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Video Game / Wildermyth

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Where does your myth lead?

Wildermyth: Stories of the Yondering Lands is a is a character-driven, procedurally-generated Strategy RPG for PC developed by Worldwalker Games.

Featuring a 2D papercraft art style and comic-strip storytelling, the game takes place in a fantasy setting populated by gorgons, psychic insect-like dragons, machine-based undead, and many other strange entities and spirits. The player starts off with a party of three would-be heroes, each with their own randomly-generated (though customizable) personality traits and backgrounds. These characters, and any new recruits they pick up along the way, evolve through battles and story events. They form relationships, are changed by their experiences, and craft a legend which is recorded into the player's ongoing legacy at the conclusion of each campaign.


The game launched in an early-access beta in late 2019 with two preset story campaigns, the three-chapter "Age of Ulstryx" and the five-chapter "Enduring War", featuring the Gorgons and Morthagi, respectively. A third, the five-chapter Deepist campaign "Monarchs Under the Mountain" was released in March 2020. The game is available via Steam and

Wildermyth: Stories of the Yondering Lands provides examples of:

  • Always Chaotic Evil: Subverted. All five of the main enemy types have random events - or in the case of the Morthagi, even an entire campaign - devoted some of their less villainous traits.
  • Animorphism: Among the many changes the playable characters can undergo through events is to gain an animal trait, such as having their head transformed into that of a crow (complete with pecking attack), a wolf, bear, or frog. Various wings are also possible, and losing limbs can also result in arms and legs being replaced with paws and claws.
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  • An Arm and a Leg: A hero who is defeated in battle but not killed will be left short a limb. Maimed heroes rejoin the adventure after a period of recuperation, replacing the lost limb with a makeshift prosthesis such as a peg leg. At least one story event can also result in a hero sacrificing a limb to escape a grim situation. Certain transformation effects can result in the lost limb growing back, albeit not in the same form.
  • Bewitched Amphibians: A variant: a snapping turtle claims to be a cursed prince or princess and just needs someone to kiss them. The party is skeptical ("I've heard that line from turtles before"), but they turn out to be telling the truth. The turtle never claimed to be human royalty. A frog's head, along with a long sticky tongue, is also one of the possible player transformations.
  • Big Creepy-Crawlies: The Thrixl are mysterious insectoid-draconic hybrid creatures with Psychic Powers.
  • Cool Pet: Some events can result in a hero gaining an unusual pet that grants them a bonus to one or more of their stats. Pets it's possible to adopt include a small griffin-like "critter," a "fire chicken," and Avenger the golden rabbit.
  • The Corruption: The Gorgons' petrification spreads throughout the land driving animals into frenzies and turning them into monsters. Heroes who fall in combat against the Gorgons may come back with limbs turned to solid stone, and a unique transformation in Age of Ulstryx leaves a character with a lump of Gorgon stone covering one side of their face after being MindControlled by a dying Gorgon.
  • Critical Hit: Referred to as "stunting" (as in, to perform a stunt). Some accessories and abilities can increase a hero's stunt chance, and heroes with a friendship or rivalry established between them gain an increased chance to stunt after their friend or rival lands a stunt. A stunt normally does additional damage, but performing a stunt with an elemental weapon triggers other effects based on the weapon's element.
  • Dark and Troubled Past: Characters can have dark secrets in their pasts which may or may not come to light during play.
  • Deliberate Injury Gambit: Due to the abundance of potential bodily transformations heroes can acquire, it's a viable strategy for players to deliberately allow a hero to suffer a defeat and lose a limb in order to have that limb grow back as its transformed variant.
  • Elemental Weapon: Elemental weapons are obtained by encountering and capturing a spirit of Fire, Water, Stone, or Leaf, which will then enchant one of the hero's weapons with its element. Each element causes a different effect when the hero wielding the enchanted weapon performs a stunt: fire weapons do Splash Damage to nearby enemies, water weapons grant an extra action, stone weapons damage enemy armor in an area effect, and leaf weapons heal the user.
  • Fighter, Mage, Thief: Heroes are classed as Warriors, Hunters, and Mystics. The distinction between classes can get blurry in the late game, especially since all heroes can use all weapons, but in general Warriors focus on melee combat, Hunters lean toward ranged weapons, stealth, and traps, and Mystics rely on magic called "interfusion" to connect with, control, and manipulate the various features of the battlefield around them.
  • Fluffy the Terrible: The Morthagi mostly have innocuous-sounding names for their various units, such as Sommelier, Butler, and Wardrobe. It's likely that they were originally designed by the Mortificers to fill useful service roles like these, but those days are long gone now.
  • Friendly Rivalry: A given pair of heroes can become rivals through player choice, events, or in-game interaction. Their interaction tends to be aggressive, but they're still comrades who work together to accomplish the party's goals, and their rivalry inspires them to try to outdo one another in battle - when one of them performs a successful stunt, their rival gains an increased chance to stunt as well, indicated by the status "Oh Yeah? Watch This!"
  • Frying Pan of Doom: A cast-iron frying pan is among the beginning weapon options for a warrior character.
  • Great Big Library of Everything: The Library of Light, which may be found by a literary adventurer. Each person can only visit it once.
  • Green Thumb: Mystics can exert basic control over nearby plant life by interfusing with it. The Naturalist and Arches abilities grant more advanced skill in this area.
  • Idiosyncratic Difficulty Levels: Combat difficulty options are named after authors and scale based on how Grimdark their stories' worlds are. From easiest to hardest:
  • Hold the Line: Incursions are stopped by meeting the invading enemy in battle and surviving for a set number of turns. Though it's possible to win sooner by defeating all enemy units, it's not required. The player has the opportunity to add defensive features to an area in advance of an incursion, such as barricades and traps, to make holding the line for the required number of turns that much easier.
  • Killer Rabbit: Avenger the golden rabbit, who "wiggles her nose vindictively" upon bonding with a hero. She's a spirit who once took the form of a magic sword. Having her as a pet increases the hero's damage.
  • Lizard Folk: The Drauven are a race of reptilian humanoids. Lesser Drauven resemble D&D's kobolds, but can grow to tower over humans as well as sprouting feathered wings.
  • Mook Maker: Morthagi units called "Wardrobes" continually manufacture smaller Morthagi until they're destroyed. "The Enduring War" features the Grand Matron, a giant Morthagi with the same ability, as the end boss of the fourth chapter.
  • Organic Technology: The Morthagi are a combination of undead and Clockwork Creatures, mechanical life forms composed of a combination of metal, glass, and bone.
  • Our Monsters Are Different: Gorgons in this universe are a race of cephalopoid entities with Blue-and-Orange Morality and corrosive blue blood. They can still petrify things instantly with animals, but also madden people and animals by implanting seeds that gradually petrify them from the inside out, turning monsters into tentacled abominations.
  • Passing the Torch: Heroes age visibly in the multi-year periods of peace between chapters, and while they'll see through the current chapter once they hit their retirement age, they withdraw from battle permanently afterwards. The party's name and legacy, and the responsibility of permanently resolving the campaign, is handed down to younger heroes recruited along the way — potentially including the retiring hero's child(ren). A three-chapter campaign isn't quite long enough for your original characters to bow out before the ending, but longer campaigns will be finished by the second or possibly even third generation of heroes.
  • Perma Death: Heroes defeated in battle have the option to retreat less a limb or go out in a blaze of glory. If they're defeated a second time in the same chapter, they die. Once a hero dies, they're gone for good for the rest of the campaign, though they can be added to your Legacy and recruited into a new story later on with some of their skills and all of their story hooks.
  • Playing with Fire: Mystics can interfuse with open flames from candles, campfires, and other sources in order to manipulate the fire and use it as a weapon. With the right abilities, they can also use this power to enchant the weapons of other nearby heroes. The event-caused firesoul transformation gives the affected hero a flaming hand and the ability to generate blasts of fire.
  • Psychic Powers: The insect-like Thrixl's hat is their group Hive Mind's ability to manipulate the minds of others, project illusions, and blast foes with psychomagical force.
  • Purely Aesthetic Gender: Gender impacts almost nothing aside from the character's basic body type. Advancement works exactly the same, and heroes can form romances just as easily with characters of the same gender as they can with those of the opposite; any hero in a romantic relationship may have children eventually join the party regardless of their gender or that of their partner. Female heroes can even be customized to have facial hair, though the randomizer won't give it to them.
  • Starter Equipment: Your initial warrior gets a choice of pitchfork, pickaxe, or Frying Pan of Doom, while your initial mystic can choose between a staff or a large wooden spoon that serves as a makeshift wand. The initial hunter always starts with a tier 0 bow and skinning knife.
  • Taken for Granite: As one might expect, gorgons have the ability to turn living creatures to stone. Heroes defeated by a gorgon may escape with one of their limbs petrified. In the late stages of "Age of Ulstryx," the antagonist turns out to have petrified a god, throwing the balance of nature out of whack and requiring the party to try to reverse the petrification before the world drowns.
  • Taking You with Me: Heroes defeated in battle may choose to go down doing as much damage as possible to whatever it is that killed them.
  • Transflormation: Heroes may acquire the "elmsoul" transformation, in which they absorb an ancient tree spirit and take on plant-like characteristics including the ability to photosynthesize. Should an elmsoul hero lose a limb, it regrows as a tree branch.
  • Two-Faced: One of your heroes may get attacked to be used as a mouthpiece by a gorgon and wind up with half their face covered with crystalline stone.


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