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Wizards, Warriors and Wanderers

Wizards, Warriors and Wanderers is a grounded d12 fantasy TTRPG with high stakes, survival, and meaningful choices. It features charming hand drawn watercolor illustrations by yours truly, and best of all, the whole game will be completely free forever! Built for both group campaigns and full solo play, the core rules already span 230 pages, featuring full solo support, 3 kin, 11 backgrounds, and 7 paths, all finished to level 3, 43 spells, 17 finished enemies, as well as 4 hand-drawn watercolor illustrations.

What's special about it?

Its core principles of flow, survival, danger Flow: Above all the game insists on keeping things moving, both in and out of combat. Survival: You are pushed to use what little you start out with wisely to survive. Danger: You are encouraged to allow the world to be dangerous and perilous, but not hostile nor punishing.

Simple d12 core resolution

At the core lies a simple familiar d12 roll over resolution. It applies to almost all situations to keep it simple. Rolls are further modified by fortune, bonus, edge and luck. Luck is special in the way it acts as a push and pull metacurrency between players and GM where players can push their luck to help a roll, all the while giving their luck to the gm who can then use it back later at an (in)opportune time.

Reasonable resting

Resting is a meaningful but limited recovery and best paired with other abilities to survive, ensuring good pacing and game balance.

Simple inventory

To make things simple yet impactful there is 9 slot inventory system.

Intentional travel

A once a day travel table makes the journey consistent atmospheric and engaging.

Unique leveling

A unique and simple experience system ensures progress in all stages of the game, whilst relieving the GM of tracking and decisions making.

Urgent combat

Combat moves quickly, insisting on urgency and quick decision-making in play, whilst retaining tactical depth. Using combat specific skills, a stamina pool, a defense stat that reduces hit chance and an armor stat that grants damage reduction as well as class specific combat abilities that all create an experience that is dynamic, exciting and allows for several viable strategies and builds.

Streamlined magic and intriguing spells

Casting spells costs mana, and a spell's mana cost and difficulty share the same number, making magic intuitive. The wide array of spells are deeply interesting and thematic, however when mana runs out and a spell fails, the overflow table makes casting volatile and inherently dangerous.

Deep character creation

You can build a unique character both in terms of stats and in terms of personality and backstory. All your choices will lead to a character that matters both mechanically and narratively.

Immersive rules

Additional rules provide the foundation for underlying worldbuilding, featuring thorough systems for economy, crafting and diseases. They might come up situationally, but when they do they ground the game in the world.

Varied equipment

A wide array of weapons, items, potions, contraptions, magic items and one of a kind artifacts provides plenty of tools for combat, as well as storytelling.

Evocative creatures

A collection of deeply thematic and unique creatures creates an immersive world, allowing for interesting, intense and memorable encounters.

Complete solo support

A powerful oracle along with evocative and thematic random tables ensure solo play isn't just viable, it's a deep, immersive and engaging experience.

The Setting

Your journey starts in Kepor, an ancient kingdom with a long and troubled history. It was once a powerful and prosperous land, its long coastline supplying fish and seaborne trade, and its forests providing meat and timber, but war, plague and turmoil have left much of it impoverished and its might diminished. Hardship and trouble followed. Many places were abandoned and its history forgotten, technology was lost and magic became distrusted. Yet the old kingdom stands, after hundreds of years. Along the coast, large trade cities prosper. Inland, rugged grassland gives way to deep and dark pine forests where old magic slumbers. Villages and towns dot the land where simple folk labour and toil to make ends meet. To the east a tall mountain range rises, its peaks white with snow marking the kingdom’s border to the wealthy duchy of Berly. To its west lies the Veldun sea, a vast ocean where storms rage, monsters roam, and misfortune befalls foolhardy sailors.

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