Howl of the Wild adds a menagerie of nature-based ancestries, archetypes, and animals to Paizo’s Pathfinder gaming system. Fantasy has been integrated with nature for the former’s entire existence as a genre, whether in the earliest fairytales or in Tolkien’s thorough descriptions of the environments of Middle Earth. Players are always wanting to explore new directions, and Howl of the Wild is perfect for those wanting to get back to nature, whether it be journeying out to untamed lands, interacting with novel creatures, or finding a bit of the wild in themselves.
Howl of the Wild: Packed with Inspiration
While Howl of the Wild might be mistaken for an adventure module at first glance, it is actually a deep sourcebook of material framed with an engaging narrative. The book serves as the journal of Baranthet Zamendi, a naturalist at Almas University tasked with uncovering the legendary Wardens of the Wild. These four beasts serve as guardians and leaders among their spheres: underground, land, sea, and sky. Legends from separate cultures suggest they are chosen by the animals themselves in a monumental Gathering, hinting that there may be astounding truths to uncover. Zamendi and his crew board their airship, the Zeotrope, to crisscross the world discovering more than they ever thought possible.
New Ancestries
Within its narrative frame, Howl of the Wild is packed with far-reaching possibilities for natural game mechanics. The new ancestries offer mythological character concepts that players have long dreamed of, such as Merfolk, Centaurs, and Minotaurs. In addition, players may become attached to the fishy Athamaru or the insectoid Surki, or even be an Awakened Animal with speech and intelligence while maintaining a bestial form. Each is represented by a member of Zamendi’s crew as well as fleshed out further with heritages that give players ideas on how their complex cultures can work.
New Pathfinder Archetypes
Howl of the Wild continues with a wide range of archetypes and feats that will give tabletops a much more naturalistic vibe. Players might take on an animalistic aspect as an Untamed Morph or Wild Mimic, or they might tinker with natural magic as a Witch of the Wild or Zoophonic Bard. Or, coolest of all, they might be inspired by Catfolk’s sharp paws as a Clawdancer. Still more archetypes explore darker facets of nature, including the legendary Werecreature. Players may adapt their spell books to nature, even being able to summon local critters to help forage or learn the alchemical processes of grafting for natural gills instead of water-breathing spells.
New Animals
The largest section of Howl of the Wild is an extended chapter with new creatures, fittingly so. From the quick-fighting Almiraj, resembling a one-horned rabbit, to the Wereshark, the list is loaded with inspiring depictions from Zamendi’s expedition. The section offers unique creatures as well as old favorites, including more dinosaurs and variations on hydras. Entire pages are devoted to the details of the habits of some of the most famous mythical creatures like the ghost ape and unicorn, showing how they survive in the wild. Merely flipping through the pages will inspire any campaign or adventure with beasts for any biome.
Howl of the Wild culminates with the Zeotrope witnessing the Gathering and descriptions and stats of the great Wardens. The narrative carries the bulk information so well that readers will find themselves one of the crew and eager for more adventures into the wilds of Pathfinder.