Wilderfeast - Core Book


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Description

Please note: This product includes a code in the book that lets you download the PDF from Horrible Guild's website.

YOU ARE WHAT YOU EAT

Welcome to the One Land. A post-apocalyptic supercontinent where food is magic. A vast, wild, and old world, populated by monsters: giant kaiju-esque creatures inspired by paleontology and cryptozoology.

In the Wilderfeast roleplaying game, players take on the role of Wilders, outcast rangers who wield gargantuan kitchen implements and gain powerful mutations from each monster they eat. Part monster hunters, part chefs, Wilders work in packs and have taken on the duty of stopping the frenzy, an eldritch virus which makes monsters violent and self-destructive.

Using their powers, Wilders seek harmony between humanity and the wild, and can choose which of their sides to embrace when taking Tests: will you focus up, and stay true to your human side, or go wild, and unleash the monster in you?

The 318 page full colour hardcover Wilderfeast Core Book features:

  • Fast and robust character creation, with 6 Tools (each with their own set of unlockable Traits), 8 Specialties, and suggestions for your three-course backstory. No matter how you build your character, you start with connections to the One Land and your fellow players.
  • Streamlined and accessible rules for each phase of the game.A Bestiary with 40 monsters, each with their own art, stats, and ecological information.A travel guide, exploring the One Land and the Sen Coast, with detailed maps and extensive tables of cooking ingredients
  • The Last Chamig, a set of four standalone scenarios also playable as an overarching campaign. These accessible and easy to set up scenarios are designed to introduce Guides and Wilders to the game system and come with full-detailed maps, stat blocks, pregenerated characters, and a set-list of events.
  • Essential advice for running the game, including recommended safety tools, tips for creating your own monsters and regions, and player-empowering mechanics to help the group define the adventures they want to have. Do you want to steward the wild, get stronger, protect your community, or explore ruins from the ancient past?

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