Wayward Mind's Nautical Rules & Adventures

Coming Soon to kickstarter

Current Projects

I'm currently working on three books that will all be a part of a launch set. One is a rulebook for shipborne adventures and encounters compatible with D&D 5e, the second is a novel campaign setting, and the third is an introductory adventure.

All three will be completely written before launching the Kickstarter campaign to finish any remaining illustrations and publish them.

In the meantime, the proceeds from all our dice sales go towards funding artists for illustrations.

I've put my experience as a sailor to good use and have written rules for parties to embark on immersive adventures at sea. There are rules for managing ships and hiring crew, for exploration using a Hexploration system, and for naval encounters between ships or sea-monsters. Read more.

Waldrimor is a new campaign setting with oceans as rich for exploration as the many continents on the surface. Read more.

The Tarrenor Tangle is the first adventure set in Waldrimor. Set in the Mercantile Isles, this adventure will give you an immersive taste of life at sea. Sails will be unfurled, anchors will be weighed, and buckles will be swashed. Read more.

No generative AI is used by Wayward Mind

Creativity is the pinnacle of human expression. Every word and every illustration in my adventures was wholly and completely crafted by humans, for humans. AI has not and will not be used at any point in Wayward Mind's creative process.

Wayward Mind's Nautical Rules

in Playtesting

Waldrimor distinguishes itself from the typical high-fantasy setting in a few different ways: its nautical focus, its take on divine entities, and its homebrew-proof canon.

Ship management

Wayward Mind’s Nautical Ruleset has been written specifically for parties to embark on immersive adventures at sea. Players and Dungeon Masters can expect boundless exploration and grand encounters on the high seas. There are rules for managing ships and crew, exploring the world with Hexploration, and to run naval encounters between ships or sea-monsters.

Nautical Hexploration

There are no eternal or all-powerful Gods in Waldrimor, though the countless natural incorporeal spirits can grow from harmless tree or river spirits to become God-like entities. Pantheons differ between lands, and change as Great Spirits are struck down and replaced by new spirits wishing to take up the mantel.

Encounters at sea

Waldrimor’s regions are, for the most part, completely isolated from each other by the hazards of the open ocean. If you wish to create your own lands, seas, spirits or species within Waldrimor, you don't need to worry about breaking canon. This world is vast - there will always be place for new and diverse regions. 

The World of Waldrimor

Welcome to Waldrimor, a world rich in history, culture, and diversity.

This setting explores a post-post-apocalyptic world where civilisation is once again thriving, long after being destroyed by a cataclysmic rise in sea level known as the Drowning.

Waldrimor is home to many isolated regions and subcontinents, each with its own unique culture and history, forged through adversity during the times of strife that followed the Drowning.

Plagued by monstrous creatures, ethereal torments, and feral spirits, the oceans of Waldrimor are impassable for all but the bravest adventurers. 

Here, there be dragons.

Literally.

What Makes Waldrimor Different?

Waldrimor distinguishes itself from the typical high-fantasy setting in a few different ways: its nautical focus, its take on divine entities, and its homebrew-proof canon.

A Sailor’s Life For Me.

Waldrimor's small continents are separated by vast and chaotic oceans ripe for exploration. If you're playing in Waldrimor, you can expect to captain your own ship through uncharted waters.

Dynamic Divinity

There are no eternal or all-powerful Gods in Waldrimor, though its many incorporeal spirits can grow from harmless sprites to become God-like entities. Pantheons differ between lands, and change as Great Spirits are struck down and replaced by new spirits wishing to take up the mantel. 

Choosing a Great Spirit as a patron in Waldrimor grants a unique boon to add a bit of flavour to different Spirits.

Unbreakable Canon

Waldrimor’s regions are, for the most part, completely isolated from each other by the hazards of the open ocean. If you wish to create your own lands, seas, spirits or species within Waldrimor, you don't need to worry about breaking canon. This world is vast - there will always be place for new and diverse regions. 

The Tarrenor Tangle

in Playtesting

The Tarrenor Tangle is an exciting adventure set in the Mercantile Isles of Waldrimor. Starting as crew members aboard a heavy cargo ship called the Iron Keel, the adventuring party are sent to find a missing shipment. Their search will lead them to acquiring their own ship and navigating through pirate-infested waters.

Campaign Length

This adventure is intended to be completable in between 20 to 30 hours of play.

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