0% found this document useful (0 votes)
673 views27 pages

Anderhome The Ourney

This document introduces the land of Hæth and provides tools for journeying through it together in a cooperative storytelling experience. Hæth is a beautiful, bug-filled land where animal-folk live together in community and show hospitality to travelers. The history of Hæth will be discovered through exploration rather than exposition. Players are encouraged to treat the storytelling conversation with care, respect, and tools to ensure all voices are heard.

Uploaded by

Thomas Frix
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
673 views27 pages

Anderhome The Ourney

This document introduces the land of Hæth and provides tools for journeying through it together in a cooperative storytelling experience. Hæth is a beautiful, bug-filled land where animal-folk live together in community and show hospitality to travelers. The history of Hæth will be discovered through exploration rather than exposition. Players are encouraged to treat the storytelling conversation with care, respect, and tools to ensure all voices are heard.

Uploaded by

Thomas Frix
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 27

W anderhome The

Journey
This is the free playkit of Wanderhome, Introduction •
written by Jay Dragon for the Wanderhome Kickstarter.
The road has a song all to its own. Sometimes, when I stay in the same place for more
than a few nights and I take some time to lie in the grass and stare at the clouds, I can
forget that the song is even there. But eventually it always calls to me, and I’ll put on
It contains all of the following: my cloak again, grab my walking stick and set foot once more. I am as much a part
• Abbreviated and condensed rules for getting started with Wanderhome of the road as the cairns in the gutter where the small and forgotten gods live. If you
• Six playbooks: The Dancer, the Moth-Tender, the Poet, the Ragamuffin, the press your ear up against my chest, you can hear it. The road is tangled in my hair
Shepherd, and the Vagabond and heavy in my shoes. I don’t know where I’m going next. I trust in my heart and my
• 36 basic traits boots and the song in the dirt. Someday I will arrive at a town and breathe in the air
• 18 natures and know—this is where I was always meant to be. The road’s a river that will carry
• Blank kith and place sheets me home.
Inside the book you hold in your hands is the start to a journey. Together,
we’ll set forth into a world of grassy fields, mossy shrines, herds of bumblebees, rabbits
It does not contain: in sundresses, geckos with suspenders, starry night skies and the most beautiful
• The full ruleset for Wanderhome sunsets you can imagine. We will befriend stag beetles the size of houses, argue with
• An additional nine playbooks: The Caretaker, the Exile, the Firelight, the Fool, the King of the Floating Mountain, fall in love in the basket of a hot air balloon up in
the Guardian, the Merchant, the Pilgrim, the Teacher, and the Veteran the clouds, and make friends with some of the most amazing people you could ask
• Advanced traits for. The journey will continue across the months and seasons and years, and while
• Advanced natures we wander we will watch the leaves fall from the trees and grow again. I cannot tell
• Season sheets and phenomena you where the journey will bring us. We’ll have to find that out together. Will you join
• Any of the incredible art produced for Wanderhome me?
The Land of Hæth •

I will not tell you the history of the land of Hæth, and all that has happened within. I The Hæth is full of buggy livestock, pets, and wild creatures. From herds
could, of course. There is a legend hanging onto the lips of every old shrew and buried of chubby bumbles to stag beetles the size of houses, striders that dance across water
in every crevice of every stone. I could tell you the tale of the first King of the Floating to carrier moths bringing letters from tower to tower by moonlight, bugs and animal-
Mountain and the daemon deal he struck. I could tell you the tale of the Slobbering folk live together in harmony and care. You’ll encounter plenty of references to these
God and the Heavenblade used to kill her. I could tell you of the Lightning Dancers buggy creatures throughout this book, and while they tend to do their best to make
and their twirling bodies, or of the North Wind God and the one brave mouse who
clear both their look and role in Hæth, interpret generously and use whatever bugs
stood against him, or of the death that all dragons feared and faced.
feel right for your journey.
But I won’t, for it is not my place. After all, it wouldn’t make for a good
journey if I told you all that right at the start. The Hæth boasts a widespread culture of hospitality. A traveler arriving
Instead, let me tell you some things you’ll need to know about the Hæthland to a new town is always going to be able to find some sort of lodging (even if it’s
that are true no matter what. sleeping in a barn with some bumbles) and will always be given food and water of
The Hæth is a beautiful and boundless land, full of life and soul. It is some sort. There is a trust within this hospitality—if you hurt or lash out at your
composed of small communities, kept separate by vast stretches of wilderness and hosts, they’ll have no problems kicking you out. But if you’re kind and you mean
connected by dirt paths, waterways, and the rare hot air balloon passage. Beauty well, you’ll be welcomed in with open arms.
comes in endless shapes and forms, but everything in this land holds the capacity In the Hæth, we will be meeting people who are fundamentally good. Not
to be appreciated and admired. Gods and spirits can be found everywhere, from the everywhere you go in life will this be true, but on the journey contained within this
small and forgotten gods that hide behind rocks and in waves, to the piscine deal-
book, most everyone can be trusted to be kind. The exceptions are the mighty—
making crossroads daemons, to the great sky gods themselves.
generals, lords, heroes, soldiers, and all those whose soul has become weighed down
The Hæth is a land of animal-folk. I’ve seen mousey soldiers, pigeon
merchants, squirrel musicians, gecko fishermen, and at least one very distinctive with power. While they might still be good, their goodness has been poisoned by
bartending toad. You can’t assume much about someone based on their look. Meat- struggle. Thankfully folks of that nature are exceedingly rare nowadays, and most
eaters are just as likely to be kind as herbivores, and even the smallest mouse can have everyone knows to give these lonely conquerors a wide berth.
a lion’s heart. While a family might be all the same animal-folk, they might also have The Hæthland was recently caught in war, but is no longer. There is no
wildly different appearances. It’s frankly none of your business to inquire. violence here anymore.
Journeying Tools •

We’re going to be talking a lot to figure out this journey. Sometimes the conversation “What do you think?”
will be about which path to go down, or what we should do. Often it will be about When I walk with friends, I tend to move a bit slower and need a bit more
describing what our characters are doing and the world moving along. It’s good and time than them. In those moments, just as with all journeys, we often need people to
healthy to treat this conversation just as you would any journey when you’re not sure look around and spot those who could use a bit of focus and more space to express
where you’re going. Here’s a few base principles for how to take care of each other themselves and breathe. Keep an eye out for people who seem to be talking less than
along this long path, and the philosophy behind them. Please remember that all of you are, and check in with them by asking them "What do you think?"
these tools are not fundamentally conversation-enders, but are instead important
ways to continue the conversation healthily. Whenever someone uses one, it's vital “Hold on.”
to accept that use gracefully and with compassion. We all need to take breaks. Sometimes it’s because we’ve been journeying
for a while and you need some water, or it’s because you want to go back and look at
“Let’s do this instead.”
something from earlier, or maybe something happened that hurt you and you need
Sometimes on a journey you’ll reach an impasse, where continuing on our
to tackle it. “Hold on” is something you can always say to halt what’s happening and
journey will put you in danger or discomfort. You are always empowered to speak up
switch gears to another topic.
and say “Let’s do this instead!” providing an alternate way through the situation. If
someone else doesn’t want to do that, we can figure out together where to go next.
“No.”

“Do we want to?” No one can ever make you do something you don’t want to do. If some
When you’re journeying, it’s polite to ask before traveling into uncharted aspect of the journey doesn’t fit your needs, you can always change it. While it’s
territory. If someone asks "Do we want to?," it means they're interested in going important to respect where everyone is at, it’s just as important that you feel like you
somewhere new and potentially hazardous, and they want everyone's buy-in first. have agency over your character and the world around you. You have the complete
If you don't want to go there with them, you have every right to say so (perhaps by authority, both as a group and as individuals, to reject anything that we don’t want.
offering something else instead) and the conversation can avoid that area.
Walking away.
“Where to next?” All of these journeying tools assume that the game is healthy and productive
When we journey together, we might get lost or stuck. This happens all the for you. There is the base assumption that a conversation is the core way of navigating
time, and we might feel like we have nowhere to go from here, or that we have to keep these issues, and that talking things through will handle most problems. This isn’t
sitting in the mud. Whenever we feel like that's happening, we can just ask "Where to always true, though. If you ever feel like you don’t want to keep going on right now,
next?" and go where seems best. you can leave.
FirstSteps
After we’ve gone through the introduction and familiarized ourselves with the Hæth, Once you feel set for now, everyone can pick a playbook and create their
we’ll want to take a moment and talk about what kind of journey we want to embark character. As that’s going on, you’ll also be making kith, and creating your place.
on. While the same principles of Wanderhome are generally the same, we might find Follow the instructions in each of those sections for more information.
ourselves wanting different things within that. Here’s a few questions to start the
conversation and make sure everyone’s on the same page. Even after you move on And Now We Embark •
from these questions, you can come back to this topic and revisit the conversation
Once we have our place, some kith and each other, we’re going to want to start
they sparked.
playing. Every time we gather to play Wanderhome, we will answer these questions
together:
• How long are we expecting this journey to last, if we have any expectations at all? • What sort of place did we just travel from?
• Do we want a more pastoral and upbeat journey, or a world that lingers more • Do we feel our journey has been long?
heavily on trauma and recovery? • Is there somewhere we hope to go?
• Do we want a more personal journey, focused on mundane issues and quandaries,
Every time we gather to play Wanderhome, we will each answer this question silently,
or do we want a heavier journey filled with mysterious and magical forces.
in our heads:
• Do we want a single person to act as a guide, multiple rotating guides, or no guide • Will I someday find a home?
at all?
• Is there anything else that might come up that we want to watch out for? And with that, our journey begins.
Playing
W anderhome

Giving the World A Voice • Voicing Places


Giving a place a voice is not very different than giving voices to your kith and kin.
The fundamental difference lies in quantity—a place contains three natures, each of
We are all responsible for giving a voice to the world we travel through, in one form which exist both independently and in relation to each other. At any time, someone
or another. Anyone can pick up one of the current place’s natures or a kith and start can hold any number of those natures, and show their presence in the world either
acting on their behalf. You can put them down or hand them off at any time, and over literally or metaphorically. While you hold that nature, you have complete dominion
the course of a journey many people might end up giving a voice to a single kith or over that piece of the place. Do the things your nature does, generate problems
place. within the place, describe the world found on the journey, and ask questions of your
other players. The butting heads between natures often feeds into the problems this
place struggles with.
Voicing Kith
When you’re holding a kith in your hands, give them just as much compassion Problems In All Their Forms
and respect as you would give your playbook character. Just because they’re not Nowhere is without problems. When you arrive at a place, you might not yet know
represented by a playbook, doesn’t mean they are less-than. It can often be hard to what those problems are, but they’re still there under the surface. Problems form
naturally, as natures and kith slam against each other. You are never going to solve
remember this, but you can easily find tools to grant them a heart. I often try to find
a place’s problems. You’re travelers from beyond. As welcome as you are, this is not
something distinctive and unique that they are deeply passionate about, so that they your home, and the locals know far more than you do about how to resolve their
can be anchored by their love. Always fall back on a kith’s relationships and traits. You struggles and worries. The best you can do is ease pain, tackle short-term challenges,
can always think of their traits as how they approach and react to the world around and give someone tools that might someday help out. Be ready and prepared to leave
them. Take notes on your kith’s desires and dreams as the journey goes on. somewhere without getting to address any of that place’s problems.
The Great Arc of the Year The first month of Silt is Firetop, when all the trees turn red and orange and
The great arc of the year is the most important tool we have to travel through it is custom to light many bonfires. After Firetop comes Grasping, when the leaves
fall from the trees and the plants look like claws pointing at the heavens. The final
Wanderhome. You generally begin in the month of Tillsoil, in the Year of the
season, Chill, is welcomed by the Candle Feast.
Waterlily. Each season has two months, and a holiday to announce its conclusion. Chill is welcomed first by the month of Snowblanket, when the world goes
During that holiday’s festival, you must choose a new advancement to push your quiet and calm under the weight of heavy snow. This tender month is followed by
character forward in new and exciting ways. While shorter journeys might not care Frostbite, when the air is bitter and dreadfully cold, and few dare travel from town to
town. The final week of Chill is the week of New Years.
about seasons, any journey that expects the months to pass by should keep track of
them. Whenever you complete a full rotation of the seasons, a new year begins. Give
the new year a name that feels fitting. Guides •
Sometimes, when we’re on a journey together, we want to travel together with
no clue about what’s next. Sometimes we want a guide. A guide is a player who
The Five Seasons has agreed to not build a playbook. Instead, they handle all the places, kith, and
The first full moon to shine over the Hæth marks the start of Leap, the first season seasonal changes. This doesn’t give them any special authority or overarching
of the year. It is composed of Tillsoil, when it is time to unthaw the ground and plant powers over the rules or text of Wanderhome. It just means that they can do all
the things places and kith can do, and manage all the voices and reflections of
crops, and Monsoon, when the rains are heavy and constant. The holiday after this is those pieces of the game.
called the Sun Parade, which marks the start of Bright.
Bright has two months—Bloommeadow, when fields and trees are covered
Settling In For The Night
in flowers, and Devildays, a month of relaxation, sleep, and escape from the burning
Trying to journey continuously will exhaust you. Beyond taking breaks while you’re
heat. The conclusion of Bright and the start of Breathe is with the Day of Song. all together, it’s also important to find natural spots to wrap up for the day. Sometimes,
The season of Breathe, a quieter respite from the harshness of Bright, starts you’ll be getting back together again later to continue the journey. Sometimes, this
with Swarming, the traditional mating season for many bugs and a time when the air will be it for your little group. Either way, you want to help the break find some kind
of resolution. This might involve stopping and looking at the sunset, or giving one
is filled with music. It is followed by Gateling, the shortest month of the year, a month
final epilogue for how everything resolves. Once you’ve wrapped up, you can all take
of cold nights but hot days. The last day of Breathe is always with the Moon Dance, a moment and check in. Give yourselves a moment to shift the conversation from the
which honors the season of Silt. journey itself, back to the real world.
Playbooks

For this journey, you’re all going to be playing travelers, journeying across the Once everyone feels like they’re on the same page with their characters, you all want
to go around the circle and ask your choice of questions to the person to your left and
Hæthland. Your characters might be from wildly different places and they might have
your right. You can also ask more questions if you want, to flesh out how everyone
wildly different destinations, but they are all united by the journey they’re taking feels and figure out how your characters connect.
together, in this moment. This traveler is your character, your representation in the Also, take a moment to look over the things your character can always do. As
you travel, you will be reaching out to this toolbox a lot, to hit beats and communicate
world and the main tool you have to move through the Hæthland.
how your character exists in relation to the world around them. These are not ways
The first step to making your character is to choose a playbook. Each to necessarily solve problems or decisively take action, nor are they a decisive list at
playbook represents a kind of person you might find across the Hæth. everything your character can do. Instead, they’re gestures at the kind of person your
Your playbook will tell you to make some choices about your character. As character is.

you make them, tell your fellow travelers about the decisions you’re making. Don’t be
afraid to commit to concepts early and hard, to ask your other travelers if they think Incidental Companionship •
a certain choice is a good idea, and follow your most self-indulgent heart. Many of Stories tend to involve groups of people who have gathered for a reason, who
set forth on a quest with a purpose and a goal. Wanderhome is not like that.
these choices will involve inversions (such as “Choose 2 you are and 2 you’re not”). In life, you often find people who are coincidentally going the same way as
This is a space to project contemplation and interpret words to suit your needs. you. Perhaps you travel for a bit before parting, but the focus is always on the
Occasionally, you might notice options that use gendered language. These are journey, and Wanderhome isn’t deeply concerned with where you’re going.
Don’t get too hung up on why you’re all traveling together—if it matters, the
chances to either embrace, reject, or ignore the presence of that gender. Journeys, as answer will reveal itself in time.
liminal and complicated environments, are spaces for queer self-reflection.
Tokens •

As we’re making our characters, you’ll also notice we all have things that get us tokens Spend A Token In Order To:
whenever we do them. These all push the journey forward, but at a cost to ourselves. • Provide a solution for an aspect of a material or immediate problem.
They might ask you to make a personal sacrifice, give up something that matters, or
stick your neck outside your comfort zone and describe the world around you. For • Ease someone’s pain, if only for a moment.
some of us, it might be easier or more natural to do these things than it is for others. • Keep someone safe from the difficulties of the world.
That’s no matter, as we’ll all get tokens regardless. • Allow someone to connect with you on a personal level.
You can then turn around and spend these tokens to do certain things. These • Give something that has the potential to change someone fundamentally.
always push on or solve something important, that might not be easy to resolve on
its own. You’ll sometimes catch yourself inadvertently doing these sorts of things • Reveal something hidden about the person in front of you, and ask them what it is.
anyway, but there’s an important and fundamental difference between “following a • Tell the table something important about the place you’re in
course of action that hopefully will help someone out” vs. spending the token and • Listen to the shared wisdom of the small and forgotten gods, and ask the table
declaring “I am solving this problem.” There is strength in that sort of fundamental what they tell you.
truth.
There are other ways you might get tokens, but you’ll learn about those
later. Failure •
You might notice that nothing Wanderhome tells you to do concerns itself with
Get A Token Whenever You: failure. This doesn’t mean you can’t fail. Indeed, you can choose to fail whenever
• Inconvenience yourself to help someone else.
you’d like. Instead, Wanderhome as a game isn’t preoccupied with failure. You
• Give someone something you hold dear.
• Do something kind without getting anything in return. don’t often fail in life. Sometimes, you struggle to do something, or get passed
• Leave an offering to a small or forgotten god. over, or do something you wish you hadn’t, or give up. Even those moments
• Speak your true feelings on a subject. aren’t truly failures in a pejorative sense. Mistakes, maybe. Suffering at the
• Take a moment to bask in the grandeur of the world, and describe it to the table.
cruelty of others. Listening to your body and your brain and accepting their
• Take a moment to watch a tiny moment of beauty, and describe it to the table.
• Take a moment to marvel at something no one has ever seen before, and ask the natural limitations. But it doesn’t mean you’re a disaster, and it doesn’t mean
table to describe it. you’ve failed. Your journey will just continue on another path.
Dancer
Your inner fire is a song in your heart, not a voice in your head. The world will not quiet During each holiday between
you. You are alive. Your care is intense, vocal, and lighthearted. the seasons, choose 1 you
haven’t chosen before:
Choose a name and pronouns. Choose 3 dances you will gladly dance, and 1 you’ll never dance again. • Learn a new dance from your list.
• A dance you dance with wild creatures, to calm them and rejoice. • Learn a new dance from your list.
Choose an animal. • A dance you dance with the many small and forgotten gods, to earn luck and wisdom.
• Invent a new dance, learn it, and
• Fox • Tamarin • A Lively Animal add it to your list.
• Heron • Skink • A Hopeful Animal • A dance you dance with an unfamiliar place, to listen and to befriend.
• Realize you’re good at being
• A dance you dance with all the winds in the sky, to invite the weather to change. something you worried you weren’t.
Choose 2 you are and 2 you wish you • A dance you dance with the celestial bodies, to get perspective on the world below. • Get a token whenever you dance
were better at being. • A dance you dance with fire, to spark hope and inspiration. for no other reason than for your
• Upbeat • Generous • Charismatic • A dance you dance with the plants beneath the soil, to inspire them to grow.
• Handsome own love of dancing.
• Honest • Frantic
• A dance you dance with the water and the waves, to bring calm and tranquility. • Spend a token to offer to dance
• Hopeful • Focused • Beautiful
• A dance you dance with the deepest dark, to bridge the gates of life and death. a dance with someone else, that
Choose 3-4 to describe your look. • A dance you dance with the broken-down, to remind it what it was and still could be. reminds them of who they are and
• Sunset Robes • Loose-fitting Clothes • A dance you dance with time itself, to teach an ancient story. breathes life back into their heart.
• Elaborate Silks • Necklace of Huge Beads • A dance you dance with your friends, to celebrate life and all it gives us. • You can always ask: “What song
• Handpan Drum • Outrageously Long Scarf still sings in your heart, that you will
• Soft Reed Flute • Cloak of Glowing Fungi always be moved by?”
• Golden Jewelry • Wicker Basket of Costumes Choose 2 things you carry with you, and tell the table about them.
• Take an unused playbook and
• Stylized Mask • A Gleam In Your Eye • Some snacks, for the friendly bug who sits on your shoulder.
add as much as you want from that
• A song you always whistle, taught by a quiet mentor who no longer dances. playbook to yours.
Ask 1 to the left and 1 to the right. • A nice pair of dancing shoes, gifted by a cheerful friend who laughs at your jokes.
• Why do I call you my best friend? • The road calls you along a
• A dagger, bestowed by a funny and raucous gang of hyenas who consider you family. different path than everyone else,
• Why won’t you ever dance with me?
• Why did I come with you when we left home? • A small toy, from an inquisitive kid you’ve promised to teach how to dance. and you must travel your own way.
• When was the last time we stayed up all night • A ring, from someone you once fell in love with, that you cannot bear to throw away. Pick up a new playbook and make a
to watch the sunrise? • A jade necklace, from a faraway village you once called home. new character.

Some things you can always do: Get a token whenever you… Spend a token in order to…
• Dance idly. • Inconvenience yourself to help someone else. • Provide a solution for an aspect of a material or
• Tell everyone about what the sky is doing right now. • Give someone something you hold dear. immediate problem.
• Laugh and smile. • Ease someone’s pain, if only for a moment.
• Do something kind without getting anything in return. • Keep someone safe from the difficulties of the world.
• Pull a well-meaning prank.
• Ask: “Do you want to be my friend?” They get a token if • Leave an offering to a small or forgotten god. • Allow someone to connect with you on a personal level.
they say yes. • Speak your true feelings on a subject. • Give something that has the potential to change
• Ask: “Will you dance a dance with me?” • Take a moment to bask in the grandeur of the world, someone fundamentally.
• Reveal something hidden about the person in front of
and describe it to the table.
Journeying Tools: you, and ask them what it is.
• Take a moment to watch a tiny moment of beauty, and • Tell the table something important about the place
• “Let’s do this instead.” • “Hold on.”
• “Do we want to?” • “No.” describe it to the table. you’re in.
• “Where to next?” • Stepping away. • Take a moment to marvel at something no one has ever • Listen to the shared wisdom of thesmall and forgotten
• “What do you think?” seen before, and ask the table to describe it. gods, and ask the table what they tell you.
Firelight
It is easy to get lost, in the darkness and the deep. The firefly at your side will always During each holiday between
guide the way. You are alive. Your care is forward-thinking, mutual, and shining bright. the seasons, choose 1 you
haven’t chosen before:
• Learn from your firefly an
Choose a name and pronouns. You have a firefly, your companion that stays by your side no matter important life lesson, and get a new
what. They sleep during the day and light up at night. They are always thing you can always do from any
Choose an animal. • luminescent. Choose 1-2 to describe how you met. playbook.
• Raccoon • Deer • A Nocturnal Animal • The two of you grew up together. They are caring and/or honest. • Teach your firefly how to do
• Olm • Sphinx Cat • A Steady Animal • You rescued them from a prickly bush when they were small. They are wise and/or nervous. something new, and give them a
• Fireflies have helped your family for as long as you can remember. They are proper new trait.
Choose 2 you try to always be and 2 and/or chill. • Teach your firefly how to do
you know you can't be. • They led you out of danger at your darkest moment, and stuck by you ever since. something new, and give them a
• Discerning • Manly They are confident and/or pensive. new trait.
• Patient • Your uncle left them in your hands the last time you saw him. They are watchful
• Correct • Positive • Effeminate • Realize you don’t have to be
and/or resolute. something you always forced
• Present • Resolute • Enough • It’s a whole story—too long to tell, and with plenty of incredible mishaps along the yourself to be.
way. They are adventurous and/or inquisitive. • Get a token whenever you put
Choose 3-4 to describe your look. • They’ve watched over you in one form or another since you were very young. They your trust in someone else’s hands.
• Mud-Soaked Cloak • Well-Loved Fiddle are • miraculous, and you’re not sure they’re really a firefly. • Spend a token to know how to
• Wooden Staff • Badly Ripped Dress • They came to you in a dream, and when you woke up they were there. They are • oracular, get where you’re trying to go, no
• Eye-Covering Hat • Box Of Medical Supplies and you’re not sure they’re really a firefly. matter how far away it might be.
• Comfortable Gloves • Small And Practical Knife • You can always ask: “Can you
• Patchwork Pants • Book Of Small Rituals Choose 1 you always keep lit with you and 1 that you won’t let go of lead the way?”
• Deck Of Cards • Darkness-Piercing Bright Eyes even though the light’s died out, and tell the table about them. • Take an unused playbook and
• A rusted iron lantern that your mother carried before you. add as much as you want from that
Ask 1 to the left and 1 to the right. • An ornate bronze oil lamp, your last memory of your childhood home. playbook to your’s.
• When did you lead me back into the light? • You met someone new who
• A box of expensive beeswax candles, gifted by an adventurous ex-love as a going-away present. needs your guidance more than
• What did I show you that you didn’t want to see? • A simple wooden incense holder shaped like a crashing wave, that anchors you to your faith. your friends do, and you must travel
• Why does my firefly like you so much? • A pack of smokes, that reminds you of sitting on a porch with your poetic love. a different path. Pick up a new
• Where do you wish I could guide you, and • Wisp, a small and forgotten • many-faced god who is in love with your firefly. playbook and make a new character.
why can't I? • The passion in your heart that burned for the rebellion.

Some things you can always do: Get a token whenever you… Spend a token in order to…
• Pet your firefly. • Inconvenience yourself to help someone else. • Provide a solution for an aspect of a material or
• Notice the time of day. • Give someone something you hold dear. immediate problem.
• Illuminate something in darkness. • Ease someone’s pain, if only for a moment.
• Do something kind without getting anything in return. • Keep someone safe from the difficulties of the world.
• Keep walking.
• Say: “Watch your step.” • Leave an offering to a small or forgotten god. • Allow someone to connect with you on a personal level.
• Ask: “Do you need a hand?” They get a token if they • Speak your true feelings on a subject. • Give something that has the potential to change
accept your help. • Take a moment to bask in the grandeur of the world, someone fundamentally.
• Reveal something hidden about the person in front of
and describe it to the table.
Journeying Tools: you, and ask them what it is.
• Take a moment to watch a tiny moment of beauty, and • Tell the table something important about the place
• “Let’s do this instead.” • “Hold on.”
• “Do we want to?” • “No.” describe it to the table. you’re in.
• “Where to next?” • Stepping away. • Take a moment to marvel at something no one has ever • Listen to the shared wisdom of thesmall and forgotten
• “What do you think?” seen before, and ask the table to describe it. gods, and ask the table what they tell you.
Carrier moths travel across the Hæth, bringing news, letters, and tiny

Moth-Tender
boxes. You wander the land, keeping an eye on these moths and their During each holiday
towers. You are alive. Your care is consistent, prompt, and in small between the seasons, choose
packages. 1 you haven’t chosen before:
Choose a name and pronouns. Choose 3 letters or packages you carry... • Create a new letter or package,
• A summons from the King of the Floating Mountain... from your lists.
Choose an animal. • A wax-sealed love letter... • Create a new letter or package,
• Bat • Pigeon • A Persistent Animal • A basket of homemade candies... from your lists.
• Horse • Rabbit • A Dogged Animal • A bottle of rare and vitally important medicine... • Create a new letter or package,
• A terrified kid escaping from a bad situation... from your lists.
Choose 2 you are and 2 you aren't. • A package or letter of your own description... • Become something you
• Calm • Proper • Blunt previously said you were not.
• Trusting • Studious • Masculine ...and where they're going. • Get a token whenever you take
• Curious • Cheerful • Feminine • ...for a shrewish and • witchy crone deep in the Miremuck Swamp. your time and make sure you know
• ...for a cheerful young rabbit who just moved to a big city. exactly which way you’re going.
Choose 3-4 to describe your look. • ...for the proper mayor of a hidden village. • Spend a token to have already
• Tweed Vest • Small Reading Glasses • ...for the leader of the last outpost of the rebellion. prepared for this situation.
• Shining Lantern • Satches Full of Papers • ...for a cheerful old farmer with a big family. • You can always ask: “Do you
• Brass Spyglass • Map of Local Moth Towers • ...for someone of your own description. have a letter for me?” They get a
• Lunar Calendar • Ink-Stained Gloves
• Out-of-Place Dress • Worn Moth-Tending Uniform Choose 2 things you carry with you at all times, and tell the table token if they do.
• Gray-Brown Cloak • Sense You're In Over Your Head about them. • Take an unused playbook and
• A walking song, taught to you by an adventurous buddy you used to travel with. add as much as you want from that
Ask 1 to the left and 1 to the right. • The wisdom of your caring adoptive mother, who reminded you to always be yourself. playbook to your’s.
• What is it about my job that so appeals to you? • A decoder for the secret Moth-Tending cipher, gifted by your imaginative mentor. • You find a tower you want
• When did I realize that I could trust you? • The ring on your finger, matched by your confident fiance back home. to help operate, retiring from
• Why did I risk my job and career to help you? • A promise you made to your best friend, that weighs heavy on your heart. wandering. Pick up a new
• Do you think the moths are as beautiful as I • Your oath to the Moth-Tending organization, that you are in danger of breaking. playbook and make a new
do? • Feed and supplies for your sturdy hopper mount. character.

Some things you can always do: Get a token whenever you… Spend a token in order to…
• Write something down on a piece of paper. • Inconvenience yourself to help someone else. • Provide a solution for an aspect of a material or
• Tell everyone what phase the moon is in right now. • Give someone something you hold dear. immediate problem.
• Follow the moths. • Ease someone’s pain, if only for a moment.
• Do something kind without getting anything in return. • Keep someone safe from the difficulties of the world.
• Fidget.
• Say: “I have a letter for you!” They get a token if they • Leave an offering to a small or forgotten god. • Allow someone to connect with you on a personal level.
accept the letter. • Speak your true feelings on a subject. • Give something that has the potential to change
• Ask: “Have you heard the news?” • Take a moment to bask in the grandeur of the world, someone fundamentally.
• Reveal something hidden about the person in front of
and describe it to the table.
Journeying Tools: you, and ask them what it is.
• Take a moment to watch a tiny moment of beauty, and • Tell the table something important about the place
• “Let’s do this instead.” • “Hold on.”
• “Do we want to?” • “No.” describe it to the table. you’re in.
• “Where to next?” • Stepping away. • Take a moment to marvel at something no one has ever • Listen to the shared wisdom of thesmall and forgotten
• “What do you think?” seen before, and ask the table to describe it. gods, and ask the table what they tell you.
Poet
The song of the world is a poem that can be captured by ink and paper, if only you could find During each holiday
the right words. You are alive. Your care is eloquent, observant, and occasionally overwrought. between the seasons, choose
1 you haven’t chosen before:
• Choose a new topic from the
Choose a name and pronouns. You’re working on a writing project about your journey. Choose 1
list and incorporate it into your
you’re writing about, 1 that is metaphorically intertwined, and 1 that
unintentionally crept its way into your project. project.
Choose an animal.
• Another person’s journey, that you follow in the footsteps of. • Invent a new topic and
• Porcupine • Terrier • A Lyrical Animal
• Rook • Your memories of your parents, scattered and hard to piece together. incorporate it into your project.
• Tarsier • A Pensive Animal
• The small and forgotten gods, that you hope someday won’t be forgotten. • Cut the chaff from your project
Choose 2 people assume you are based • The bones of the once-mighty dragons and what has become of them. and remove a topic from it.
on your writing and 2 you actually are. • A community you consider yourself a part of, who once could be found everywhere. • Change your writing style
• Romantic • Casual • Pretentious • The migratory patterns of the moths and the news they bring with them. dramatically, to more accurately
• Obscure • Pithy • A Man • A fallen star who visits you in your dreams, always one step ahead of you. reflect who you are.
• Strident • Formal • The nameless god-slayer who once wielded the Heavenblade, and the ruin left in their wake. • Get a token whenever you take
• A Woman • The Slobbering God, driven by a desire to understand and empathize. pride in your work.
• A place you hope someday to spot in the clouds, and the people who claim to have been there.
Choose 3-4 to describe your look. • Spend a token to ask: “Would
• The rebellion and what happened to its adherents. you like to read my project?” They
• Delicate Spectacles • Pockets of Burnt Smokes
• The trees, bugs, stars, and all the creatures alive around you. get a token if they sit down and
• Argyle Sweater Vest • Patched Tweed Jacket • The seasons and how their changes change you.
• Fashionable Cap • Cloak Full of Pockets spend some time with it.
• The everyday lives of your fellow travelers. • You can always ask: “Is it okay
• Comfortable Cane • Coarse Button-Down
• Practical Plaid Skirt • Ink-Stained Hands for me to write about this?”
Choose 1 you read from constantly and 1 you have memorized, and tell
• Battered Briefcase • A Quote For Every Occasion the table about them. • Take an unused playbook and
• A fantastical novel, waterlogged and stained from years of rereading. add as much as you want from that
Ask 1 to the left and 1 to the right. • A cheap paperback you found on the side of the road, that no one else has heard of. playbook to your’s.
• What did your style of storytelling teach me? • A tiny guidebook full of practical life advice. • Finish your project and go back
• What’s your favorite part of my writing? • The last text written by your mentor before their death, that reflects on their life. home. Tell everyone what the
• Are you okay with the way I write about you? • An unfinished manifesto by your passionate best friend, which will change everything. dedications page says, pick up a
• What do you have to keep explaining to me • A translation of poems written your ancestors language that you hope to learn. new playbook, and make a new
about the world? • Your mother’s journal, written in her spidery handwriting and full of pressed flowers. character.

Some things you can always do: Get a token whenever you… Spend a token in order to…
• Self-deprecate. • Inconvenience yourself to help someone else. • Provide a solution for an aspect of a material or
• Provide a new perspective others might not have. • Give someone something you hold dear. immediate problem.
• Cite a resource that can help. • Ease someone’s pain, if only for a moment.
• Do something kind without getting anything in return. • Keep someone safe from the difficulties of the world.
• Write down a moment that feels relevant to your
project. • Leave an offering to a small or forgotten god. • Allow someone to connect with you on a personal level.
• Ask: “What used to be here?” • Speak your true feelings on a subject. • Give something that has the potential to change
• Ask: “Can you explain?” • Take a moment to bask in the grandeur of the world, someone fundamentally.
• Reveal something hidden about the person in front of
and describe it to the table.
Journeying Tools: you, and ask them what it is.
• Take a moment to watch a tiny moment of beauty, and • Tell the table something important about the place
• “Let’s do this instead.” • “Hold on.”
• “Do we want to?” • “No.” describe it to the table. you’re in.
• “Where to next?” • Stepping away. • Take a moment to marvel at something no one has ever • Listen to the shared wisdom of thesmall and forgotten
• “What do you think?” seen before, and ask the table to describe it. gods, and ask the table what they tell you.
Ragamuffin
Run! Scream! Play! Steal! And above all, live! During each holiday
You are alive. Your care is exuberant, honest, and naive. between the seasons,
choose 1 you haven’t
Choose a name and pronouns. Choose 2 life lessons you’ve been taught and 2 you have rejected. chosen before:
• You can’t stop the world from hurting you. • Learn a new lesson, or reject
Choose an animal. • Kindness is stronger than anything else. a lesson you’ve previously
• Otter • Capuchin • A Cute Animal learned.
• Gecko • There will come a time when you must fight back.
• Kitten • A Young Animal • Learn a new lesson, or reject
• It’s better to give a gift than to receive it.
a lesson you’ve previously
Choose 2 you are and 2 you refuse to be. • Your parents made you who you are now.
• Attentive • Quiet • Scared learned.
• The world is bigger than you can wrap your head around.
• Respectful • Friendly • A Boy • Decide you’re something no
• Authority figures cannot be trusted.
• Adorable • Smart • A Girl one thought you were.
• All stories are lies.
• Refuse to still be something
Choose 3-4 to describe your look. • Your heroes will always let you down.
you considered yourself.
• Wooden Sword • Always-Backwards Cap • Everything must someday die. • Get a token whenever you
• Flowers In Hand • Awkwardly-Sized Cloak • Even this will end. learn something new.
• Stuffed Animal • Grass-Stained Jeans
• Pokin' Stick • Gap-Toothed Smile • Spend a token to ask: “Why
Choose 1 thing you carry with you openly and 1 you carry with you can’t things be different?”
• Suspenders • Sundress That Spins Good
• Ocarina • Overwhelming Love For Life secretly, and tell the table about them. • You can always ask: “How
• The Ring of 99 Vengeful Daemons, the greatest treasure of the King of the Floating did you do that?”
Ask 1 to the left and 1 to the right. Mountain. • You can always provide a new
• How do you feel about the fact that I’ve • The Heavenblade, which was thought lost after being used to kill the Slobbering God. perspective.
decided you’re my new parent? • A young paradise mantis, the last of its kind. • You have grown up, and
• What went wrong the last time I dragged you • A necklace with a painting of your birth family in it.
along on a misadventure? come into your own. Choose an
• What endearing nickname have you given me? • A mask with a terrifying visage. unused playbook, and transfer
• What do I do that really, truly next-level gets • The capacity to see brief snippets of the future. as much as makes sense from
on your nerves? • A dragon’s egg. this playbook to that one.

Some things you can always do: Get a token whenever you… Spend a token in order to…
• Get distracted. • Inconvenience yourself to help someone else. • Provide a solution for an aspect of a material or
• Get really invested in a new interest. immediate problem.
• Give someone something you hold dear.
• Blurt out a secret. • Ease someone’s pain, if only for a moment.
• Somehow manage to squeeze yourself out of trouble. • Do something kind without getting anything in return. • Keep someone safe from the difficulties of the world.
• Ask: “Do you wanna hang out with me?” They get a • Leave an offering to a small or forgotten god. • Allow someone to connect with you on a personal level.
token if they say yes. • Speak your true feelings on a subject. • Give something that has the potential to change
• Ask: “Do you wanna see something really cool?” They someone fundamentally.
get a token if they say yes. • Take a moment to bask in the grandeur of the world,
• Reveal something hidden about the person in front of
and describe it to the table.
you, and ask them what it is.
Journeying Tools: • Take a moment to watch a tiny moment of beauty, and
• “Let’s do this instead.” • “Hold on.” • Tell the table something important about the place
• “No.” describe it to the table. you’re in.
• “Do we want to?”
• “Where to next?” • Stepping away. • Take a moment to marvel at something no one has ever • Listen to the shared wisdom of thesmall and forgotten
• “What do you think?” seen before, and ask the table to describe it. gods, and ask the table what they tell you.
Shepherd
Herds of chubby bumblebees can be found across the Hæth, and tending to those flocks is During each holiday
simple, honest work. You are alive. Your care is measureless, watchful, and gentle. between the seasons,
choose 1 you haven’t
chosen before:
Choose a name and pronouns. You have a herd of bumbles. Choose up to 5 bugs you can always pick out • Find a bumble you thought
from the crowd. you had lost.
• Grow attached to a new baby
Choose an animal. • The youngest bumble in the herd, who is constantly underfoot. They are cheerful and/or raucous. bumble, name it, and give it a
• Ram • Sheepdog • A Guiding Animal • The oldest bumble in the herd, gray and slow. They are wise and/or • venerable. personality.
• Turtle • Hawk • A Peaceful Animal • The cutest bumble in the herd, who loves headpats. They are friendly and/or cunning. • Grow attached to a new baby
bumble, name it, and give it a
Choose 2 you are and 2 you aren't. • The most beautiful bumble in the herd, who craves attention. They are dramatic and/or • glamorous. personality.
• Hurried • Reliable • Levelheaded • The luckiest bumble in the herd. They are adventurous and/or • miraculous. • Become something you
• The bumble born with two heads under the full moon. They are imaginative and/or • witchy. previously said you were not.
• Gentle • Focused • Fatherly • Get a token whenever you
• Funny • Quiet • Maternal • The biggest bumble in the herd, who you like to ride. They are sturdy and/or • mighty. walk away from everyone else
• The mother of the herd, who would die for a newborn bumble. They are resolute and/or caring. to spend some time alone with
Choose 3-4 to describe your look. • The head of the herd, who always leads the charge. They are ambitious and/or confident. your herd
• Plaid Shirt • Old-Fashioned Pipe • Spend a token to protect
• The bumble who is remarkable in no particular way, but still your favorite. They are chill and/or quiet. your herd from harm, even in
• Shepherd's Crook• Bug-Calling Whistle situations where harm seems
• Woolen Cloak • Practical Bunched-Up Dress Choose 1 thing you carry with you and 1 you’ve misplaced, and tell the table certain or inevitable.
• Puffy Jacket • This Year's Almanac about them. • You always know where
• Many Layers • Old-Fashioned Hat every bumble in your herd is.
• A bandana denoting your high status within the shepherd’s guild. • Take an unused playbook
• Hiking Boots • A Superstitious Turn of Phrase • A lucky necklace given by your husband when you left home. and add as much as you want
from that playbook to your’s.
Ask 1 to the left and 1 to the right. • A knife given by your resolute wife in the event of trouble.
• It’s time for your herd to
• What made me trust you with my herd? • A really big wheel of cheese, that you must personally deliver to a chill old friend. return to more familiar fields,
• How did I help bring you back when you felt • A flower given by your first kiss, when you were children long ago. and for you to head your
lost? • The tune to an old shepherd’s song your mother taught you as a child. separate way. Decide which
bumble stays with the group,
• Do you think of yourself as part of my family? • Your newborn’s pacifier, so they don’t keep you up at night. pick up a new playbook and
• Why should I trust you less than I do? make a new character.

Some things you can always do: Get a token whenever you… Spend a token in order to…
• Stare off into the distance. • Inconvenience yourself to help someone else. • Provide a solution for an aspect of a material or
• Make an offhand observation that turns out to be true. • Give someone something you hold dear. immediate problem.
• Pat a bumble on its head. • Ease someone’s pain, if only for a moment.
• Do something kind without getting anything in return. • Keep someone safe from the difficulties of the world.
• Rest against something and take a moment to breathe.
• Say: “They’re friendly, don’t fret.” • Leave an offering to a small or forgotten god. • Allow someone to connect with you on a personal level.
• Ask: “Can I teach you something someone once taught • Speak your true feelings on a subject. • Give something that has the potential to change
me?” They get a token if they say yes, and learn. • Take a moment to bask in the grandeur of the world, someone fundamentally.
• Reveal something hidden about the person in front of
and describe it to the table.
Journeying Tools: you, and ask them what it is.
• Take a moment to watch a tiny moment of beauty, and • Tell the table something important about the place
• “Let’s do this instead.” • “Hold on.”
• “Do we want to?” • “No.” describe it to the table. you’re in.
• “Where to next?” • Stepping away. • Take a moment to marvel at something no one has ever • Listen to the shared wisdom of thesmall and forgotten
• “What do you think?” seen before, and ask the table to describe it. gods, and ask the table what they tell you.
Vagabond
The world’s taken everything from you, beat down on your shoulders and given
During each holiday
you an aching heart. Some people think you’re a criminal, or a monster. You know
between the seasons, choose
what you are. You are alive. Your care is invisible, cautious, and unimaginably deep.
1 you haven’t chosen before:
Choose a name and pronouns. Choose 2 crimes you’ve been falsely accused of and 2 you’re actually • Become something everyone
guilty of. thought you weren’t.
Choose an animal. • Betraying your community’s way of life • Falling in love with the wrong person • Become something everyone
• Opossum • Rattlesnake • AnUnpopularAnimal • Betraying your kingdom • Killing your commanding officer thought you weren’t.
• Rat • Crow • A Sneaky Animal • Betraying the cause • Killing a prison warden • Reject something everyone else
• Betraying your family • Killing your king called you.
Choose 2 you call yourself and 2 you • Betraying your partner in crime • Killing a god • Reject something everyone else
staunchly insist you’re not. • Burning crops • Poaching called you.
• Liar • Murderer • Hero
• Carousing • Slaying a dragon • Get a token whenever you
• Cheat • Flirt • Lady • Cheating at cards • Stealing money
• Thief contend with something or
• Traitor • Gentleman • Deserting • Stealing supplies someone from your past.
• Destruction of ancient artifacts • Stealing livestock
Choose 3-4 to describe your look. • Spend a token to prove you’re
• Gauze-Wrapped Splint • Destruction of governing structures • Stealing hearts not lying about something.
• Black Cloak
• Destruction of property • Wrecking marriages
• Terrifying Mask • Ostentatious Belt • Spend a token to ask: “Do you
• Deck of Cards • Scarf Big Enough to Hide In • Destruction of shrines
trust me?” They get a token if they
• Stolen Purse • Stylish Wide-Brimmed Hat say yes.
• Pack of Smokes • Your Own Wanted Posters Choose 1 thing you carry with you and 1 that’s been stolen from you,
and tell the table about them. • Take an unused playbook and
• Loose Clothing • A Quick Word & Sharp Jab add as much as you want from that
• A pink orchid, the symbol of your time with the rebellion.
playbook to your’s.
Ask 1 to the left and 1 to the right. • A beautiful necklace you acquired from an ambitious noble.
• What do I still have to do to earn your trust? • A book of magic spells you picked up from a • witchy crone that you can’t read. • You find a place that doesn’t care
• How did we get off on the wrong foot? • Your shadow, that moves of its own volition. about your past, and you retire
• Why do I call you my only friend? • A different name that your partner in crime gave you. there to live a peaceful life. Pick up
• How have you helped me, when no one else • A tattered blanket, the last thing you have as memory of your parents. a new playbook and make a new
would? • A secret you’re not supposed to have about the King of the Floating Mountain. character.

Some things you can always do: Get a token whenever you… Spend a token in order to…
• Be somewhere you’re not supposed to be. • Inconvenience yourself to help someone else. • Provide a solution for an aspect of a material or
• Have something you’re not supposed to have. • Give someone something you hold dear. immediate problem.
• Know something you’re not supposed to know. • Ease someone’s pain, if only for a moment.
• Do something kind without getting anything in return. • Keep someone safe from the difficulties of the world.
• Lie. • Leave an offering to a small or forgotten god. • Allow someone to connect with you on a personal level.
• Say: “I have a bad feeling about this.”
• Speak your true feelings on a subject. • Give something that has the potential to change
• Ask: “Do you trust me?” You get a token if they say yes. someone fundamentally.
• Take a moment to bask in the grandeur of the world,
• Reveal something hidden about the person in front of
Journeying Tools: and describe it to the table.
you, and ask them what it is.
• “Let’s do this instead.” • Take a moment to watch a tiny moment of beauty, and • Tell the table something important about the place
• “Hold on.”
• “Do we want to?” • “No.” describe it to the table. you’re in.
• “Where to next?” • Stepping away. • Take a moment to marvel at something no one has ever • Listen to the shared wisdom of thesmall and forgotten
• “What do you think?” seen before, and ask the table to describe it. gods, and ask the table what they tell you.
Traits
The Kith Around You • Traits •

Our characters aren’t the only people in Hæth. You’re going to encounter a lot of folk, All the kith and kin you encounter, from the mightiest gods to the smallest mice,
from powerful monarchs to nervous kids, from gentle inkeeps to snarky ship captains, have traits. Traits are character descriptions, but they’re also ways for whoever is
currently playing as that kith to make choices and breathe life into them. As you
from friendly farmers to cruel commanders. As you’re making your characters, you’re
make choices about your character, it’ll often suggest traits for the kith in your life
probably even making choices about the sort of kith and kin you already know.
to have, written in italics. If you ever need to pick traits in a hurry, here’s a d66 table
Whenever you bring up someone, write down some information about them on a of them:
card. You don’t have to write down much, but if you ever encounter them on your
journey, you should take a moment and figure out a bit more. 1. Artistic Traits 3. Intellectual Traits 5. Physical Traits
1. Crafty 1. Ambitious 1. Adventurous
For each kith you have on a card, include the following information about them 2. Dramatic 2. Cunning 2. Passionate
written down: 3. Imaginative 3. Inquisitive 3. Resolute
4. Poetic 4. Learned 4. Sturdy
• Name and some pronouns 5. • Glamorous 5. • Oracular 5. • Feral
• Animal-form (or species of bug, or godly manifestation, etc.) 6. • Miraculous 6. • Witchy 6. • Mighty
• Relationship to another character
2. Grounded Traits 4. Internal Traits 6. Social Traits
• A single detail (occupation, quirky trait, interest, etc.)
1. Honest 1. Cheerful 1. Caring
• At least two traits, and what those let the kith do 2. Quiet 2. Chill 2. Friendly
3. Watchful 3. Confident 3. Proper
You can always write down more or less than this, but those five bulet points 4. Wise 4. Pensive 4. Raucous
should get you pretty far. If anyone wants to pick up a kith to give them a voice or 5. • Intertwined 5. • Luminescent 5. • Empathetic
have them do things, they can. 6. • Invisible 6. • Venerable 6. • Many-faced
Artistic Traits Grounded Traits
Honest
Crafty Choose 1-2 they can always do:
Choose 1-2 they can always do: • Lay out the facts, as you see it.
• Invent something totally new. • Point out the truth everyone else has been ignoring.
• Propose an alternate approach. • Ask: “Do you want my opinion?”
• Reveal a plan you’ve had in motion has paid off.
Quiet
Dramatic
Choose 1-2 they can always do:
Choose 1-2 they can always do:
• Tap on someone’s shoulder.
• Put on a big show, with heightened emotions and histrionics.
• Stare at someone until they get the point.
• Distract someone with a talented display.
• Nonverbally ask: “Are you okay?”
• Play up your emotions to absurd levels.

Imaginative Watchful
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Explain a way things could be better. • Point out something people missed.
• Forget about something really important. • Guard the exits.
• Describe an everyday object in a way no one’s ever thought • Ask: “What’s that you’re hiding?”
about it before.
Wise
Poetic Choose 1-2 they can always do:
Choose 1-2 they can always do: • Reflect on what someone else has said.
• Wax metaphorical. • Propose another path than what everyone’s thinking.
• Get caught up in the big picture. • Ask: “What are your feelings on the matter?”
• Give advice on what someone else should say.
• Intertwined
•Glamorous Choose 1-2 they can always do:
Choose 1-2 they can always do:
• Show how two things are connected in an unexpected way.
• Dazzle and stun everyone who beholds you.
• Take your time and move very carefully.
• Reveal the appearance you hide underneath.
• Help someone ask the world around them for guidance. If they
• Tell someone to look at you. If they want to look away, they’re
want to know the answer, they’re going to need to spend a
going to need to spend a token.
token.
• Miraculous
Choose 1-2 they can always do: • Invisible
• Make possible the impossible. Choose 1-2 they can always do:
• Take someone’s hand and fly with them. • Have been somewhere the whole time.
• Offer to grant someone’s wish, in a way that won’t work out • Move right past people who should’ve spotted you.
how they want it to. If they want to firmly resist your offer, • Vanish. If someone wants to find you again, they’re going to
they’re going to need to spend a token. need to spend a token.
Intellectual Traits Internal Traits

Ambitious Cheerful
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Take a calculated risk. • Look on the bright side.
• Explain how you’re the only person who can handle this. • Whistle a chipper tune.
• Ask: “How would you make things better?” • Galavant into an awkward situation.

Cunning Chill
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Get somewhere you’re not supposed to be. • Go with the flow.
• Tell a compelling lie. • Remind everyone to take a step back.
• Ask: “What’s your real goal here?” • Ask: “Do you wanna talk about it?”
Inquisitive Confident
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Focus on an irrelevant detail. • Jump headfirst into action.
• Hold something up to the light. • Charge into a situation without understanding the risks.
• Ask: “What’s this?”
• Say: “I’ve got it covered.”
Learned
Pensive
Choose 1-2 they can always do:
Choose 1-2 they can always do:
• Reference a text no one else here has read.
• Rain on someone’s parade.
• Know something useful that applies to the situation.
• Ask: “Do you want my advice?” • Stare off into the distance mournfully.
• Ask: “What else can we do?”
• Oracular
Choose 1-2 they can always do: • Luminescent
• Make a vague and unclear reference to something that hasn’t Choose 1-2 they can always do:
happened yet. • Shed light on the shadows of the world.
• Say: “I told you so.” • Lead the way.
• Tell someone the bad news about what their future holds. If • Non-verbally ask: “What is true about you, that you keep from
they want to defy you, they’ll need to spend a token. everyone?” If they want to not answer you, they’re going to
need to spend a token.
• Witchy
Choose 1-2 they can always do: •Venerable
• Cackle. Choose 1-2 they can always do:
• Mix some things together to make something new. • Offer something that hasn’t been seen in a very long time.
• Point out a flaw in someone’s personality that they haven’t been • Show what things were like in more grim times.
dealing with. If you’re right, put a curse on them. If they want • Tell someone how they will repeat the mistakes of the past. If
to get rid of the curse, they’re going to need to take time and they want to prove you wrong, they’re going to need to spend a
address their flaw. token.
Physical Traits Social Traits

Adventurous Caring
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Declare where you’re going next. • Protect someone else from the world.
• Charge headfirst into trouble. • Inconvenience yourself to help someone else.
• Have circumstances improbably work out for you. • Ask: “What do you need right now?”

Passionate Friendly
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Explain why this matters to you. • Start up a conversation with someone else.
• Say exactly what’s on your mind right now. • Introduce someone to an old friend of yours.
• Lose your temper and damage something important. • Get really attached to an inanimate object.

Resolute Proper
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Keep at something that others would give up at. • Explain how things have been handled in the past.
• Reject what’s right in front of your eyes. • Judge something for its inappropriateness.
• Refuse to yield under pressure. • Struggle to get something new.

Sturdy Raucous
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Support something in danger of collapse. • Find the fun in a dull task.
• Push something concerning aside. • Get lost in the excitement.
• Exert yourself to protect someone else. • Know exactly where a better party is.

• Feral • Empathetic
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Call out to the wild, and hear it respond. • Communicate with something that can’t normally talk.
• Ask: “What’s stopping you?” • Express a concept in a way everyone understands.
• Show all your teeth and bite. If someone doesn’t want to get bit, • Non-verbally ask: “What are you feeling?” If they don’t want to
they’re going to need to spend a token. answer you truthfully, they’re going to need to spend a token.

• Mighty • Many-Faced
Choose 1-2 they can always do: Choose 1-2 they can always do:
• Take on a heavy burden. • Change dramatically, and become something new.
• Move the unmovable. • Reveal another kith has been them this whole time.
• Anchor something in the ground. If someone wants to move it • Look exactly like another character. If someone wants to spot
even the slightest bit, they’re going to need to spend a token. the difference, they’re going to need to spend a token.
Natures

Our First Place •


As a group, go through each of the natures you’ve selected and choose two aesthetic
We will always begin our journey arriving somewhere new. To create our first new elements and one folklore from each. Make a conversation out of it, tossing around
place, pick out three natures, or choose randomly. Each of these natures serves as one ideas and mixing things together. You are welcome to interpret these natures as
of the building blocks. literally or as metaphorically as you’d like. While the Chalklands might be literally a
hillock, they might be metaphorically a swamp.
1. Comfortable 2. Verdant 3. Liminal Once you’ve got a pretty good idea of what this place is like, go around and
1. Farm 1. Field 1. Bridge each say one common type of animal-folk that live in the area. This doesn’t mean
2. Garden 2. Glen 2. Island everyone in this place is (for example) a salamander, it just means that if we’re in a
3. Market 3. Hallow 3. Lake hurry we can quickly imagine some newtish friends.
4. Monastery 4. Hillock 4. Port Then, the person who’s spoken the least during this entire process describes
5. Tavern 5. Lagoon 5. Road what forms the many small and forgotten gods take in this place.
6. Workshop 6. Swamp 6. Tower Last but not least, give the place a name.
Comfortable Natures

Farm Garden Market


A farm is a place where people live unremarkable lives A garden is a place where everyone has plenty and the A market is a place where near-anything can be bought
deeply rooted in the turning of the seasons, and the world is overflowing with gifts. When you arrive at this and sold, and where people from across the Hæth
work that must be done. place, decide what this place has in abundance. gather with supplies to trade.

This place can always: This place can always: This place can always:
• Describe the calm mundanity of everyday life. • Describe the abundance all around us. • Describe what you can find here.
• Reveal the thin margins people live on. • Threaten the health and vitality of the abundance. • Show someone taking something.
• Ask: “Hey, wanna help out?” Give them a token if • Ask: “What do you need most right now?” Give • Offer someone something they want, at an affordable
they pitch in, in whatever way they can. them a token if they can't find it here. price. Give them a token if they refuse the offer.

Choose 2 aesthetic elements: Choose 2 aesthetic elements: Choose 2 aesthetic elements:


• Rapscallions and merrymakers • Trees overburdened with fruit • Show-stopping livestock
• Crops as far as the eye can see • Outrageously large gourds • Foreign wares
• Peaceful livestock • Prismatic butterflies • Confusing currencies
• Rusty overgrown weapons of war • Carefully-trimmed hedges • Antique relics
• A house you once called home • Irrigating fountains • Distant smells
• A childhood hero, who has lost their luster • A kind soul unfamiliar with the hardship of the world • A familiar friendly merchant
• Something else of your own invention • Something else of your own invention • Something else of your own invention

Choose 1 folklore about this place: Choose 1 folklore about this place: Choose 1 folklore about this place:
• The scarecrow that walked away • The peach tree’s prophetic blossom • The daemon and the lutist
• The rain of a hundred days • The old god in the old tree • The crow and the thirty-three thieves
• The apple-girl and her loving parents • The burning of the corn woman • The golden king and how he lost his heart
• Something else of your own invention • Something else of your own invention • Something else of your own invention
Monastery Tower Workshop
A monastery is a place where a community gathers A tower is anywhere that reaches so high up to the sky A workshop is a place where fine crafts and wares are
to learn from the past and cultivate answers to the that it feels like it scrapes against the clouds. created and given life, and where people value their
complicated questions of the world. ability to breathe life into art.

This place can always: This place can always: This place can always:
• Describe the rhythm of daily life. • Describe something very small and far away. • Describe the process of creation.
• Show tensions caused by generational divides. • Spread concern around structural stability. • Show conflict between expectations and demand.
• Ask: “Are you willing to wait to get the answer you • Make someone dizzy or disoriented, and give them • Give someone a token if they work hard and sweat
seek?” Give them a token if they’re here to wait. Do not a token. over their creation.
tell them the answer either way.

Choose 2 aesthetic elements: Choose 2 aesthetic elements: Choose 2 aesthetic elements:


• The hermit's cottage • Narrow barely-stable entrance • Whirring looms
• Booming bells • Winding staircase all the way to the top • A chugging factory
• A simple herb garden • Shining light warning of danger • Work songs
• Scriptorium filled with knowledge • Roosting moths in the rafters • An important supply line
• Underground catacombs • Not enough space for everything packed in • A dirty kid too young to be working
• A wise elder who remembers you from when you • A lonely soul responsible for keeping everything in • A master craftsperson who once made something
were very young working order you own
• Something else of your own invention • Something else of your own invention • Something else of your own invention

Choose 1 folklore about this place: Choose 1 folklore about this place: Choose 1 folklore about this place:
• The generous mentor and her betrayal • The observatory of the lightning-dancers • The crafter who made herself a bride
• The janitor and the secret lessons he taught • The first of the moth-towers • The potter and the goddess
• The alabaster monk • The ghost that walks the stairs • The neverending tapestry
• Something else of your own invention • Something else of your own invention • Something else of your own invention
Verdant Natures

Field Glen Hallow


A field is a place to lie back, feel the breeze in your fur, A glen is a place overflowing with creatures and bugs, A hallow is a sacred place, where gods and mortals
and look up at the sky. alive with movement and presence. mingle. When you arrive at this place, decide a rule that all
must follow.

This place can always: This place can always: This place can always:
• Describe a gentle place to rest. • Describe a world teeming with life. • Describe the gods that live here and their mystery.
• Show someone looking for something lost. • Show a conflict between wild creatures. • Offer someone the chance to break this place’s rules
• Ask: “Can we look at the clouds together?” Give • Introduce a new buggy creature. Give someone a to make their life easier.
them a token if they say yes. token if they engage with it as an equal. • Give someone a token when they bend over
backwards to respect this place’s rules.

Choose 2 aesthetic elements: Choose 2 aesthetic elements: Choose 2 aesthetic elements:


• Rustling grass • Chittering mantises • A well-tended shrine
• A babbling brook • Cautious pillbugs • A worn-away mask
• A solitary tree • Massive beetles • Watchful eyes in the shadows
• Wild plants and herbs • Watchful caterpillars • An unexplainable miracle
• Mossy boulders • Soaring dragonflies • Forgotten offerings
• A familiar shepherd and their flock • A wild and remarkable creature that no one has seen • An old caretaker-priest
• Something else of your own invention for hundreds of years • Something else of your own invention
• Something else of your own invention

Choose 1 folklore about this place: Choose 1 folklore about this place: Choose 1 folklore about this place:
• The lucky shepherd’s friend • The meadow of the lightning dancers • The miraculous teachings of the old priest
• The barrow-ghosts • The last of the monarch butterflies • The fifteen sleeping gods
• The dance of the flower goddess • The day the woods walked • The maiden and her daemon love
• Something else of your own invention • Something else of your own invention • Something else of your own invention
Hillock Lagoon Swamp
A hillock is a place in the foothills of a great and looming A lagoon is a place of contemplation, introspection, and A swamp is a place where the air is as thick as the mud.
presence. self-reflection.

This place can always: This place can always: This place can always:
• Describe what we stand in the shadows of. • Describe the water and all the tiny creatures that live • Describe the heaviness of the world.
• Show a threat that's up ahead. in it. • Show tension caused by stagnation.
• Ask: “What are you worried lies up ahead?” and give • Make matters worse through people’s inaction. • Bog someone down, and give them a token.
them a token if they’re right. • Ask: “What have you been thinking about lately?”
and give them a token for their thoughts.

Choose 2 aesthetic elements: Choose 2 aesthetic elements: Choose 2 aesthetic elements:


• A sheltered valley • A hidden grotto • Muck and mire
• Strange piles of stones • A glorious waterfall • A pungent stench
• A deep gorge • Mossy stones • A heavy fog
• Scattered fragments of civilization • A rare and mysterious flower • Wriggling worms
• Evidence of distant strangeness • A well-worn path • A sinking feeling
• A foreigner from higher-up • A skittish creature who hides from the outside • A capricious spirit offering to help
• Something else of your own invention • Something else of your own invention • Something else of your own invention

Choose 1 folklore about this place: Choose 1 folklore about this place: Choose 1 folklore about this place:
• The goat who slept for a hundred years • The gifting of the Heavenblade • The treacherous lights deep in the dark
• The fallen star and the stories she told • The teacher who lives within the rocks • The traveling bog
• The hidden treasure of the hyena-king • The waterfall's broken heart • The shrewish witch and her magic cabin
• Something else of your own invention • Something else of your own invention • Something else of your own invention
Liminal Natures

Bridge Island Lake


A bridge is a passage from one place to the next. An island is a place kept secret and separate from the A lake is a vast body of water that spans an
rest of Hæth. When you arrive at this place, decide what overwhelming distance.
makes this place feel different than what you’re used to.

This place can always: This place can always: This place can always:
• Describe the distance to the other side. • Describe the comfort of an isolated world. • Describe the beauty of the water.
• Push something off the edge. • Show conflict caused by isolation. • Wash something strange up on shore.
• Offer someone an easier way. Give someone a token • Give someone a token when they respect this place's • Bring someone somewhere completely unexpected,
if they don’t take it. difference. and give them a token.

Choose 2 aesthetic elements: Choose 2 aesthetic elements: Choose 2 aesthetic elements:


• Churning waters far below • A concealed entrance • Huge churning waves
• Ancient engineering • A forbidden secret • Sandy coastline
• Rickety planks • A hidden gem • Flotsam and jetsam
• A sudden drop • A watchful god • Striders darting across the surface
• A tollbooth • A curious kid who has never seen the outside world • Barnacle-covered rocks
• A strange creature hiding underneath • A world-weary leader who is afraid of the outside • A nearby vessel you weren’t expecting to see
• Something else of your own invention world • Something else of your own invention
• Something else of your own invention

Choose 1 folklore about this place: Choose 1 folklore about this place: Choose 1 folklore about this place:
• The bargain of the crossroads daemon • The cave where the storms stay at night • The kraken from the deep
• The path carved by the giant-king • The first survivor to wash ashore • The salmon with three wishes
• The fox and toad crossing • The faith of the white dress • The hubris of the warthog captain
• Something else of your own invention • Something else of your own invention • Something else of your own invention
Port Road Tavern
A port is the gateway through which the whole world A road is a place that exists for traveling through. A tavern is a place of simple comfort, often settled into
opens up to you. while on the journey from one land to the next.

This place can always: This place can always: This place can always:
• Describe the ships and where they go. • Describe something passing by. • Describe a small comfort.
• Show the dangers of a fragile lifestyle. • Keep someone from getting where they’re • Sow confusion amongst the disoriented.
• Ask: “Can I take you somewhere you’ve never been trying to go. • Offer someone comfort and amenities, at a price.
before?” Give them a token if they accept. • Push someone forward, and give them a token. Give them a token if they refuse your offer.

Choose 2 aesthetic elements: Choose 2 aesthetic elements: Choose 2 aesthetic elements:


• Chunky barges • Cairns along the path • Dry places to sleep
• Hot air balloons • Litter in the gutters • Huge fireplace with a big pot of stew
• Jetties and docks • A lively waterway • Barrels and barrels of mead
• Fidgeting hoppers • Grooves in the ground • Great hall jam-packed with layabouts
• Smug captains • A friendly caravan • Bar rat with a secret identity
• A traveling-buddy you once wandered the world • An old comrade heading in a different direction • Jolly inkeep who you once called family
with • Something else of your own invention • Something else of your own invention
• Something else of your own invention

Choose 1 folklore about this place: Choose 1 folklore about this place: Choose 1 folklore about this place:
• The headless spirit of the dockyard • The day the hounddog met his double • The night the old king drank here
• The boat that would not sink • The opossum made of mist • The cat with the magic ale
• The eastern mist and the trouble it brings • The pact of the crossroads shrine • How the old wombat outdrank the Slobbering God
• Something else of your own invention • Something else of your own invention • Something else of your own invention
Wanderhome
The Journey begins August 4th 2020 on

You might also like