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Use these unusual gates to travel between worlds, demiplanes, and dimensions!\u003c\/b\u003e\u003c\/p\u003e\n\u003cp\u003eWithin the pages of this slim, saddle-stitched book are magic portals, gateways to other worlds that are usable in most fantasy roleplaying games. 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Kill some giant rats! Sounds like a well-paid break from real adventuring. Oh, if they only knew . . .\u003c\/i\u003e\u003cspan style=\"font-family: -apple-system, BlinkMacSystemFont, 'San Francisco', 'Segoe UI', Roboto, 'Helvetica Neue', sans-serif; font-size: 0.875rem;\"\u003e \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eThis is a \u003cb\u003e\u003ci\u003eFantasy Trip\u003c\/i\u003e\u003c\/b\u003e adventure suitable for one or two sessions, either as a one-shot game or part of an existing campaign. 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It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.\u003c\/p\u003e\n\u003cp\u003eYou might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, characters are always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.\u003c\/p\u003e\n\u003cp style=\"text-align: left; padding-left: 40px;\"\u003e\u003ci\u003e\"I've played over a hundred RPG systems over the last 40 years, but there's never been anything like \u003cb\u003eWanderhome\u003c\/b\u003e: wonderful, gentle, and story-rich. Wanderhome impressed me in ways I didn't even know I could be impressed.\"\u003c\/i\u003e\u003cbr\u003e— Patrick Rothfuss, \u003ci\u003eThe Name of the Wind\u003c\/i\u003e\u003c\/p\u003e\n\u003cp style=\"padding-left: 40px;\"\u003e\u003ci\u003e\"Immediately captivating and effortlessly charming, \u003cb\u003eWanderhome\u003c\/b\u003e is the perfect blend of whimsy, heart and the spirit of adventure. 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And on the margins, in defiance of the law, those monstrous queers whose lives and loves defy society share fraught intimacy, seek acceptance, and build fragile solidarity as best they can.\u003c\/p\u003e\n\u003cp\u003eIn \u003ci\u003e\u003cb\u003eGrand Guignol\u003c\/b\u003e\u003c\/i\u003e, each player chooses a Gothic archetype to play, such as the haunted Gate, the scandalous Patron, or the maverick Scholar. 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It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.\u003c\/p\u003e\n\u003cp\u003eYou might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, characters are always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.\u003c\/p\u003e\n\u003cp style=\"text-align: left; padding-left: 40px;\"\u003e\u003ci\u003e\"I've played over a hundred RPG systems over the last 40 years, but there's never been anything like \u003cb\u003eWanderhome\u003c\/b\u003e: wonderful, gentle, and story-rich. 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