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THE SECOND EDITION OF

THE

FANTASY CRITTER RPG

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Adventure across the Great Isle once more in the latest version of the WildLands Role Playing Game! With improved rules, character options, setting details, and monsters for your tiny heroes to face against!

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FALL 2025

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17 PLAYABLE CRITTERS TO CHOOSE FROM

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BADGERS

Badgers reside primarily in keeps located in the Black Hallows to the west or on Ember Island off the island’s east coast. Badgers live in the wilds outside these two cities, preferring a solitary life. Badgers are one of the strongest critter species on the island, making them excellent warriors. Their coats can come in a variety of colors, such as black, red, golden, or silver.

Play who you want, how you want.
There are no classes in WildLands. Instead, players decide their critter's Job, Specialty, and Hobby to determine what the critter knows and what skills they might have! From bakers of delicate cakes to a warrior paladin, the choice is yours! 

NO CLASSES

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MORE EQUIPMENT

Critters may be small, but they can protect their companions, allies, and themselves by dawning powerful equipment and collecting powerful magic items that will aid them in their adventures!

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NEW MONSTERS AND CHALLENGES

Challenges are scattered across the isle for your critters to uncover. Dark dens full of monsters, cultists attempting to raise forgotten evils, and insidious traps set to guard vaults of magical treasures!

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THE GREAT ISLE

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WildLands takes place on the Great Isle, a world full of rich environments ripe for adventure and storytelling. Take your critters from the tropical coasts of Roc Roost to the frozen tundra of the northern wilds. From the tops of mountains to the Underways deep in the heart of the island your critters can have endless adventures! 

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SYSTEM

DICE

WildLands uses a 6 sided dice success system where rolls of 5 or 6 indicate a successful roll. All actions, attacks, spells, and techniques require a player to roll a certain number of success rolls in order to overcome the challenge of the task at paw. 

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Players choose their critter's Job, Specialty, and Hobby from their own imagination. Their critter would be skilled and knowledgeable in all things related to those three categories, gaining bonus dice for ability checks related to those choices. As the critter levels, they gain additional bonus dice as they become more skilled and able to take on more difficult challenges.

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JOB | SPECIALTY | HOBBY

As critters grow stronger in their abilities, they can choose to join the orders of paladins and clerics, the tower colleges of magic users, or the trade guilds of artisans and creatives. Each offers unique access to knowledge, skills, and networks.

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ORDERS | TOWERS | GUILDS

As critters travel the Great Isle, they can discover powerful spells, techniques, and recipes that allow them to perform physical feats, ancient magics, or craft wondrous items from weapons to the most flakey sweet rolls known to critter kind. 

TECHNIQUES | SPELLS | RECIPES

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EXAMPLE OF PLAY

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HISTORY OF THE MOLES

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 © Stephen Wood 2025

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