
god.
70
Ask 1 to the left and 1 to the right.
Ѭ Why does my ward look up to you and why does that bother me?
Ѭ What was I like before I found my ward?
Ѭ When was the last time my ward really irritated you?
Ѭ Do you follow through with your responsibilities to my ward? What are they?
71
MTender
The
oth
Carrier moths travel across the
Hæth, bringing news, letters, and
tiny boxes. You wander the land,
keeping an eye on these moths and
their towers.
You are alive. Your care is consistent,
prompt, and arrives in small packages.
Choose a name and some pronouns.
Choose an animal.
Ѻ Bat Ѻ Rabbit
Ѻ Horse Ѻ A Persistent Animal
Ѻ Pigeon Ѻ A Dogged Animal
72
Choose 3-4 to describe your look.
Ѻ Tweed Vest Ѻ Finely-Tailored Tie
Ѻ Well-Worn Moth-Tending Uniform Ѻ Out-Of-Place Dress
Ѻ Shining Lantern Ѻ Nearly-Threadbare Gloves
Ѻ Small Reading Glasses Ѻ Map Of Local Moth Towers
Ѻ Satchel Full Of Papers Ѻ A Deep Sense That You’re In Over Your
Ѻ Ink-Stained Gloves Head
Ѻ Mottled Bark-Colored Cloak
73
Choose 3 letters or packages you’re carrying with you…
Ѻ A royal summons from the King of the Floating Mountain…
Ѻ A wax-sealed love letter…
Ѻ An envelope stuffed with a whole village’s worth of care…
Ѻ A scroll of ancient and mysterious magic…
Ѻ A hand-knit sweater…
Ѻ A basket of homemade candies…
Ѻ A letter checking in from an old friend…
Ѻ A ‡lost kid you’re helping to escape a bad situation…
Ѻ A book with dangerous and illicit information…
Ѻ A bottle of rare and vitally important medicine…
Ѻ A package or letter of your own description…
74
Ask 1 to the left and 1 to the right.
Ѭ What is it about my job that so appeals to you?
Ѭ When did I realize that I could trust you?
Ѭ Why did I risk my job and career to help you?
Ѭ Do you think the moths are as beautiful as I do?
75
The
Peddler
The road is long and filled
with merchants, traders,
and everyone else doing their
part to make sure everywhere in the Hæth
is provided for. No one’s home can stand
alone.
You are alive. Your care is material,
solid, and dependable.
Choose a name and some pronouns.
Choose an animal.
Ѻ Donkey Ѻ Crocodile
Ѻ Condor Ѻ A Rugged Animal
Ѻ Llama Ѻ A Tireless Animal
76
Choose 3-4 to describe your look.
Ѻ Patched-Up Mustard Cloak Ѻ Fat Cigars
Ѻ Dress From A Distant Land Ѻ Abacus
Ѻ Fingers Adorned With Rings Ѻ Overburdened Backpack
Ѻ Glasses With Many Adjusting Lenses Ѻ Ledgers
Ѻ Once-Fancy Hat Ѻ Fine Silk Handkerchief
Ѻ Manual Wheelchair Ѻ Non-Stop Banter
You have a sturdy and resolute beetle who carries your supplies on
its back. Choose 4 wares you regularly barter with and tell the table
which is the one you value most.
Ѻ Fruit, vegetables, and any other dependable produce.
Ѻ Honey, wool, and anything else created by bugs.
Ѻ Fish, pearls, and anything else gifted by the sea.
Ѻ Flowers, tea, and anything beautiful yet fleeting.
Ѻ Novels, manuscripts, and anything else crafted by storytellers.
Ѻ Toys, dolls, and anything else that brings joy wherever you go.
Ѻ Smokes, drink, or anything people might need to soothe their nerves.
Ѻ Incense, statues, and anything else that appeases the many small and forgotten gods.
Ѻ Tomes, tapestries, and any other vessels of ancient magic.
Ѻ Nails, tools, and anything else forged from melted-down weapons.
Ѻ Gossip, secrets, and anything else valued by the rebellion.
Ѻ Security, hope, or anything else that struggling people desperately need.
Ѻ Clouds, dreams, or any other miracles that no one else could offer.
Ѻ Knickknacks, tchotchkes, and any other useless trinkets.
77
Choose 1 you’ll never abandon and 1 you parted with a long time
ago. Tell the table about them.
Ѻ A map that leads to wealth beyond anyone’s imagination, given by an old friend before
they disappeared.
Ѻ A hand-carved flute that your father made when you set forth into the world.
Ѻ A wilted orchid you must keep secret, a sign of your time helping the rebellion.
Ѻ Zo, a small and forgotten •miraculous god who lives in a shrine on your beetle.
Ѻ The inquisitive young teen who tags along for the ride.
Ѻ A key that is said to be able to free the Slobbering God from its cursed prison.
Ѻ A sealed box you’ve sworn never to open, gifted to you by your old trademaster when
you first set off.
78
Some things you can always do:
Ѭ Know someone who can help.
Ѭ Intensely examine something.
Ѭ Sit down and do the math.
Ѭ Trade for or trade away one of your many wares.
Ѭ Ask: “What can I do for you?”
Ѭ Say: “I have a deal for you.” Give them a token if they hear you out and consider it.
79
The
Pilgrim
The gods have given you
a path forward, a place you
hope can finally give you what you seek.
Some days you worry you’ll never make
it there at all.
You are alive. Your care is enduring,
faithful, and expressed one step at a
time.
Choose an animal.
Ѻ Ibis Ѻ A Devoted
Ѻ Bison Animal
Ѻ Ferret Ѻ A Ceaseless
Ѻ Newt Animal
80
Choose 3-4 to describe your look.
Ѻ Battered Gray Cloak Ѻ Practical Walking Boots
Ѻ Sturdy Walking Stick Ѻ Patchwork Jacket
Ѻ Fresh Bandages Ѻ Frayed Gloves
Ѻ Weather-Beaten Hood Ѻ Slightly Inaccurate Map Of The Area
Ѻ Leather-Bound Book Of Poems Ѻ The Bare Minimum Needed To Get By
Ѻ Straw Hat Ѻ Fundamental Confidence In The World
A god or omen instructed you to pack your bags and travel
somewhere very far from the land you called home. Choose 2
rumors or stories you’ve heard about this place, and 1 that is
actually true.
Ѻ You seek a land of great bounty, where the trees offer endless fruit, fish leap from the
rivers, and no one ever has to work. It is a carnival or a garden.
Ѻ You seek the home of the one teacher who knows the secret to pure serenity. It is a
lagoon or a monastery.
Ѻ You seek where the countless small and forgotten gods are loudest and clearest. It is a
hallow or a graveyard.
Ѻ You seek where the gods taught artists the secret of creation, and nothing can compare
to the objects made there. It is a furnace or a workshop.
Ѻ You seek a place that scrapes against the very sky itself, and from up there you can see the
whole of the Hæth. It is a mountain or a tower.
Ѻ You seek the home of the heart of the world itself. It is a cave or a wilderness.
Ѻ You seek a place older than anywhere else in the world, that carries secrets from an
ancient time. It is an island or a ruin.
Ѻ You seek a place at the very edge of the world, where nothing lies beyond it. It is a desert
or a mirror.
Ѻ The place you seek isn’t the end of your journey. It is a bridge or a port.
Ѻ The place you seek doesn’t exist. It is a mirage.
81
Choose the sign of your faith. Tell the table why you believe it’ll
never lead you astray.
Ѻ An ancient iron necklace forged by an ancestor, anchoring you to your village and its
gods.
Ѻ A deck of oracular cards, which has plenty of opinions on what’s next in store.
Ѻ A brass compass, gifted by the mysterious stranger with one white eye who set you
forth on this quest.
Ѻ A single word, whispered in your ear by a •luminescent elk before she fled into the
night, and the only tool you have to find your way.
Ѻ A beautiful pink orchid, a sign of the rebellion that always blooms.
Ѻ A book of poetry, with passages so powerful that their very existence is a miracle.
Ѻ The ceremonial language of your distant home, every word a spoken prayer for your
culture’s survival.
82
Some things you can always do:
Ѭ Recite a small prayer.
Ѭ Chatter away.
Ѭ Shield yourself from harsh conditions.
Ѭ Place your fate in improbable coincidence, and have it work out.
Ѭ Ask: “Do you think we’ll make it?”
Ѭ Say: “Lead the way.” They get a token if they do.
83
Poet
The
Choose an animal.
Ѻ Porcupine Ѻ Toad
Ѻ Rook Ѻ A Lyrical Animal
Ѻ Terrier Ѻ A Pensive Animal
84
Choose 3-4 to describe your look.
Ѻ Delicate Spectacles Ѻ Battered Briefcase
Ѻ Argyle Sweater Vest Ѻ Tweed Jacket With Shoulder Pads
Ѻ Cloak Full Of Pockets Ѻ Fashionable Cap
Ѻ Coarse Button Down Ѻ Cane With A Comfortable Grip
Ѻ Practical Plaid Skirt Ѻ Ink-Stained Hands
Ѻ Pockets Full Of Burnt Smokes Ѻ A Literary Quote For Every Occasion
85
Choose 1 you read from constantly and 1 you have memorized. Tell
the table about them.
Ѻ A tiny guidebook full of practical life advice, gifted by your local bookseller when you
set foot.
Ѻ A cheap paperback you found on the side of the road, whose author you wonder
about constantly.
Ѻ A fantastical novel, waterlogged and stained from years of rereading, gifted by your
father before he left.
Ѻ The last text written by your mentor before their death, that reflects on their life.
Ѻ A mostly-finished manuscript written by your passionate best friend, that you think
can revolutionize everything.
Ѻ A translation of a book of poems written in a language your ancestors spoke, that
you’ve been teaching yourself.
Ѻ Your mother’s journal, written in her spidery handwriting and full of pressed flowers.
86
Some things you can always do:
Ѭ Self-deprecate.
Ѭ Cite your sources, in hopes that they can help.
Ѭ Write down a moment that feels relevant to your project.
Ѭ Provide a new perspective others might not have.
Ѭ Ask: “What used to be here?”
Ѭ Ask: “Can you explain?” They get a token if they sit down and talk you through it.
87
R
The
agamuffin
Run! Scream! Play!
Steal! And above all,
live!
You are alive. Your care is
young, exuberant, and naïve.
Choose a name and some
pronouns.
Choose an animal.
Ѻ Otter Ѻ Kitten
Ѻ Gecko Ѻ A Cute Animal
Ѻ Capuchin Ѻ A Young Animal
88
Choose 3-4 to describe your look.
Ѻ Grass-Stained Jeans Ѻ Ocarina
Ѻ Bandages Ѻ Sundress That Whooshes When You
Ѻ Stuffed Animal Spin
Ѻ Suspenders Ѻ Pokin’ Stick
Ѻ Cap That’s Always Worn Backwards Ѻ Stompin’ Boots
Ѻ Awkwardly-Sized Maroon Cloak Ѻ An Overwhelming Love For Life
Ѻ Flowers Forever In Hand
Choose 2 life lessons you’ve been taught and 2 you have rejected.
Ѻ You can’t stop the world from hurting you.
Ѻ Kindness is stronger than anything else.
Ѻ There will come a time when you must fight back.
Ѻ It’s better to give a gift than to receive it.
Ѻ Your parents made you who you are now.
Ѻ The world is bigger than you can wrap your head around.
Ѻ Authority figures cannot be trusted.
Ѻ All stories are lies.
Ѻ Your heroes will always let you down.
Ѻ Everything must someday die.
Ѻ Even this will end.
89
Choose 1 you carry with you openly and 1 you carry with you
secretly. Tell the table about them.
Ѻ A ‡nervous young paradise mantis, the last of its kind.
Ѻ A necklace with a painting of your birth family in it.
Ѻ A pan-flute that reveals your heritage from a forgotten and hidden community.
Ѻ An encoded scroll that you can’t read, pressed into your hands by one of the last
heroes of the rebellion.
Ѻ Nak, a small and •luminescent god that once dwelled in the center of the holiest shrine
in all of the Hæth.
Ѻ The capacity to see brief snippets of the future, which always revolve around a
mysterious stranger with one white eye.
Ѻ Dreams about a vast and bloody war, always centered around a powerful hero.
Ѻ The Ring of 99 Vengeful Daemons, the greatest treasure of the King of the Floating
Mountain.
Ѻ The Heavenblade, lost after slaying the Slobbering God, that you would never use to
hurt another soul.
90
Some things you can always do:
Ѭ Get distracted.
Ѭ Get really invested in a new interest.
Ѭ Blurt out a secret.
Ѭ Somehow manage to squeeze yourself out of trouble.
Ѭ Ask: “Do you wanna hang out with me?” They get a token if they say yes.
Ѭ Ask: “Do you wanna see something really cool?” They get a token if they say yes.
91
Shepherd
The
Herds of chubby
bumblebees can be found
across the Hæth, and tending
to those flocks is simple, honest
work.
You are alive. Your care is
measureless, watchful, and gentle.
Choose an animal.
Ѻ Ram Ѻ Hawk
Ѻ Turtle Ѻ A Guiding Animal
Ѻ Sheepdog Ѻ A Peaceful Animal
92
Choose 3-4 to describe your look.
Ѻ Plaid Button-Down Ѻ Old-Fashioned Pipe
Ѻ Shepherd’s Crook Ѻ Hiking Boots
Ѻ Bug-Calling Whistle Ѻ Smock Frock
Ѻ Woolen Cloak Ѻ Patchwork Overalls
Ѻ Puffy Jacket Ѻ Practical And Bunched-Up Dress
Ѻ Wheelchair Ѻ A Superstitious Turn Of Phrase
You have a herd of bumbles. Choose up to 5 bugs you can always
pick out from the crowd.
Ѻ The youngest bumble, who is constantly underfoot. They are cheerful and/or raucous.
Ѻ The oldest bumble, gray and slow. They are wise and/or •venerable.
Ѻ The cutest bumble, who loves head-pats. They are friendly and/or cunning.
Ѻ The most beautiful bumble, who always wants attention. They are dramatic and/or
•glamorous.
Ѻ The luckiest bumble, who keeps bumbling out of trouble. They are adventurous and/or
•miraculous.
Ѻ The bumble born with two heads under the full moon. They are imaginative and/or
•witchy.
Ѻ The most anxious bumble, who always needs reassurance. They are ‡lost and/or
‡nervous.
Ѻ The biggest bumble, who you like to ride around on. They are sturdy and/or •mighty.
Ѻ The runt, a bumble with a brutal injury. They are ‡cautious and/or ‡hurt.
Ѻ The mother, who will die for the newborn bumble. They are resolute and/or caring.
Ѻ The head of the herd, who always leads the charge. They are ambitious and/or
confident.
Ѻ The bumble who is remarkable in no particular way, but they’re still your favorite.
They are chill and/or quiet.
93
Choose 1 that stays by your side and 1 that you need to let go of.
Tell the table about them.
Ѻ An almanac given by your cheerful brother, which grows increasingly inaccurate.
Ѻ A tall crook that reminds you of your mother.
Ѻ The old horn that once called the bumbles, which now needs repairs.
Ѻ A bandana that displays your high rank within the Shepherd’s Guild.
Ѻ A handkerchief given by your first kiss, when you were both children.
Ѻ A dried-out orchid pressed into your journal, your last memory of the rebellion.
Ѻ Your adventurous child, who isn’t your wee bab any longer.
94
Some things you can always do:
Ѭ Pat a bumble on its head.
Ѭ Stare off into the distance.
Ѭ Make an offhand observation that turns out to be correct.
Ѭ Rest your back against something and take a moment to breathe.
Ѭ Say: “They’re friendly, don’t fret.”
Ѭ Ask: “Can I teach you something someone once taught me?” They get a token if they say
yes, and learn.
95
T
The
eacher
Across the Hæth, there are
students who need teaching.
You travel from town to town and help
them learn the little pieces they might not
yet know.
You are alive. Your care is wise, distant, and
gentle.
Choose an animal.
Ѻ Owl Ѻ Orangutan
Ѻ Hare Ѻ A Wise Animal
Ѻ Chameleon Ѻ An Attentive Animal
96
Choose 3-4 to describe your look.
Ѻ Satchel Of Books Ѻ Well-Kept Unobtrusive Cloak
Ѻ Dusty Blazer Ѻ Journal Full Of Notes
Ѻ Oversized Glasses Ѻ Comfortable Hat
Ѻ Conservative Dress Ѻ Dangling Earrings
Ѻ Time-Worn Cane Ѻ Tie With A Splash Of Color
Ѻ Service Ant Ѻ A Performatively Bright Smile
Wherever you go, there are children who need education. Choose 3
subjects you teach and 1 you wish you could teach.
Ѻ Realistic still-life paintings, taught through observation.
Ѻ Abstract impressionist paintings, taught through joy and expressiveness.
Ѻ Writing epic sagas, taught through studying the classic texts.
Ѻ Writing emotional lyrics, taught through poetic expression.
Ѻ The formal language of the noble courts, taught through memorization of tables.
Ѻ A traditional, endangered language, taught through conversation.
Ѻ Broader perspectives on history, taught from controversial books.
Ѻ Entomology, taught through listening to nature.
Ѻ Astrology, taught through late night wandering.
Ѻ Herbology, taught through attentive guidance.
Ѻ Songs and various instruments, taught through practice, practice, practice!
Ѻ Philosophy, taught through Socratic seminars.
Ѻ Household magic, taught through fun and play.
Ѻ Radical and rebellious politics, taught secretly.
97
Choose 1 you carry with you and 1 you’re terrified of misplacing.
Tell the table about them.
Ѻ A well-creased letter from your love back home.
Ѻ A bunch of drawings from the many students you’ve taught.
Ѻ An expensive pen, gifted by an ambitious former student, now an academic.
Ѻ A massive warm scarf, given by a wise colleague you miss terribly.
Ѻ A diploma from the university you left.
Ѻ Snacks for your small and inquisitive buggy friend, who helps out with lessons.
Ѻ A promise made to a daemon with a catfish head that you try to not think about.
98
Some things you can always do:
Ѭ Sit down, surrounded by others.
Ѭ Fumble for your supplies.
Ѭ Clear your throat and get everyone’s attention.
Ѭ Tell the table about something related to a subject you teach.
Ѭ Ask: “Can you show me?”
Ѭ Ask: “What can we learn from this?” They get a token if they reflect on what’s around
them.
99
V
The
agabond
The world’s taken everything
from you, beat down on your
shoulders, and given you an aching
heart. Some people think you’re a
criminal, or a monster. You know
what you are.
You are alive. Your care is invisible,
cautious, and unimaginably deep.
Choose an animal.
Ѻ Possum Ѻ A Misunderstood
Ѻ Rat Animal
Ѻ Rattlesnake Ѻ A Sneaky Animal
Ѻ Raven
100
Choose 3-4 to describe your look.
Ѻ Black Cloak Ѻ Stylish And Wide-Brimmed Hat
Ѻ Terrifying Mask Ѻ Fingerless Gloves
Ѻ Gauze-Wrapped Splint Ѻ Hood That Covers Your Eyes
Ѻ Ostentatious Belt Ѻ Pack Of Smokes
Ѻ Scarf Big Enough To Hide In Ѻ Wanted Posters Of Your Own Face
Ѻ Deck Of Playing Cards Ѻ A Quick Word And A Sharp Jab
101
Choose 1 you carry with you and 1 that’s been stolen from you. Tell
the table about them.
Ѻ A beautiful necklace you acquired from an ambitious noble.
Ѻ A book of magic spells you picked up from a •witchy crone that you can’t read.
Ѻ Your shadow, which moves of its own volition.
Ѻ A different name that your partner in crime gave you.
Ѻ A tattered blanket, the last thing you have as memory of your parents.
Ѻ A pink orchid, the symbol of your time with the rebellion.
Ѻ A secret you’re not supposed to have about the King of the Floating Mountain.
102
Some things you can always do:
Ѭ Be somewhere you’re not supposed to be.
Ѭ Have something you’re not supposed to have.
Ѭ Mutter something you’re not supposed to say.
Ѭ Lie.
Ѭ Say: “I have a bad feeling about this.”
Ѭ Ask: “Do you trust me?” They get a token if they say yes.
103
V
The
eteran
You wield the blade that
must never be drawn again.
You are alive. Your care is intense,
sober, and mindful.
Choose an animal.
Ѻ Badger Ѻ A Dangerous
Ѻ Hellbender Animal
Ѻ Raven Ѻ A Headstrong
Ѻ Mouse Animal
104
Choose 3-4 to describe your look.
Ѻ Billowing Cloak Ѻ Pack Of Smokes
Ѻ Hidden Armor Ѻ Broken Tooth
Ѻ Many Scars Ѻ Wide-Brimmed Hat
Ѻ Prosthetic Limb Ѻ Blood Soaked Handkerchief
Ѻ Lyre Missing A String Ѻ Walking Stick
Ѻ Torn Standard Ѻ A Nervous Tic
105
Choose 1 lesson you’ve learned and 2 you’ve since forgotten. Tell
the table about them.
Ѻ An ‡empty soldier taught you that there’s no better feeling than your sword cutting
skin, and this is why you must never unsheathe your blade.
Ѻ A ‡grieving mentor taught you that you will never choose where your sword lands,
for from the moment you draw it it controls you, and this is why you must never
unsheathe your blade.
Ѻ A ‡royal monarch taught you violence is just a way to maintain control, and this is why
you must never unsheathe your blade.
Ѻ A sobbing and ‡hurt young child taught you that a single slice kills not only the
enemy, but everyone who loved the enemy as well, and this is why you must never
unsheathe your blade.
Ѻ A friendly old innkeep taught you that a well-made bed can save more lives than an
army of warriors, and this is why you must never unsheathe your blade.
Ѻ Your once-lover recoiled from you when they saw the blood on your hands, and this is
why you must never unsheathe your blade.
Ѻ You saw, in the eyes of someone you thought was ‡heroic, the fate that awaits everyone
who only knows violence, and this is why you must never unsheathe your blade.
106
Some things you can always do:
Ѭ Repeat a calming phrase.
Ѭ Spend time practicing a craft you’re not very good at.
Ѭ Drum against the pommel of your blade.
Ѭ Leap to your feet.
Ѭ Say: “I don’t do that anymore.”
Ѭ Ask: “What are you hiding?”
Ѭ Unsheathe your blade and immediately kill the person in front of you. Then, remove
your character from the game. You cannot play them any longer.
107
Traits
Traits are short descriptions of the
various other characters we might
encounter in the Hæth. Most of them
describe personality traits, while some
of them (marked with a “•”) indi-
cate magical or supernatural abilities.
Others (marked with a “‡“) indicate
the result of trauma and pain.
Traits are broken into 7 catego-
ries. You can use the first six as a table
to roll randomly on, or you can pick
whichever ones feel correct.
112
1. Artistic Traits
1. Crafty, p. 114 3. Imaginative, p. 114 5. •Glamorous, p. 115
2. Dramatic, p. 114 4. Poetic, p. 115 6. •Miraculous, p. 115
2. Grounded Traits
1. Honest, p. 116 3. Watchful, p. 116 5. •Intertwined, p. 117
2. Quiet, p. 116 4. Wise, p. 117 6. •Invisible, p. 117
3. Intellectual Traits
1. Ambitious, p. 118 3. Inquisitive, p. 118 5. •Oracular, p. 119
2. Cunning, p. 118 4. Learned, p. 119 6. •Witchy, p. 119
4. Personal Traits
1. Cheerful, p. 120 3. Confident, p. 120 5. •Luminescent, p. 121
2. Chill, p. 120 4. Pensive, p. 121 6. •Venerable, p. 121
5. Physical Traits
1. Adventurous, p. 122 3. Resolute, p. 122 5. •Feral, p. 123
2. Passionate, p. 122 4. Sturdy, p. 123 6. •Mighty, p. 123
6. Social Traits
1. Caring, p. 124 3. Proper, p. 124 5. •Empathetic, p. 125
2. Friendly, p. 124 4. Raucous, p. 125 6. •Many-Faced, p. 125
7. Traumatized Traits
1. ‡Cautious, p.128 5. ‡Grieving, p.129 9. ‡Starving, p.130
2. ‡Empty, p.128 6. ‡Hurt, p.129 10. ‡Heroic, p.131
3. ‡Frantic, p.128 7. ‡Lost, p.130 11. ‡Royal, p.131
4. ‡Furious, p.129 8. ‡Nervous, p.130 12. ‡Dead, p.131
113
Artistic Traits
Crafty
A crafty kith is very skilled at putting all the pieces together in an unconventional way. They
are often tinkers, mongers, and magicians, among others.
Choose 1-2 they can always do.
Ѻ Invent something totally new.
Ѻ Propose an alternate approach.
Ѻ Reveal that a plan they’ve had in motion has paid off.
Dramatic
A dramatic kith loves to show off to impress and please others. They are often singers, har-
kers, and socialites, among others.
Choose 1-2 they can always do.
Ѻ Put on a big show, with heightened emotions and histrionics.
Ѻ Distract someone with a talented display.
Ѻ Play up your emotions to absurd levels.
Imaginative
An imaginative kith’s head is always up in the clouds. They are often artists, glaziers, and
dreamers, among others.
Choose 1-2 they can always do.
Ѻ Explain a way things could be better.
Ѻ Forget about something really important.
Ѻ Describe an everyday object in a way no one’s ever thought about it before.
114
Poetic
A poetic kith has a deep love for wordplay and lyricism. They are often authors, rimesters,
and astrologers, among others.
Choose 1-2 they can always do.
Ѻ Wax metaphorical.
Ѻ Get caught up in the big picture.
Ѻ Give advice on what someone else should say.
ѥ Glamorous
A glamorous kith has a beguiling and enchanting appearance that is both beautiful and
impossible. They are often kaleidoscopic insects, flirtatious daemons, and especially skilled
makeup artists, among others.
Choose 1-2 they can always do.
Ѻ Dazzle and stun everyone who beholds you.
Ѻ Reveal the appearance you hide underneath.
Ѻ Tell someone to look at you. If they want to look away, they’re going to need
to spend a token.
ѥ Miraculous
A miraculous kith can do things no one else can do.
They are often great and mighty gods, powerful wiz-
ards, and wish-granting fish, among others.
Choose 1-2 they can always do.
Ѻ Make possible the impossible.
Ѻ Take someone’s hand and fly with them.
Ѻ Offer to grant someone’s wish, in a way that
won’t work out how they want. If they
want to reject your offer, they’re going to
need to spend a token.
115
Grounded Traits
Honest
An honest kith always says what’s on their mind. They are often bayweavers, bookbinders,
and clerks, among others.
Choose 1-2 they can always do.
Ѻ Lay out the facts, as you see it.
Ѻ Point out the truth everyone else has been ignoring.
Ѻ Ask: “Do you want my opinion?”
Quiet
A quiet kith doesn’t have much to say. They are often colporteurs, glassblowers, and wall-
flowers, among others.
Choose 1-2 they can always do.
Ѻ Tap on someone’s shoulder.
Ѻ Stare at someone until they get the point.
Ѻ Non-verbally ask: “Are you okay?”
Watchful
A watchful kith keeps a close eye on the world around them. They are often guards, astron-
omers, and scribes, among others.
Choose 1-2 they can always do.
Ѻ Point out something people missed.
Ѻ Guard the exits.
Ѻ Ask: “What’s that you’re hiding?”
116
Wise
A wise kith has learned a lot from listening and moving through the world. They are often
monks, herbalists, and janitors, among others.
Choose 1-2 they can always do.
Ѻ Reflect on what someone else has said.
Ѻ Propose a path quite unlike those that others have suggested.
Ѻ Ask: “What are your feelings on the matter?”
ѥ Intertwined
An intertwined kith is rooted in the world around them, and is just as much a part of the
trees and the sky as they are themself. They are often contemplative shamans, gods of
hidden places, and anyone who listens to the land, among others.
Choose 1-2 they can always do.
Ѻ Show how two things are connected in an unexpected way.
Ѻ Take your time and move very carefully.
Ѻ Help someone ask the world around them for guidance. If they want to know
the answer, they’re going to need to spend a token.
ѥ Invisible
An invisible kith cannot be seen. They are often ghostly spirits, terrified
gods, and tiny scuttling creatures, among others.
Choose 1-2 they can always do.
Ѻ Have been somewhere the whole
time.
Ѻ Move right past people who
should’ve spotted you.
Ѻ Vanish. If someone wants to find
you again, they’re going to need to
spend a token.
117
Intellectual Traits
Ambitious
An ambitious kith has goals and aspirations beyond where they are in life. They are often
scribblers, scullions, and apprentices, among others.
Choose 1-2 they can always do.
Ѻ Take a calculated risk.
Ѻ Explain how you’re the only person who can handle this.
Ѻ Ask: “How would you make things better?”
Cunning
A cunning kith is skilled at turning events and situations in their favor. They are often gut-
tersnipes, wainwrights, and con artists, among others.
Choose 1-2 they can always do.
Ѻ Get somewhere you’re not supposed to be.
Ѻ Tell a compelling lie.
Ѻ Ask: “What’s your real goal here?”
Inquisitive
An inquisitive kith grabs hold of all the information that they can. They are often journalists,
alchemists, and enumerators, among others.
Choose 1-2 they can always do.
Ѻ Focus on an irrelevant detail.
Ѻ Hold something up to the light.
Ѻ Ask: “What’s this?”
118
Learned
A learned kith has spent plenty of time with texts and tra-
ditional learning. They are often professors, librarians, and
apothecaries, among others.
Choose 1-2 they can always do.
Ѻ Reference a text no one else here has
read.
Ѻ Know something useful that applies to
the situation.
Ѻ Ask: “Do you want my advice?”
ѥ Oracular
An oracular kith can see the future, for better or for worse.
They are often venerated sages, enigmatic gods, and star-gaz-
ers, among others.
Choose 1-2 they can always do.
Ѻ Make a vague and unclear reference to something that hasn’t happened yet.
Ѻ Say: “I told you so.”
Ѻ Tell someone the bad news about what their future holds. If they want to defy
you, they’ll need to spend a token.
ѥ Witchy
A witchy kith is skilled at quiet and tricksy magics. They are often healers, court magicians,
and kind old ladies that live in the swamp, among others.
Choose 1-2 they can always do.
Ѻ Cackle.
Ѻ Mix assorted components to create something new.
Ѻ Point out a personality flaw someone hasn’t been dealing with. If you’re right,
put a curse on them. If they want to get rid of the curse, they’re going to need
to address their flaw.
119
Personal Traits
Cheerful
A cheerful kith is happy and positive. They are often bakers, friars, and cooks, among others.
Choose 1-2 they can always do:
Ѻ Look on the bright side.
Ѻ Whistle a chipper tune.
Ѻ Gallivant into an awkward situation.
Chill
A chill kith is relaxed and perpetually calm. They are often fishers, brewsters, and dilly-dal-
liers, among others.
Choose 1-2 they can always do.
Ѻ Go with the flow.
Ѻ Remind everyone to take a step back.
Ѻ Ask: “Do you wanna talk about it?”
Confident
A confident kith knows exactly who they are and who they want to be. They are often black-
smiths, plumbers, and drovers, among others.
Choose 1-2 they can always do.
Ѻ Jump headfirst into action.
Ѻ Charge into a situation without understanding the risks.
Ѻ Say: “I’ve got it covered.”
120
Pensive
A pensive kith has a lot of heavy things on their mind. They are often
printers, vintners, and bellringers, among others.
Choose 1-2 they can always do.
Ѻ Rain on someone’s parade.
Ѻ Stare off into the distance mournfully.
Ѻ Ask: “What else can we do?”
ѥ Luminescent
A luminescent kith is full of light that casts a glow across the
world. They are often motes of light, fallen stars, and fireflies,
among others.
Choose 1-2 they can always do.
Ѻ Shed light on the shadows of the world.
Ѻ Lead the way.
Ѻ Non-verbally ask: “What is true about you that you keep from everyone?” If they
want to withhold an answer from you, they’re going to need to spend a token.
ѥ Venerable
A venerable kith is as old as the hills and the earth. They are often mountain gods, isopods
from an ancient time, and beings deep in the old dark, among others.
Choose 1-2 they can always do.
Ѻ Offer something that hasn’t been seen in a very long time.
Ѻ Show what things were like in more grim times.
Ѻ Tell someone how they will repeat the mistakes of the past. If they want to prove
you wrong, they’re going to need to spend a token.
121
Physical Traits
Adventurous
An adventurous kith always wants to be getting tangled up in something new. They are often
aeronauts, sailors, and itinerants, among others.
Choose 1-2 they can always do.
Ѻ Declare where you’re going next.
Ѻ Charge headfirst into trouble.
Ѻ Have circumstances improbably work out for you.
Passionate
A passionate kith is full of intense and explosive emotions. They are often mail-carriers,
writers, and flâuners, among others.
Choose 1-2 they can always do.
Ѻ Explain why this matters to you.
Ѻ Say exactly what’s on your mind right now.
Ѻ Lose your temper and damage something important.
Resolute
A resolute kith cannot be swayed from their current path, no matter what. They are often
architects, caulkers, and arkwrights, among others.
Choose 1-2 they can always do.
Ѻ Keep at something that others would give up at.
Ѻ Reject what’s right in front of your eyes.
Ѻ Refuse to yield under pressure.
122
Sturdy
A sturdy kith can be depended on when times are tough. They
are often carpenters, spinsters, and dockhands, among others.
Choose 1-2 they can always do.
Ѻ Support something in danger of collapse.
Ѻ Push something concerning aside.
Ѻ Exert yourself to protect someone else.
ѥ Feral
A feral kith rejects traditional society and embrac-
es monstrosity. They are often fearsome insects,
hungry gods, and kids raised by the wilderness itself,
among others.
Choose 1-2 they can always do.
Ѻ Call out to the wild, and hear it respond.
Ѻ Ask: “What’s stopping you?”
Ѻ Show all your teeth and bite. If someone doesn’t want to get bit, they’re going
to need to spend a token.
ѥ Mighty
A mighty kith has a strength that is beyond normal capacity. They are often great warriors,
herculean gods, and beasts of forgotten legend, among others.
Choose 1-2 they can always do.
Ѻ Take on a heavy burden.
Ѻ Move the unmovable.
Ѻ Anchor something in the ground. If someone wants to move it even the slightest
bit, they’re going to need to spend a token.
123
Social Traits
Caring
A caring kith is willing to die to keep someone else safe. They are often doctors, farmers,
and coroners, among others.
Choose 1-2 they can always do.
Ѻ Protect someone else from the world.
Ѻ Inconvenience yourself to help someone else.
Ѻ Ask: “What do you need right now?”
Friendly
A friendly kith gets along well with folk from all over. They are often innkeeps, barbers, and
bards, among others.
Choose 1-2 they can always do.
Ѻ Start up a conversation with someone else.
Ѻ Introduce someone to an old friend of yours.
Ѻ Get really attached to an inanimate object.
Proper
A proper kith sticks with formality and tradition. They are often butlers, grocers, and cham-
berlains, among others.
Choose 1-2 they can always do.
Ѻ Explain how things have been handled in the past.
Ѻ Judge something for its inappropriateness.
Ѻ Struggle to get something new.
124
Raucous
A raucous kith is always looking for a good time. They are often
revelers, jesters, and roustabouts, among others.
Choose 1-2 they can always do.
Ѻ Find the fun in a dull task.
Ѻ Get lost in the excitement.
Ѻ Know exactly where a better party is.
ѥ Empathetic
An empathetic kith can connect with and understand things no one else can. They are often
gentle teachers, affectionate spirits, and anyone who has a knack for getting it, among others.
Choose 1-2 they can always do.
Ѻ Communicate with something that can’t normally talk.
Ѻ Express a concept in a way everyone understands.
Ѻ Non-verbally ask: “What are you feeling?” If they don’t want to answer you
truthfully, they’re going to need to spend a token.
ѥ Many-Faced
A many-faced kith is a shapeshifter, who can adopt other forms. They are often trickster
gods, sneaky thieves with a little bit of magic, and skilled mimics, among others.
Choose 1-2 they can always do.
Ѻ Change dramatically, and become something new.
Ѻ Reveal another kith to have been them this whole time.
Ѻ Look exactly like another character. If someone wants to spot the difference,
they’re going to need to spend a token.
125
Traumatized
Traits
‡ Cautious
A cautious kith spent the last of their trust a long time ago. They are often exhausted
widows, cold-hearted farmers, and those who have seen first-hand the harshness of the
world, among others.
Choose 1-2 they can always do.
Ѻ Point out a danger, real or imagined.
Ѻ Refuse to open up to someone else.
Ѻ Step out of your comfort zone, even slightly.
‡ Empty
An empty kith feels like there’s just not much left to them anymore. They are often war-blast-
ed survivors, haunted veterans, and those hollowed out by pain, among others.
Choose 1-2 they can always do.
Ѻ Sigh and gaze blankly.
Ѻ Ask: “Does it matter?”
Ѻ Display an emotion you thought you couldn’t anymore.
‡ Frantic
A frantic kith is struggling to get everything done. They are often overburdened caretakers,
manic intellectuals, and those desperate to please, among others.
Choose 1-2 they can always do.
Ѻ Agree to something dangerous or risky.
Ѻ Try to say too many things all at once.
Ѻ Push against your instincts and take a break.
128
‡ Furious
A furious kith cannot hold back their rage. They are often vengeful mothers, soldiers with
fuming eyes, and those forged into a weapon by the pain in their heart, among others.
Choose 1-2 they can always do.
Ѻ Lash out without meaning to.
Ѻ Bottle everything up and seethe.
Ѻ Express your rage in a constructive manner.
‡ Grieving
A grieving kith freshly mourns the loss of their love. They are often heartbroken parents,
terrified exiles, and those promised greatness, among others.
Choose 1-2 they can always do.
Ѻ Overflow with emotion.
Ѻ Hold tight to comfort and refuse to let go.
Ѻ Ask: “Are you in a place to listen right now?”
‡ Hurt
A hurt kith nurses wounds that will never fully heal.
They are often old heroes, aching patients, and those
marked by pain, among others.
Choose 1-2 they can always do.
Ѻ Flinch at someone else’s actions.
Ѻ Re-open an old wound.
Ѻ Articulate a step on the path towards
healing.
129
‡ Lost
A lost kith has forgotten how to get back home. They are often
lonely travelers, confused prophets, and those disassociated from
this world, among others.
Choose 1-2 they can always do.
Ѻ Wander deep into the darkness.
Ѻ Express the disconnect between yourself and the world around you.
Ѻ Seek out the help of someone else to anchor you.
‡ Nervous
A nervous kith is very stressed out. They are often freaked-out kids, princes out of their
depth, and those overwhelmed by the many dangers of the world, among others.
Choose 1-2 they can always do.
Ѻ Worry about something you don’t have control over.
Ѻ Say: “I’m sorry.”
Ѻ Ask: “Is everything okay?”
‡ Starving
A starving kith has been denied their hunger for too long, and it’s burning them up inside.
They are often hungry ghouls, spiteful wardens, and the shadows of monstrous gods,
among others.
Choose 1-2 they can always do.
Ѻ Gnaw on what’s left.
Ѻ Blame the wrong person for your hunger.
Ѻ Name a person, place, object, or secret. If someone wants to hide it from you,
they’re going to need to spend a token.
130
‡ Dead
A dead kith was once alive, but isn’t anymore. They are often spectral lights, wandering
souls, and the last remnants of a forgotten time, among others.
Choose 1-2 they can always do.
Ѻ Provide a bridge from one life to the other.
Ѻ Send a chill down someone’s spine.
Ѻ Show someone something they truly don’t want to grapple with. If they want
to avoid thinking about it, they’re going to need to spend a token.
‡ Heroic
A heroic kith believes they are the savior of the world. What a cruel fate indeed. They are
often dragon-slayers, leaders of the rebellion, and those arrogant enough to seek out power,
among others.
Choose 1-2 they can always do.
Ѻ Know what’s best for everyone else.
Ѻ Present a perfect persona to the world.
Ѻ Declare someone fundamentally good or irredeemably evil. If anyone wants to
prove you wrong, they’re going to need to spend a token.
‡ Royal
A royal kith rules over this land with authority and lonely gravitas. They are often arrogant
kings, towering giants, or those destined to be undone by their own glory, among others.
Choose 1-2 they can always do.
Ѻ Engage in a petty and useless display of power.
Ѻ Inflict your will on the world around you.
Ѻ Make a sweeping proclamation. If someone wants to openly defy you, they’re
going to need to spend a token.
131
Natures
Natures are the building blocks of
places. They inform the aesthetic
trappings and symbols of the place,
the world surrounding it, and how it
shapes the people who engage with
it. Comfortable, verdant, and liminal
natures are common throughout the
Hæth, while sprawling, lonely, and
desolate natures are more rare. You can
use the following table to pick natures
randomly, or choose them from the
list.
136
1. Comfortable Natures
1. Farm, p. 140 4. Monastery, p. 143
2. Garden, p. 141 5. Tower, p. 144
3. Market, p. 142 6. Workshop, p. 145
2. Verdant Natures
1. Field, p. 148 4. Hillock, p. 151
2. Glen, p. 149 5. Lagoon, p. 152
3. Hallow, p. 150 6. Swamp, p. 153
3. Liminal Natures
1. Bridge, p. 156 4. Port, p. 159
2. Island, p. 157 5. Road, p. 160
3. Lake, p. 158 6. Tavern, p. 161
4. Sprawling Natures
1. Carnival, p. 164 4. Metropolis, p. 167
2. Castle, p. 165 5. Palace, p. 168
3. Furnace, p. 166 6. University, p. 169
5. Lonely Natures
1. Cave, p. 172 4. Mirror, p. 175
2. Graveyard, p. 173 5. Moor, p. 176
3. Mirage, p. 174 6. Wilderness, p. 177
6. Desolate Natures
1. Desert, p. 180 4. Mountain, p. 183
2. Labyrinth, p. 181 5. Ruin, p. 184
3. Maelstrom, p. 182 6. Waste, p. 185
137
Comfortable
Natures
Farm
A farm is a place where people live unremarkable lives, deeply rooted in the turning of the
seasons and the work that must be done.
This place can always:
Ѭ Describe the calm mundanity of everyday life.
Ѭ Reveal the thin margins people live on.
Ѭ Ask: “Hey, wanna help out?” Give them a token if they pitch in, in whatever way they
can.
140
Garden
A garden is a place where everyone has plenty
and the world is overflowing with gifts.
When you arrive at this place,
decide what it has in abundance.
141
Market
A market is a place where near-anything can be traded and bartered, and where people
from across the Hæth gather with supplies to exchange.
This place can always:
Ѭ Describe what you can find here.
Ѭ Reveal the consequences of theft.
Ѭ Offer someone something they want, at an
affordable price. Give them a token if they
refuse the offer.
142
Monastery
A monastery is a place where a community
gathers to learn from the past and cultivate
answers to the complicated questions of
the world.
This place can always:
Ѭ Describe the rhythm of daily life.
Ѭ Show tensions caused by generational
divides.
Ѭ Ask: “Are you willing to wait to get the
answer you seek?” Give them a token if
they’re here to wait. Do not tell them
the answer either way.
143
Tower
A tower is a place that reaches so high up to the sky that it
feels like it scrapes against the clouds.
This place can always:
Ѭ Describe something very small and far away.
Ѭ Spread concern around structural stability.
Ѭ Make someone dizzy or disoriented, and give them a
token.
144
Workshop
A workshop is a place where fine crafts and wares are created and given life, and where
people value their ability to breathe life into art.
This place can always:
Ѭ Describe the process of creation.
Ѭ Show conflict between expectations and demand.
Ѭ Give someone a token if they work hard and
sweat over their creation.
145
Verdant
Natures
Field
A field is a place to lie back, feel the breeze in your fur, and look up at the sky.
This place can always:
Ѭ Describe a gentle place to rest.
Ѭ Show someone looking for something lost.
Ѭ Ask: “Can we look at the clouds together?” Give them a token if they say yes.
148
Glen
A glen is a place overflowing with creatures and
bugs, alive with movement and presence.
This place can always:
Ѭ Describe a world teeming with life.
Ѭ Show a conflict between wild
creatures.
Ѭ Introduce a new buggy creature.
Give someone a token if they
engage with it as an equal.
149
Hallow
A hallow is a sacred place, where gods and mortals mingle.
When you arrive at this place, decide a rule that all must follow.
150
Hillock
A hillock is a place in the foothills of a
great and looming presence.
This place can always:
Ѭ Describe what we stand in the shadows of.
Ѭ Show a threat that’s up ahead.
Ѭ Ask: “What are you worried lies up ahead?” and give
them a token if they’re right.
151
Lagoon
A lagoon is a place of contemplation, introspection, and self-reflection.
This place can always:
Ѭ Describe the water and all the tiny creatures that live in it.
Ѭ Make matters worse through people’s inaction.
Ѭ Ask: “What have you been thinking about lately?” and give them a token for their
thoughts.
152
Swamp
A swamp is a place where the air
is as thick as the mud.
This place can always:
Ѭ Describe the heaviness of the
world.
Ѭ Show tension caused by
stagnation.
Ѭ Bog someone down, and give them
a token.
153
Liminal
Natures
Bridge
A bridge is a passage from one place to the next.
This place can always:
Ѭ Describe the distance to the other side.
Ѭ Push something off the edge.
Ѭ Offer someone an easier way. Give someone a token
if they don’t take it.
156
Island
An island is a place kept secret and separate from the rest of the Hæth.
When you arrive at this place, decide what makes it feel different
than what you’re used to.
157
Lake
A lake is a vast body of water that spans an overwhelming distance.
This place can always:
Ѭ Describe the beauty of the water.
Ѭ Wash something strange up on shore.
Ѭ Bring someone somewhere completely unexpected, and give them a token.
158
Port
A port is the gateway through which the whole
world opens up to you.
This place can always:
Ѭ Describe the ships and where they
go.
Ѭ Show the dangers of a fragile lifestyle.
Ѭ Ask: “Can I take you somewhere you’ve
never been before?” Give them a token if
they accept.
159
Road
A road is a place that exists for traveling through.
This place can always:
Ѭ Describe something passing by.
Ѭ Keep someone from getting where they’re trying to go.
Ѭ Push someone forward, and give them a token.
160
Tavern
A tavern is a place of simple comfort, often
settled into while on the journey from one
land to the next.
This place can always:
Ѭ Describe a small comfort.
Ѭ Sow confusion amongst the disoriented.
Ѭ Offer someone comfort and amenities,
at a price. Give them a token if they
refuse your offer.
161
Sprawling
Natures
Carnival
A carnival is a place full of celebration,
decadence, and excitement.
This place can always:
Ѭ Describe the lights and the crowds.
Ѭ Demand attention and adoration.
Ѭ Ask: “What will lure you deeper into
the chaos?” Give them a token if they
follow it.
164
Castle
A castle is a place designed to keep everything else
far outside its walls.
This place can always:
Ѭ Describe the walls that surround us.
Ѭ Spread worry about a distant threat.
Ѭ Keep someone from entering, and give
them a token.
165
Furnace
A furnace burns hot with the force of
furious and creative fire.
This place can always:
Ѭ Describe the stifling heat.
Ѭ Raise tensions caused by
intolerable conditions.
Ѭ Ask: “Will you forge what once was
broken?” Give them a token if they try
their best.
166
Metropolis
A metropolis is a place where a lot of people live and where many communities sit
side-by-side.
This place can always:
Ѭ Describe the diversity and variety of people.
Ѭ Show conflict between differing needs and worldviews.
Ѭ Tell someone they’re lost, and give them a token.
167
Palace
A palace is a place ruled by power. It is beautiful, yet empty.
When you arrive at this place, decide who claims to rule it, and who
really rules it.
168
University
A university is a place where many gather to learn
from ancient texts.
This place can always:
Ѭ Describe the vast amount of knowledge
still left to learn.
Ѭ Show conflict between differing
philosophies or viewpoints.
Ѭ Ask: “Do you want to learn a difficult
or painful truth?” Give them a token
if they listen.
169
Lonely
Natures
Cave
A cave is a place fundamentally connected to the core of the earth, its wisdom, and its
tenebrous secrets.
This place can always:
Ѭ Describe the beauty of the deepest shadows of the world.
Ѭ Swallow something into the dark.
Ѭ Ask: “Will you wander ever deeper?” Give them a token if they say yes.
172
Graveyard
A graveyard is a place of death, where the lost
are buried.
This place can always:
Ѭ Describe the weight of the past.
Ѭ Show someone disrespecting the
history of this place.
Ѭ Ask: “Will you tell us a story no one else
could tell?” Give them a token if they
do.
Choose 2 aesthetic
elements.
Ѻ Scattered Cairns
Ѻ Melted Candles
Ѻ Gravestones
Ѻ Mysterious Lights
Ѻ Deep And Profound Silence
Ѻ An Old Forgotten Friend, Now ‡Dead
Ѻ Something Else Of Your Own Invention
173
Mirage
A mirage is a place that doesn’t really exist.
This place can always:
Ѭ Describe something too good to be true.
Ѭ Show someone lost in their folly.
Ѭ Decide if something in front of someone
is real, and then ask: “Do you believe what
you see?” Give them a token if they’re
wrong.
174
Mirror
A mirror is a place that reflects you back onto yourself.
This place can always:
Ѭ Describe what looks back.
Ѭ Reflect back something someone didn’t want to see.
Ѭ Ask: “What is it about your reflection that unnerves you?” and give them a token.
175
Moor
A moor is a quiet place, where sharp winds whistle through a stretched-out landscape.
This place can always:
Ѭ Describe what makes someone feel lonely.
Ѭ Hint at something eerie.
Ѭ Ask: “What weighs on your mind?” Give them a token if they give a satisfying answer.
176
Wilderness
A wilderness is a place that holds nature close to its heart,
closer than any mortal that dwells within.
This place can always:
Ѭ Describe something massive, sublime, and
uncaring.
Ѭ Show the challenges caused by living with
nature.
Ѭ Say: “Get out of the way!” and give everyone
who does a token. Describe what enormous
thundering force nearly strikes them down.
177
Desolate
Natures
Desert
A desert is an empty
place, without any of
what you want or need.
This place can
always:
Ѭ Describe the emptiness of the world.
Ѭ Show someone lost and wandering.
Ѭ Tell someone the path will be longer and more treacherous than they thought, and
give them a token.
180
Labyrinth
A labyrinth is a tangled maze used to trick, imprison, and confuse.
This place can always:
Ѭ Describe the vast sprawl of the maze.
Ѭ Disorient and confuse those attempting to travel.
Ѭ Give someone two options, neither of which is correct, and give them a token.
181
Maelstrom
A maelstrom is a great and chaotic storm, full of winds
and terrifying forces.
This place can always:
Ѭ Describe the storm that threatens us.
Ѭ Smash something against the rocks.
Ѭ Rip something away from someone,
and give them a token.
182
Mountain
A mountain is a place where the earth meets the sky.
This place can always:
Ѭ Describe what can be seen from way up here.
Ѭ Show someone pushed to desperate extremes.
Ѭ Isolate someone from everyone else, and give them a token.
183
Ruin
A ruin is a once-gleaming place
that has fallen into disrepair and
collapse.
This place can always:
Ѭ Describe what used to be here
before.
Ѭ Show consequences for the
actions of the past.
Ѭ Ask: “Do you know what once
mattered here?” Give them a token if they don’t.
184
Waste
A waste is a place that life has abandoned.
This place can always:
Ѭ Describe the barren earth.
Ѭ Keep something from growing or changing.
Ѭ Ask: “What do you see here that breaks your heart?” and give them a token.
185
Seasons,
and
Months
Holidays
The Hæth is shaped by the con-
tinuous passage of the year, with each
season blending into the next. These
seasons are composed of months and
punctuated by holidays, and as we
learn the rhythm of time we will feel
how it changes with us. During longer
journeys, we’ll use this section to
follow the great arc of the year.
188
Leap
ѩ Tillsoil, p. 192 ѩ The Sun Parade, p. 196-197
ѷ A Cold Leap, p. 193 ѷ Restlie, p. 198
ѩ Monsoon, p. 194 ѷ Ablution, p. 199
ѷ The Great Flood, p. 195
Bright
ѩ Blooommeadow, p. 202 ѩ The Day of Song, p. 206-207
ѷ A Majestic Bloom, p. 203 ѷ Callaleah, p. 208
ѩ Devildays, p. 204 ѷ Old Api's Fair, p. 209
ѷ A Meteor Shower, p. 205
Breathe
ѩ Swarming, p. 212 ѩ The Moon Dance, p. 216-217
ѷ Cicada Season, p. 213 ѷ Refleections Day, p. 218
ѩ Gateling, p. 214 ѷ Pyre, p. 219
ѷ A Fleeting Gateling, p. 215
Silt
ѩ Firetop, p. 222 ѩ Candlefeast, p. 226-227
ѷ A Dry Silt, p. 223 ѷ Rime Gala, p. 228
ѩ Grasping, p. 224 ѷ Nameless Day, p. 229
ѷ The Biggest Storm in a While, p.
225
Chill
ѩ Snowblanket, p. 232 ѩ New Years, p. 236-237
ѷ A Deep Snow, p. 233 ѷ Bloody Night, p. 238
ѩ Frostbite, p. 234 ѷ Sunrise, p. 239
ѷ The Eclipse, p. 235
189
Leap
Tillsoil
Tillsoil is the first month of the year in the
season of Leap, after Chill has ended,
when the ground is just warm enough for
planting.
192
Every time Tillsoil rolls around, ask the table: “Do you know anyone here?” Mark a sprout if
anyone in the group says yes, and three sprouts if everyone in the group says yes. Once five
sprouts are marked, that means there’s a cold leap phenomenon this year.
A Cold Leap
When Frostbite lingers past its welcome and the muddy ground is too cold for plants, elders
will sit on their back porches and mutter about how something like this hasn’t happened
in a very long time.
Ѭ Skip Firetop this year. The cold weather causes a pitiful harvest.
Ѭ The cold lasts until the end of Monsoon, when the Sun Parade brings some much-
needed warmth. Until then, everyone can do all of the following:
ѷ Spend a token to point out a crack in a frozen facade.
ѷ Get a token whenever you say “We don’t have enough to share.”
193
Monsoon
Monsoon is the second month of Leap, when
great rains come and bring water to the
Hæth.
194
Every time Monsoon rolls around, ask the table: “Do you seek shelter?” Mark a raindrop for
each person who says yes. Once eight raindrops are marked, that means there’s the great
flood phenomenon this year.
195
The Sun Parade
The Sun Parade celebrates the end of
Leap and the start of Bright, with a
holiday of cheer and merriment.
Choose 2 traditions
that this place doesn’t
engage in. The rest all
happen.
Ѻ A Huge Parade Through The Streets
Ѻ Streamers And Banners
Ѻ The Election Of The Bloom Queen
Ѻ Gifts Of Fake Golden Keys
Ѻ Ritual Face-Painting
Ѻ Wreaths Of Flowers
Ѻ Beautiful Dresses
196
If you’ve celebrated the Sun Parade before, choose how this place
spends this time:
Ѻ They celebrate the Sun Parade in a familiar way.
Ѻ They celebrate the Sun Parade, but their traditions are focused on a symbolic murder
of the Sun Queen.
Ѻ They celebrate the Sun Parade, but their traditions are focused on gift-giving and good
luck.
Ѻ They celebrate the Sun Parade, but their traditions are unfamiliar to you.
Ѻ Instead of the Sun Parade, they celebrate Restlie; a holiday dedicated to sleep and care.
Ѻ Instead of the Sun Parade, they celebrate Ablution; a holiday dedicated to freedom
and tidying.
Ѻ Instead of the Sun Parade, they celebrate a holiday you’ve never heard of before. Ask
the locals for its name, and discover its traditions together.
Ѻ Only a few households here celebrate the Sun Parade.
Ѻ They don’t celebrate any holidays at this time, so we’ll need to mark the passage of the
seasons in our own way.
197
Restlie
• Alternate Holiday
Restlie commemorates the end of Leap and the start of Bright, and is spent caring for your-
self and others.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Naps All Day
Ѻ Enormous Fans
Ѻ Feast Without Cooking
Ѻ Massages
Ѻ Fresh-Picked Fruit
Ѻ Lazily Created Artwork
Ѻ Long Meandering Tales
198
Ablution
• Alternate Holiday
Ablution generally falls at the end of Leap, before Bright begins, with a raucous delight in
new beginnings.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ The Ritual Retelling Of An Old Story
Ѻ A Whole Day Of Cleaning And Reorganizing
Ѻ Songs Of Freedom And Hope
Ѻ Ceremonial Washing Of Hands
Ѻ Swimming And Bathing
Ѻ Special Roles For The Youngest Children
Ѻ A Scavenger Hunt
199
Bright
Bloommeadow
Bloommeadow is the first month of Bright,
when all the flowers bloom and pollen fills
the air.
202
Every time Bloommeadow rolls around, ask the table: “Do you have any grudges?” Mark a
flower for each person who says anything other than yes. Once six flowers are marked, that
means there’s a majestic bloom phenomenon this year.
A Majestic Bloom
Sometimes, Bloommeadow blooms. The flowers are bigger than anything you’ve ever seen
before, the forests turn a sea of pink and yellow, and there is so much pollen in the air that
you need to wear a mask. A Majestic Bloom like this is considered a time to confess one’s
feelings and revel in the beauty of the world.
Ѭ Whatever place you are in or you arrive at is now a garden, in addition to whatever else
it was.
Ѭ A Majestic Bloom lasts until the start of Devildays. At the start of this phenomenon,
everyone starts with one flower. You may pick flowers whenever you’d care to. You
may spend a Flower to compliment someone wholeheartedly. You may spend five
Flowers in order to make an especially beautiful flower crown.
203
Devildays
Devildays is the second month of Bright, when
the sun’s heat becomes near-unbearable.
204
Every time Devildays rolls around, ask the table: “Is there something hanging over your head?”
Mark a meteor for each person who says yes. Once ten meteors are marked, that means
there’s a meteor shower phenomenon this year.
A Meteor Shower
It is a rare and lucky Devildays indeed, when the meteors travel through the night sky and
fill the air with those many streaking sparks. It’s impossible to resist the urge to climb up
onto rooftops or lie in grassy fields and watch the lightshow. Some superstitious folks say
that these meteors are the souls of the dead, finally happy and surrounded by friends, while
others say it’s the Lightning Dancers descending from above to grant wishes.
Ѭ Treat the moment of the meteor shower as a seasonal holiday, and advance your
character appropriately.
Ѭ Once during the meteor shower, each person can spend a token and make a wish. The
wish cannot harm others or force them to do something they wouldn’t do normally.
Each wish comes true, even if the matter by which it comes true is metaphorical.
Ѭ Never forget to care for yourself and the world around you.
205
The Day of Song
The Day of Song ushers away
Bright and welcomes in Breathe,
and is remembered by the end-
less music in the air.
206
If you’ve celebrated the Day of Song before, choose how this place
spends this time:
Ѻ They celebrate the Day of Song in a familiar way.
Ѻ They celebrate the Day of Song, but their traditions are focused on a single, mournful
melody.
Ѻ They celebrate the Day of Song, but the small and forgotten gods sing with them.
Ѻ They celebrate the Day of Song, but their traditions are unfamiliar to you.
Ѻ Instead of the Day of Song, they celebrate Callaleah; an enormous carnival holiday.
Ѻ Instead of the Day of Song, they celebrate Old Api’s Fair; a holiday devoted to
shepherds and their bumbles.
Ѻ Instead of the Day of Song, they celebrate a holiday you’ve never heard of before. Ask
the locals for its name, and discover its traditions together.
Ѻ Only a few households here celebrate the Day of Song.
Ѻ They don’t celebrate any holidays at this time, so we’ll need to mark the passage of the
seasons in our own way.
207
Callaleah
• Alternate Holiday
Callaleah is held in the last week of Devildays before the start of Breathe, and is an enor-
mous carnival spectacle.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Carnival Games
Ѻ A Costume Contest
Ѻ A Farcical Play With A Raucous Audience
Ѻ Sending Gifts To Friends
Ѻ Drinks For Everyone
Ѻ Children With Noisemakers
Ѻ Lots Of Pranks
208
Old Api’s Fair
• Alternate Holiday
Old Api’s Fair is held on the first day of Swarming as Bright fades away, and is focused on
the bumblebees and all the gifts they have to give.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Bumble Beauty Contest (With Prizes!)
Ѻ Honey Cakes And Drinks
Ѻ Kebabs And Roasts
Ѻ Smooth Stones Offered To A Shepherd’s Shrine
Ѻ Songs Sung Across Vast Distances
Ѻ Bumble-Herding Instruments
Ѻ Hand-Carved Pipes
209
Breathe
Swarming
The first month of Breathe, Swarming is when
the air is filled with the buzzing of countless
bugs.
212
Every time Swarming rolls around, ask the table: “Have you made a new friend recently?”
Mark two bug shells for each person who says yes. Once seventeen bug shells are marked,
that means there’s the cicada season phenomenon this year.
Cicada Season
Every few years, the cicadas burrow up from the dirt and take to the sky, each one the size
of a person and very loud. They are harmless, of course—cicadas don’t eat, and all they
do is create children to bury beneath the ground again. But the slow-moving creatures are
everywhere, and to many communities they are revered as good omens. Swarmings during
Cicada Season are considered the most profound and meaningful you can have.
Ѭ Whatever place you are in or you arrive at is now a glen, in addition to whatever else it
was.
Ѭ The cicadas stick around until the month of Grasping. Until it ends, everyone can do
any of the following:
ѷ Get a token whenever you set aside time to hang out with a cicada.
ѷ Get a token whenever you go for a walk with a friend.
ѷ Spend a token to ask the cicadas any question you want. The cicadas will
answer, in their own mysterious way.
ѷ Spend a token for a miraculous stroke of good luck.
213
Gateling
Gateling is the shortest month, and brings
Breathe to a close with hot days and cool
evenings.
214
Every time Gateling rolls around, ask the table: “Are you rooted?” Mark a moon for each
person who says no. Once five moons are marked, that means there’s a fleeting Gateling
phenomenon this year.
A Fleeting Gateling
The month of Gateling is short—sometimes, so short you feel like you miss it entirely.
When this phenomenon occurs, Gateling came and went when you weren’t looking, and
the Moon Dance is starting.
215
The Moon Dance
The last night of Breathe is the
Moon Dance, when communities
gather to dance beneath the light
of the moon and welcome Silt.
216
If you’ve celebrated the Moon Dance before, choose how this place
spends this time:
Ѻ They celebrate the Moon Dance in a familiar way.
Ѻ They celebrate the Moon Dance, but when they dance, their ancestors join them.
Ѻ They celebrate the Moon Dance, but it is full of cheerful and merry jigs.
Ѻ They celebrate the Moon Dance, but their traditions are unfamiliar to you.
Ѻ Instead of the Moon Dance, they celebrate Reflections Day; a day for making amends
and forgiveness.
Ѻ Instead of the Moon Dance, they celebrate Pyre; a holiday of burning branches and
dressing up as monsters.
Ѻ Instead of the Moon Dance, they celebrate a holiday you’ve never heard of before. Ask
the locals for its name, and discover its traditions together.
Ѻ Only a few households here celebrate the Moon Dance.
Ѻ They don’t celebrate any holidays at this time, so we’ll need to mark the passage of the
seasons in our own way.
217
Reflections Day
• Alternate Holiday
The last day of Breathe here is Reflections Day, a day for considering the past year, making
amends, and forgiving others and yourself.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Moments Of Silence
Ѻ Fasting
Ѻ A Huge Feast For Everyone
Ѻ Journaling
Ѻ A Special Greeting
Ѻ Throwing Our Worries Into The River
Ѻ Conversations With People You Haven’t Seen In A While
218
Pyre
• Alternate Holiday
Pyre concludes Gateling and welcomes Firetop with a week of countless bonfires, treats,
and tricks.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Tossing Worries Into The Fire
Ѻ Roasted Sweets On Sticks
Ѻ Spooky Masks And Costumes
Ѻ Ghost Stories
Ѻ Learning How To Light Fires
Ѻ Buckets Of Candy
Ѻ Commemorative Carved Figures
219
Silt
Firetop
Firetop is the center of Silt, when the trees are
so bright and red that you’d be forgiven for
assuming the forest itself was on fire.
222
Every time Firetop rolls around, ask the table: “Do you have plans for the future?” Mark a leaf
for each person who says anything other than no. Once seven leaves are marked, that means
there’s a dry Silt phenomenon this year.
A Dry Silt
Silt is a dangerous season. Sometimes the “fire” in Firetop is literal. Dry Silts are considered
an important part of a community’s relationship with the land—sometimes it’s important
for things to burn away and reveal what’s underneath. Sometimes we all need a fresh start.
Ѭ Skip Snowblanket this year. It’s too dry for any decent snow.
Ѭ A Dry Silt lasts until Candlefeast. During that time, everyone can do any of the
following:
ѷ Ask: “Would you start over, if you could?”
ѷ Ask: “Do you feel stifled?”
ѷ Ask: “What are you scared you’ll do?”
ѷ Ask: “What do you need to let out?”
223
Grasping
Grasping is a cold and difficult month, when
the leaves have fallen from the trees and the
Silt air becomes uncomfortably cold.
224
Every time Grasping rolls around, ask the table: “Is there something you’re hiding from every-
one else?” Mark a stone for each person who says anything other than no. Once nine stones
are marked, that means there’s the biggest storm in a while phenomenon this year.
225
Candlefeast
As everyone says goodbye to Silt
and welcomes in the icy Chill,
Candlefeast is a time when people
can honor their families (both
blood and found) and give each
other hope in a dark time.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Candles In Every Window
Ѻ All The Locals At One Long Table
Ѻ Massive Plates Overflowing With Food
Ѻ Ceremonies Associated With Each Course
Ѻ Long Stories About The Ancient Times
Ѻ An Offering Of Food For The House God
Ѻ Copious Amounts Of Wine
226
If you’ve celebrated Candlefeast before, choose how this place
spends this time:
Ѻ They celebrate Candlefeast in a familiar way.
Ѻ They celebrate Candlefeast, but a plate is always set aside for any daemons passing by.
Ѻ They celebrate Candlefeast, but it is the same candles every year, passed down
through generations.
Ѻ They celebrate Candlefeast, but their traditions are unfamiliar to you.
Ѻ Instead of Candlefeast, they celebrate the Rime Gala; a time for your finest outfits and
more beautiful fashions.
Ѻ Instead of Candlefeast, they celebrate the Nameless Day; a cruel holiday of
ceremonially hiding from the Slobbering God.
Ѻ Instead of Candlefeast, they celebrate a holiday you’ve never heard of before. Ask the
locals for its name, and discover its traditions together.
Ѻ Only a few households here celebrate Candlefeast.
Ѻ They don’t celebrate any holidays at this time, so we’ll need to mark the passage of the
seasons in our own way.
227
Rime Gala
• Alternate Holiday
The Rime Gala is an enormous spectacle of a holiday, when the first snow of Chill gives all
the chance to show off their finest outfits.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Ice Skating
Ѻ Frozen Sculptures
Ѻ Shimmering Gowns
Ѻ Fancy Cocktails
Ѻ Masquerades
Ѻ Colorful Suits
Ѻ Merriment And Laughter
228
Nameless Day
• Alternate Holiday
In rare and cursed places, no one speaks of the last day of Silt. The Slobbering God might
be long dead, but she is not yet forgotten.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Locked Doors
Ѻ Symbols Painted On Walls
Ѻ Straw Scapegoats
Ѻ Raw Bug Meat Left On Windowsills
Ѻ Ringing Bells
Ѻ Knives Under Pillows
Ѻ Whispered Prayers
229
Chill
Snowblanket
Snowblanket is the calmer of the months of
Chill, when the snows are heavy and the air
becomes so quiet at night that you feel like
you can hear the whispers of the world.
232
Every time Snowblanket rolls around, ask the table: “Do you dream of a home?” Mark three
snowflakes if someone says yes, and six snowflakes if everyone says yes. Once six snow-
flakes are marked, that means there’s a deep snow phenomenon this year.
A Deep Snow
When the snow falls, it can truly fall. There have been records of past snows swallowing up
entire houses under the white blanket, and no one in their right mind would ever travel.
If it wasn’t for the culture of hospitality in the Hæth, this might be a nightmare for you
wanderers. Thankfully, a Deep Snow is a lovely time to hunker down with some friends and
stay warm during a heavy Chill.
Ѭ When this phenomenon occurs, you are stuck in whatever place you were in most
recently. You won’t be able to travel until the Deep Snow is gone. Decide as a group
where you’re staying for the season.
Ѭ In order to travel from one location in this place to another during a Deep Snow, you
must spend a token.
Ѭ A Deep Snow lasts until New Years. Skip Frostbite entirely, as that month is going to
just be even more snow. During that time, everyone can do any of the following:
ѷ Get a token whenever you help out the people, spirits, or bugs hosting you.
ѷ Spend a token in order to ask: “How should we pass the time?” They get a
token if they give a good answer.
233
Frostbite
Frostbite is a miserable month, when the
beauty of snow has given way to the uncom-
fortable presence of ice and frost.
234
Every time Frostbite rolls around, ask the table: “Are you content?” Mark a star for each
person who says anything other than yes. Once thirteen stars are marked, that means there’s
the eclipse phenomenon this year.
The Eclipse
News from the astronomers of the Floating Mountain has arrived even here, to the furthest
reaches of the Hæth. As the frigid sun rises high into the Chill sky, the moon will dance in
front of it and cast the world in darkness. While it lasts for only a moment, a solar eclipse
can capture everyone’s imagination for years to come. Everyone emerges from their bun-
dled-up chilly blankets to see something unlike anything they could imagine.
Ѭ Whatever place you are in or you arrive at is a mirror for the duration of the eclipse, in
addition to whatever else it was.
Ѭ When the Eclipse begins, cross off two of the seasonal advancements you haven’t yet
chosen from your list, then invent a new seasonal advancement and add it to your list.
I cannot tell you what to write—this journey is now your own.
235
New Years
New Years is the end of the year, a solid week
of celebration that is a time for radical
change and transformation.
Ѭ At the end of New Years, go
around and ask 1 question to
your left and 1 question to your
right, using those questions in
your playbook from the start
of your journey. It’s okay and
expected for the answers to have
changed.
236
If you’ve celebrated New Years before, choose how this place spends
this time:
Ѻ They celebrate New Years in a familiar way.
Ѻ They celebrate New Years, but it is a decadent and sensuous holiday here.
Ѻ They celebrate New Years, but it is a private and personal holiday here.
Ѻ They celebrate New Years, but their traditions are unfamiliar to you.
Ѻ Instead of New Years, they celebrate the Bloody Night; the honoring of the tragedy of
war and times otherwise forgotten.
Ѻ Instead of New Years, they celebrate the Sunrise; when the last beams of light from the
old year brush against the skin of the new.
Ѻ Instead of New Years, they celebrate a holiday you’ve never heard of before. Ask the
locals for its name, and discover its traditions together.
Ѻ Only a few households here celebrate New Years.
Ѻ They don’t celebrate any holidays at this time, so we’ll need to mark the passage of the
seasons in our own way.
237
Bloody Night
• Alternate Holiday
The Bloody Night is not a celebration, but instead a time of mourning. You cannot lionize
those who died for a useless cause—all you can do is thank all the gods that things are
better now.
Ѭ At the end of the Bloody Night, go around and ask 1 question to your left and 1 question
to your right, using those questions in your playbook from the start of your journey. It’s
okay and expected for the answers to have changed.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Destroying Statues
Ѻ Symbolic War Paint
Ѻ Leaving Orchids On Graves
Ѻ Recounting The Dead
Ѻ Lonely Walks At Night
Ѻ Old Rebel War Songs
Ѻ Sobbing
238
Sunrise
• Alternate Holiday
The last flickering stars of the old year brush against the hopeful youth of the new. Most
people are asleep as the morning dawn welcomes something new to us, but for the lucky
few that stay up…it can mean everything.
Ѭ When the sun rises, go around and ask 1 question to your left and 1 question to your
right, using those questions in your playbook from the start of your journey. It’s okay
and expected for the answers to have changed.
Choose 2 traditions that this place doesn’t engage in. The rest all
happen.
Ѻ Blankets On The Ground
Ѻ Rambling Jokes
Ѻ Makeup Parties
Ѻ Mock Fights
Ѻ Whispered Confessions
Ѻ Lying In Piles
Ѻ Sneaking Away
239
240
The road is a river that carries me home. I hold tight
to it as it sings within me, louder than any storm yet
calmer than any lullaby. Press your hands against mine,
and you can feel this. My home, heavy in my heart and
soft against my lips. Sometimes, when I feel the harsh
gales pushing against me, I can stare out at the thin and
tangled road ahead and forget what waits beyond.
But I trust the road. I trust the song. I trust
that someday, I’ll cuddle up in my bedding beneath a
canopy of trees, deep in the forest where the small and
forgotten gods dance, and know that above all else: we
are alive. Our care has a warmth all of its own.
241
Dedications
Acknowledgments
Wanderhome was written on the ancestral land of the Esopus Munsee people, which has
been illegally and forcibly occupied by white settlers, and as of this publication has not
been returned.
Wanderhome is inspired by the No Dice, No Masters engine (sometimes called
Belonging Outside Belonging) designed by Avery Alder and Benjamin Rosenbaum. It
also draws inspiration from Under Hollow Hills by Meguey & Vincent Baker, Balikbayan
by Jamila Nedjadi, Venture by Riley Rethal, and The Grand Guignol by Luke Jordan.
Wanderhome's Journeying Tools were inspired by the Script Change safety mechanic.
Finally, Wanderhome is also rooted by the author’s appreciation for the works of Tove
Jansson, Brian Jacques, and Hayao Miyazaki.
Endless gratitude and appreciation for Grubby, Dox, Jammi, Adira, M, Luke, Meguey,
and everyone else who listened to and focused my madness. Thanks also to Wes—you
have always been my home.
244
A Note on Type
This book is set in Arno Pro, with headers in Luminari and initials in Ruritania.
Arno (Robert Slimbach, 2007, Adobe) is an old-style serif based on 15th and 16th century
Humanist calligraphy, named for the Arno river that runs through Florence, and designed
to have a "tangible style" while maintaining legibility. A combination of the Aldine and
Venetian styles, it includes a multitude of fleurons, glyphs, and alternates as a nod to early
printing, used heavily throughout this text. Italics are based on the print work of Ludovico
degli Arrighi.
Luminari (Philip Bouwsma, 2010, Canada Type) also references the calligraphy of the
Italian Renaissance, with lowercase letters specifically based on the work of fifteenth cen-
tury Humanist Poggio Bracciolini. Capitals take influence from varied Medieval sources
including the Momouth psalters and twelfth century work from Ramsey Abbey.
Ruritania (Paul Lloyd, 1997, Greater Albion Typefounders), used here for decorative
initials, is a Medieval-inspired typeface named for Anthony Hope's novels and the follow-
ing Ruritanian tradition of quaint and nonspecific fantasy kingdoms. It was designed, like
much of Lloyd's work, to be beautiful, impractical, and free to use.
245
Thanks to all of our backers who made this possible. A special shout
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246
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Catherine O, Cecilia Oscar, cesque, Charissa Sanderson, Decas, Declan Feeney, Devin and
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Jett, Chris Kettle-Frisby, Chris Lin, Chris Direlda Kitsune, Doe, Donogh McCarthy,
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Ching, Christian Hoffer, Christina Sid, Fox, Drew Jameson, Drew Wills, Duncan Gray,
Christopher Justusson, Claes W Tovetjarn, Dune "Quote" Popov, Dustin Yager, Dylan
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Colin Cummings, Colin D, Collin Caroland, Seitz, Élise Duquette, Eliza Ferdinando,
The Comic Shop of Fairbanks - Alaska, Elizabeth Gost, Ellen Dalina, Ellie Cregan, Ellie
Conductress, Connor Evelich, Connor Kinney, Elspeth Eudora Western, Elyssa Sayers,
Heighton, Connor Sabourin, Connor Sheridan, Em Mong, Emily "Budge" Curry, Emily Wagner,
Constance Wilder, Cookie Treible, Corey de Emmaline Savidge, The Engqvist Brothers,
Danann, Corey M Dixon, Courtney Epidiah Ravachol, Epiphany Sola Gratia, Eri
“Mossdrake” Taylor, Courtney Brackley, Tracy, Eric Coates, Eric Elder Jacobsen, Eric Ho,
Courtney Gurll, Craig Curran, Craig Hendricks, Eric M Jackson, Eric See, Eric Wiegand, Erica
Crashheart, Crossroad Games, Cube, Cuco Renton, Erich Paddock, Erik Welehodsky, Erika
"cookie" Fernandez, Cypress Yilmaz, Dalton Belsaas, Erika Goad, Erin Banneret, Erin Crust,
Long, Dan K, Dan Phipps, Dan Svoboda, Dana Erin Sunsong, Ernest, Esther Leon, Ethan
Swithenbank, Dani, Dani and Cherry, Daniel Remkes, Eugene Myers, Eva S, Fabio SC,
Criscenzo, Daniel Grey S., Daniel J. Vernon, Fandom II, Felicity Harvard, Fern, Ferret
Daniel Luce, Daniel Percival, Daniel Shellard, Lottery, Fidesza, Fin Carter, Finch Collins,
Daniel Templin, Danielle Costello, Danielle Fiona K. Campbell, Fiona Maeve Geist, Flavio
McLean Walraven, Danii Goldstein, Dante, Das & Alberto, Frances Maples, Francesco, The
Bermúdezes, Dave "Robofixer" Watts, Dave and Freelancing Roleplayer, Frost, The Frozen Ogre,
Jess, Dave Cox @DastrdlyDave, Dave Pickett, G. Kim Passos, Gabriel Merry Klein, Galazor,
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Games of Berkeley, The Gaming Goat, Gareth Gibson, James M Hewitt, Jamie Vann, Jan
Lewin, Garrett DuBow, Gary Burke, Gary Müller, Jared, Jarnope, Jasmyn de Vien, Jason
Kacmarcik, The Gauntlet Gaming Community, Bostwick, Jason Bulmahn, Jason Levine, Jason
Geeky Teas & Games, Gen Lamb, Genwyn, Lutes, Jason Price, Jason Schindler, Jay, Jay Alex
Geo Holms, Geoff and Ian Findlay, George Rockford, Jazz, JC, JD Duncan, JD Laukkonen,
Papp, Georgia Terkuile, Georgie Bats, Getty Jean Verne, Jean-Baptiste, Jean-Karl, Jedediah
Ritter, Gibbs B. Moore, Giga-Bites Tabletop Baker, Jeff Day, Jeff Harper, Jeff Hjelm, Jeff
Cafe, Gina Devlin, Ginny W, gmRocky, Good Johnson, Jeff Lord, Jeffrey “Grimnir” Deckers,
Games Indianapolis, The Good Reverend Sir Jeffrey Coller, Jeffrey Osthoff, Jem Gomez, Jenn
Nathanael S Majors, Grace Rurka, Grahame Martin, Jenna, Jennifer Adcock, Jennifer
“TheInstaGrahame” Turner, Grant McLaughlin, Treuting, Jenny Graham-Jones, Jeremy
Gray D., The Greenleaf Family, Greg Chambers, Jeremy Downey, Jeremy Gleick,
Leatherman, gregory, Gregory Colella, a Grue, Jeremy Tidwell, Jess Go, Jess Waldron, Jesse A.
Gwendolyn Rose Bamberger, H. Armstrong, Ward, Jesse Braver, Jesse Fortner, Jesse Gillespie,
Hannah Devore, Hannah J. Rothman, Hannah Jesse Larimer, Jessica Fabin, Jessica Marcrum,
McBride, Hearth, Heather & Rayven Reid- Jessie Lawton-Crane, Jex Thomas, jf weber,
Murray, Heather B, Heidi Aplet, Henry White, Jillian, Jim DelRosso, Jim Edelstein, Jocelyn
Heracynn Raine, Hercules Avello, Hillary Atwood, Joe DeSimone, Joël Adami, Johann &
Geiger, Holden Fra, Holly, Howard M. Miller, Dash, John Denning, John Emerton, John
Huffa Frobes-Cross, Huw, Ian A. N. Howard, Fentiman, John geary, John Gleason, John
Ian Jarrard, Ian Urbina, Ieuan San Jose Jones, Power Jr., John Riley Lyra Hopkins XIII, John
Indy Shea, Irene "Holljaraz" Ugolini, Irene Ho, Taber, John Vargas, Johnathan Diaz, Joie Martin,
Isaac Birnbaum, Isaac Buchholz, Isaac Wilcox, Jon Finnegan, Jonas Möckelström, Jonathan
Isabelle Tranner, Isak Onegovich Nesvitsky, Iva "Buddha" Davis, Jonathan "SteelSeraph" Steele,
Grales, Ivrione of The Silver Circle, Izzie M., J Jonathan Cook, Jonathan Diaz, Jonathan
Osman, J R Wilkerson, J. Fenn Crane, J. W. Harmon, Jonathan Kennedy-Ellis, Jonathan
Kemery, J.K. Wish, J.V. West, Jace Gilbert, Jack, Perrine, Jonathan Sheets, Jonathan Syson,
Jack Carroll, Jackson Snider, Jaclyn Palmer, Jonathan Villalobos, Jonathon Collom Valdivia,
Jacob & Jen, Jacob Auer, Jacob Ela, Jacob Jaskov, Jordan Saba, Jordan Shiveley, Jorden Varjassy,
Jacob Rumski, Jaeden, Jaime Zino, Jake Jordy van Opstal, Jordyn Dechant, Jos Fisher,
Pritchard, Jakob, Jamel B., James G., James Joseph Geenty, Joseph K., Joseph Nielsen, Josh
248
B, Josh Harold, Josh Hittie, Josh Lynas, Joshua Libby Nugent, Lileo, Lillian Olson, Lilliana
Alonzo Lopez, Joshua Crowder, Joshua Green, Snowfield, Lily Calder, Lionel M. Worman,
Joshua Kyle, Joshua Michael Harper, Joshua Liora Zaworski, Lisa Kaiffer, Liv Nyström, Liz
Wilkins, Josie Reese Fletcher, Josie Robo, JP Mayberry, Lori & Maurice Forrester, Luc Ristau,
Bradley, June B., Jupiter Wildwood, Just Jest, Lucille Nual, Luis, Luise Kirchner, Lukas
Justin & Brynn, Justin Bost, Justin Ford, Justin Schmitt, Lyall Jovie, Lyn Leech, Lynnea Glasser,
Koopmans, Justin Quirit, Justin Shiroff, K Maarten Roex, Mackenzie Jenkins, Maddie
Hong, Kacy Howe, Kai Eversfield, Kaiden Hagen, Madeleine Bo, Madeleine Ember,
Robb, Kait & Kate, Kaitlin Toste, Kaitlyn Buck, Madison Bertin, Maegan Provan, Maggie
Kaitlyn Chantry, Kal Muste, Kanesha C. Bryant, Gilligan, Maggie Minch, Malhidael, Malvidian,
Kat Wood, Katarina Claire, Kate & Sean, Kate Mandroo, Mandy Morland, Marc Dream-
Daly, Katelyn Hassan, Kathryn Wuerker, Katie Machine Cavigli, Marc Majcher, Marcel Hoberg,
& Gareth Barr, Kayla, Kayla Kirkendall, Kayla Marco Pane, Marcus Ekarna, Maré Baixa, Marek
Marrie Odell, Keith Ammann and Jen C. Jones, Marie Enger, Marissa Kelly & Mark Diaz
Marshall, Keith Holven, Keith pez Laviola, Truman, Marjorie Hakala, Mark Bridge,
Keith Rohlman, Kelly Brown, Kelly Faber, Kelly Marlene, Marshall Mowbray, Martin Bo
Merka Nelson, Kelly Varanay, Kenneth Ammentorp (NexusNemesis), Martin
Brightwell, Kenneth Smith, Kerstin Smith, Greening, Martin Ralya, Martin Takaichi, Mary
Kestrel Rae, Kevin "TheLawfulGeek" Kutlesa, Tokar, Mathieu D'Ordine, Mathyew Smith,
Kevin Ireland, Kevin P. and Cody K., Kevin Qia, Matt Blanchet, Matt Braun, Matt F., Matt
Kevinus Dominus, Kidgroove, Kieren Sz., Kiltia, Frazita, Matt Horam, Matt Kay, Matt Penn, Matt
Kim Selwyn, Kimberly Castro, Kira Taft, Kiwi Rock, Matt Ruhl, Matt Trepal, Matteo "Biso"
Apteryx Tokoeka, Korban Arrick Steel, Kristefer Bisanti, Matthew "Mainemoose" Kirby,
Ayres, Kristen Kendall, Krys Otsuka, Kurtis M., Matthew Du Wood, Matthew Gallion, Matthew
kviolets, Ky Yao, Kyle "Mukariz" Schossow, Kyle McFarland, Matthew Mercer, Matthew Nielsen,
David Frost, Kyle Kiefer, Kyle Lewis, Kyle Matthew Noe, Matty the Werewolf, Max,
Sheldon, L. Lin, Lachlan Paillard, Lara Maree, Maximilian Kalus, May Westerback, Meeple On
Laura Boylan, Laura Lee Joyce, Lauren & Nick Board, Meg & Vincent Baker, Meg Dailey, Meg
Church, Lauren Ashlee Comp, Lauren Zach Falasco, Megan Coppock, Megan E. Clarke,
Elijah and Dallas, Leigh Reed, Leontxo, Lia, Megan H, Megan Maverick, Megane, Mel
Liam Caffrey, Liam Moher, Lian DuCharme, Brokenshire, Meghan Cross, Melanie Halle,
249
Melanie Weatherson, Melissa Halls, Mendel Tiggy, Paul Emigh, Paul Goldenstein, Paul J
Schmiedekamp, MerMetalBard, Micah Hansen, Hodgeson, Paul Michael Hall Munday, Paul
Micha and Mark, Michael Axton, Michael Vauvrey, Pawel-Piotr Szulga, Pe Metawe Games,
Bacon, Michael Blackwell, Michael Klamerus, Pedro(Te), Pete, Pete Goderie, Peter M Reed,
Michael Lahr, Michael Nason, Michael Vacha, Peter R, Petra, Petra Volkhausen, Philip Jack,
Mihau, Mike Byrne, Mike Morrissey, Mike Philip Jacobsen, Phill Spiess, Phoebe Marquant,
Ratliff, Mike Sellick, Mike Westley, Milán, The Primogen, Pumchu, Purperen Draak, Q,
Milenko Vuckovich, Milla M, Mimi J, Miranda, Qadir Barnard-Pratt, Quantum Feline, Quick
Miriam, Mischief-Loki, Mitchell Lehnert Jay, Quill Henderson, Quinn McIntire, Rachael
Harper, Mitchell McLeod, Molly Connair, Swertfeger, Rachael Tew, Rachel "Nausicaa"
Mom, Monica Domena, Moria Oden, Morgan Tougas, Rachel Campbell, radioquiet, Raechel
and Rob Kostelnik, Morgan Copeland, Morgan Schink, Raine Grayson, Raithwood, Rand Zak,
E. Lavandowska, Morgan Gate-Leven, Morgan Rane, Raphael Foye, Rara, Rathayibacter, Ray
L'Fey, Moritz, Morton Tooley, Mortreus, Mr Laura Henry, Rebecca Gibson, Rebecca Gold &
Dad, Naryan Dahlstrom, Natalie Chow, Natasha Max Hervieux, Red Raccoon Games, Reece
"Apple Boom" Fritz, Natasha Hedeker, Natasha Bardon, Reed Macomber, Reggie Fairchild,
Lester, Nate Brandwine, Nathalie Beste, Nathan Rekk, Reverend Uncle Bastard, Rhekara, Rhys
Kalsch, Nathan Rucci, Nathaniel Lochlainn, McLaughlan-Smith, Riana Villarosa, Richard D
Neal Tanner, Nel, Nemu, ngeunit1, Nicholas Cameron III, Rick, Riley Schuyler, Rio & Fux,
Berman, Nichole Bechel, Nick Bate, Nick Risto, Robert, Robert Anderson, Robert Carnel,
Brandenburg, Nick Larson, Nick Maddox, Nick Robert Peacock, Robin Aase Swaminathan,
Perry, Niclas Jareborg, Nicolas Lapointe, Nicole, Robin Nina & Aidan Toll, Robin's Nest Comics,
Nicole Trainor, Nikki Flores, Nim Johansson, Robyn Smith, Rodney Hart, Ronald Brightwell-
Nina & Elizabeth Morgan-Hilliard, No_Plan_ Kelley, Rose Sikora, Ross O., Ryan Dziuba,
Anne, Nonno Bomba, Nornagin, Off The Shelf Ryan Hennesy, Ryan Walsh, Ryder "Cyberius"
Games, Oliver Kube, Oliver Wilde ten Broeke DeV, Rynry, S. Gates/August, S. Mertens, Saga
of the Swamp, Olivia Sarver, Omnia Mutantur, Mackenzie, Sally ‘Wishie’ Pritchard, Sam, Sam
Oniricsword, Orson Boucek, Osmina Deveraux, Benke, Sam Nicholson, Sam Powell, Sam
Owen Billet, Paige G., Pat Gem Gabbett, Patrick Roberts, Sam Zeitlin, Sammy, Samuel
Conner Burke, Patrick Kemp, Patrick Ley, "DMSamuel" Dillon, Samuel Mendez, Samuel
Patrick Mohney, Patrick Willette Healey, Paul & Poots, samurguybri, Santiago Ureña, Sara
250
Glassman, Sara Perry, Sara Sedgwick, Sarah Tommy Jacobson, Tori-Bird, Tory Cristancho,
Lynn Stroh, Sarah Winters, Saribel Pages, Sascha Tracey Rich, Tracie Adams, Trick Dempsey,
& Allice, Sassy Frio, 佐藤謙弐 (Sat.), Savannah Trish Collins, Trishia Barclay, trouser_mouse,
Mitchell, Scalliwag Toys, Schäfe, Scott Beattie, Twilitking, Ty M. Stewart, Tyler Branco, Tyler
Scott Earl, Scott Price, Scott W, Scout Underhill, Chase, Tyler Crumrine, Typhrous, Valentine
Sean Armstrong, Sean Richer - Fated Garza, Valerie Cameron, Valley Corva, Vee
Ichthyologist of the Deep, Sean Rodeman, Sharp, Viditya Voleti, Violet L, VirdianKnight,
Seann Ives, SemiProWizard, Shane Long, Shane VIS Jordan, Vivian, Votor, w. David Lewis,
Marble, Shawna Lee, Shervyn von Hoerl, Shonn Wanderers Who Are Not Lost, Warriorofbooks,
Doggo, Sibel Erg, Sidus, Simba P. Maliki, Sky Wasuremono, Wawoozle, Weird Realms,
Latshaw, Skye Lowell, SonataOfSilence, Sorella Werecoonwarden, Weston Leigh Humphreys,
Fleer, Source Comics and Games, Spats, weylen clay, Whitney Lee, Whitney Mullins,
Spencer Campbell, Sphärenmeisters Spiele, WideEyed Meg, Will Sherwood, William
Spindle Locke, spyfood, SqueakyFrancis, Stacey Arnott, Willow Foster-Guinaugh, Wlll P,
Adams, Stargazer Lily, Stark Contrast, Woodburn Games, Xander Remiel Crowley,
Starwrought, Stellar Farflight, Step Christopher, Xanderous, Yoshi Creelman, Zach Decker,
Steph, Steph "Niblets" Dannevig, Steph Wetch, Zack, Zeta K., Zhakyria, Zombison, Zooey
Stephen Post, Stephane Adamiak, Stephanie Furiosa, [NAME REDACTED], 1070-b, and all
Jamgochian, Stephen Armstrong, Stephen the world not yet seen.
Hayden, Steven Mann, Steven Medeiros, Steve
Mercer, Steward’s Rest RPG BnB, strass, Susan
K., SwirlingFlight, Sydney Hebert, Sydney
Hunsinger, T. Ambrose, Tabletop Game and
Hobby, Tad Wright, Tadhg Lyons, Tamlin, Tany
Streeter, Tara Janssen, Taran Winnie, Taylor
LaBresh, Teeto, Terrance Andrews, The Sihrer
Squad, Theo B, Thomas Craig, Thomas M.,
Thomas Mendivil, Tia Norris, Tijn 'Subcultures'
Rams, Tim Adler, Tipsy Ruminant, TM Vidan,
Todd Talarico, Toe Laturnus Simpson, Tom
Crossland, Tom Lommel, Tom Mathews,
251
About the Author
Jay Dragon is a queer disabled game designer born and raised in the Hudson Valley,
who grew up digging for newts in the riverbed, attempting (and mostly failing) to summon
ghosts with friends, and taking long rooftop naps. Jay has been designing for more than a
decade, writing games about the liminality of queerness, the power of community, and the
magic hidden in the world around us. These days, when not writing games or managing
Possum Creek, Jay can often be found sitting on a dock by the creek, listening to music and
watching the sun set.
Ruby Lavin is the other half of Possum Creek Games, a furious raccoon who does all
the art direction and graphic design. She hates games but loves charcuterie, weird plants,
and various color palettes.
253
Index
A Candlefeast, 40, 110, 226-227
Ablution, 199 The Caretaker (playbook), 47, 48
Adventurous (trait), 61-62, 69, 93-94, 122, Caring (trait), 49, 61, 58, 70, 73, 93, 124
159 Carnival (nature), 36, 57, 65-66, 81, 164
Ambitious (trait), 93, 98, 102, 118 Castle (nature), 36, 57, 65, 165
And Now We Embark, 24 Cautious (trait), 50, 69, 93, 128, 172, 183
Artistic Traits, 114 Cave (nature), 36, 81, 172
Cheerful (trait), 49, 54, 69-70, 74, 93, 94,
B 120, 161
Beetles, 6, 8, 77, 78, 149 Chill (trait), 49, 61, 69, 74, 93, 120, 160
The Biggest Storm in a While, 225 Chill (season), 39, 40, 189, 230
Bloody Night, 238 Cicadas, 38, 213
Bloommeadow, 40, 202 Cicada Season, 213
Breathe, 40, 210 Comfortable Natures, 23, 136, 138
Bridge (nature), 81, 156 Confident (trait), 49, 61, 73, 93, 120
Bright, 200 Continuing the Journey, 35
Bugs, 8, 22, 40, 49, 61, 70, 77, 85, 93, 98, Crafty (trait), 70, 114, 142,
149, 177,192, 212-213, 229, 233, 234 Cunning (trait), 93, 118, 145, 153
See also Swarming
Bumbles, 6, 8, 47, 92-95, 207, 209 D
See also the Shepherd (playbook), Old Daemons, 7, 90, 98, 115, 142, 150, 156,
Api’s Fair 180, 181, 227
See also Fish
C The Dancer (playbook), 47, 52
Callaleah, 208 The Day of Song, 40, 206-207
254
Dead (trait), 49, 61, 69, 131, 173-174, 205, Fireflies, 47, 62, 121, 212
224, 229, 238 See also the Firelight (playbook)
A Deep Snow, 233 The Firelight (playbook), 16, 47, 60
Desert (nature), 36, 39, 81, 180 Firetop, 40, 193, 219, 222
Desolate Natures, 36, 136, 178 Fish, 77, 81, 115
Dedications, 243 See also daemons
Devildays, 204-205, 208 The Five Seasons, 9, 38, 40, 43, 140, 188
Different Styles, 28 A Fleeting Gateling, 215
Dragons, 7, 9, 85, 101, 131, 184 Folklore, 23, 35, 136, 140-185
Dragonflies, 129, 149 The Fool (playbook), 47, 64
Dramatic (trait), 49, 69, 93, 114 Frantic (trait), 52, 128
A Dry Silt, 223 Friendly (trait), 48-49, 70, 88, 93, 95, 106,
124, 148
E Frostbite, 40, 193, 234
The Eclipse, 235 Furious (trait), 54, 69, 74, 104, 129, 165
Empathetic (trait), 50, 70, 125 Furnace (nature), 57, 81, 166
Empty (trait), 69, 106, 127
Entering a New Month, 43 G
Examples of Play, 10, 16, 20-21, 25, 27, 29, Garden (nature), 33, 57, 65, 81, 141, 203
31, 32, 39, 42 Gateling, 40, 49, 214, 219
The Exile (playbook), 47, 56 Giving the World a Voice, 26
Glamorous (trait), 49, 70, 93, 115, 164
F Glen (nature), 57, 149, 213
Failure, 19 Going Your Own Way, 36
Farm (nature), 23, 57, 65, 140 Grasping, 40, 213, 224
Feral (trait), 49, 69, 123, 149 Graveyard (nature), 57, 81, 170, 173
Field (nature), 23, 148 The Great Arc of the Year, 35, 38, 40, 188
255
The Great Flood, 195 Inquisitive (trait), 61, 69, 70, 78, 98, 118,
Grieving (trait), 58, 70, 106, 129, 144, 184 157, 169
Grounded Traits, 116 Intellectual Traits, 118
The Guardian (playbook) 47, 68 Intertwined (trait), 49, 70, 117
Guides, 15, 28, 30 Introduction, 6
Invisible (trait), 49, 70, 117
H Island (nature), 25, 28, 81, 157
The Hæth, the Hæthland, 7-8, 15, 17, 22,
26, 35, 38, 40, 46-47, 72, 76, 81, 90, 92, J
96, 112, 136, 142, 157, 188, 194, 233, The Journey, 3
235 Journeying Solo, 37
Hallow (nature), 51, 57, 65, 81, 150 Journeying Tools, 11
Having Fun Together, 11
The Heavenblade, 7, 85, 90, 152, 166 K
See also the Slobbering God, the Name- The King of the Floating Mountain, 6, 33,
less God-Slayer 70, 74, 90, 102, 131,168, 235, 238
Heroic (trait), 74, 106, 131, 181 Kith, 22, 24, 26-28, 30-31, 34, 36-37
Hillock (nature), 23, 151 The Kith Around You, 22
Holidays, 38, 40, 43, 188, 196-199, 206-
209, 216-219, 226-229, 239-239 L
Holidays, Growth & Goodbyes, 43 Labyrinth (nature), 57, 65, 181
Honest (trait), 52, 61, 70, 116 Lagoon (nature), 65, 81, 152
Hurt (trait), 49, 69, 93, 106, 129 Lake (nature), 158, 195,
The Land of Hæth, 7
I See also the Hæth
Imaginative (trait), 49, 70, 73, 93, 114, 145, 166 Large Events, 37
Incidental Companionship, 17 Leap, 40, 190-199
256
Learned (trait), 50, 119 Moths, 8, 73, 75, 85, 144, 212, 230
The Lightning Dancers, 7, 61, 144, 149, See also the Moth-tender (playbook)
182, 205 The Moth-tender (playbook), 47, 72
Liminal Natures, 136, 154 Mountain (nature), 6, 20, 33, 36, 81, 121, 183
Lonely Natures, 36, 136, 170 The Mysterious Stranger with One White
Lost (trait), 49, 69, 74, 93, 130, 181 Eye, 50, 69, 82, 90
Luminescent (trait), 49, 61, 69, 82, 90, 121
See also Fireflies N
The Nameless God-slayer, 85
M See also the Heavenblade, the Slobber-
Maelstrom (nature), 57, 65, 182, 225 ing God
Magic, 15, 22, 74, 77, 97, 102, 119, 125, Nameless Day, 229
153, 161, 214 Natures, 131
Magical and Traumatized Traits, 15, 22, 112 Nervous (trait), 49, 61, 70, 90, 93, 130, 176
A Majestic Bloom, 203 New Years, 40, 192, 233, 236
Many-faced (trait), 62, 70, 125 The North Wind God, 7, 54, 131, 182-183, 194
Market (nature), 57, 65, 142 A Note On Type, 245
A Meteor Shower, 205
Metropolis (nature), 57, 65, 167 O
Mighty (trait), 49, 70, 93, 123, 156, 166, 182 Old Api’s Fair, 209
Miraculous (trait), 49, 61, 74, 78, 93, 115, 150 Oracular (trait), 49, 61, 70, 119
Mirage (nature), 57, 65, 81, 174 Our Journey, 9
Mirror (nature), 57, 81, 175, 235
Monastery (nature), 23, 81, 144 P
Monsoon, 39, 40, 193, 194 Palace (nature), 36, 57, 65, 168, 174
The Moon Dance, 40, 215, 216 Passionate (trait), 49, 86, 122
Moor (nature), 36, 176 The Peddler (playbook), 47, 76
257
Pensive (trait), 49, 61, 70, 121, 140 102, 131, 178
Personal Traits, 120 See also Pink orchid
Phenomena, 38, 193, 195, 203, 205, 213, Reflections Day, 218
215, 225, 233, 235 The Ragamuffin (playbook), 16, 47, 88
Physical Traits, 122 Resolute (trait), 49, 61, 77, 93, 122
The Pilgrim (playbook), 47, 80 Restlie, 198
Pink Orchid, 73, 78, 82, 94, 102, 238 Rime Gala, 228
See also the Rebellion Road (nature), 23, 160
Playbooks, 10, 15, 16, 17, 26, 28, 30, 34, Royal (trait), 74, 106, 131, 168
36, 43, 45, 46 Ruin (nature), 36, 57, 65, 81, 184
Playing With A Guide, 31
Playing Without A Guide, 32 S
The Poet (playbook), 47, 84 Settling in for the Night, 32
Poetic (trait), 50, 62, 70, 74, 97, 115 The Shepherd (playbook), 16, 47, 92
Port (nature), 23, 57, 65, 81, 159 Silt, 42, 40, 216, 220, 221, 223, 226, 229
Problems in All Their Forms, 26 The Slobbering God, 7, 70, 78, 85, 90, 126,
Proper (trait), 27, 61, 66, 70, 72, 74, 80, 130, 161, 164, 166, 184, 185, 227, 229
125, 157 See also the Heavenblade
Pyre, 219 Small and Forgotten Gods, 4-5, 6-7, 18-19,
21-22, 24, 35, 47, 49, 50, 51, 53-54,
Q 57-58, 66, 70, 74, 77-78, 80-82, 85, 90,
Quick Start, 34 105, 115, 117, 119, 121, 123, 125, 141,
Quiet (trait), 49, 69, 70, 88, 93, 116, 151 148, 150, 157, 167-168, 172, 177, 182,
192, 207, 214, 226, 234, 238, 241
R See also The Caretaker (playbook)
Raucous (trait), 49, 93, 125 Snowblanket, 38, 40, 184, 223, 232
The Rebellion, 62, 74, 77, 78, 82, 85, 90, 94, Social Traits, 124
258
Spirits, 7, 117, 125, 153, 159, 177, 233 Verdant Natures, 23, 136, 146
See also Small and Forgotten Gods The Veteran (playbook), 47, 104
Sprawling Natures, 36, 136, 163, Voicing Our Characters, 26
Starving (trait), 49, 70, 105, 130, 180 Voicing Kith, 28
Sturdy (trait), 49, 70, 77, 93, 123, 150 Voicing Places, 30
The Sun Parade, 40, 42, 193, 196
Sunrise, 239 W
Swamp (nature), 13, 23, 25, 29, 57, 153 Waste (nature), 36, 57, 65, 185
Swarming, 40, 209, 212 Watchful (trait), 49, 61, 76, 116, 152
Wherever the Road Takes Us, 35
T Wilderness (nature), 36, 57, 65, 81, 177
Tavern (nature), 23, 65, 161 Wise (trait), 49, 61, 66, 69, 80, 93, 98, 117
The Teacher (playbook), 47, 96 Witchy (trait), 49, 66, 69, 74, 93, 102, 119, 169
Tillsoil, 38-40, 192 Witches, 7, 74, 102, 119, 153, 119
Tokens, 15, 18, 20-21, 26, 28-30, 34, 42 Workshop (nature), 23, 57, 65, 81, 145,
See also Playbooks
Tower (nature), 23, 25, 29, 65, 81, 144 Y
Traits, 109 Your First Few Steps, 15
Trauma, 12, 15, 22, 112
Traumatized Traits, 22, 126
U
University (nature), 36, 57, 65, 98, 169
V
The Vagabond (playbook), 47, 100
Venerable (trait), 49, 74, 93, 121
259
“I grew up reading Redwall. The opening pages were full of lavish descriptions of playful
merriment. I loved those pages. But they always gave way to chapters about war, pillaging, and
slaughter. Wanderhome asks: what if the meadow gets to stay safe and happy this time? What if
those opening pages last forever?” — Avery Alder, Buried Without Ceremony