Wild World
TAMING THE WILD
Wild World is a vast, majorly untamed and unexplored land. Nature reigns supreme, and creatures of all shapes and sizes thrive in their natural, and unnatural, habitats. Within this realm’s towering forests, sweeping savannas, and endless oceans, the world is alive with vibrant ecosystems. It’s a place where the roles of predator and prey are constantly shifting. Here creatures are not monsters to be cleared they are part of the ecosystem. Every Tamable has its own temperament, territory, and limits. Some will flee. Some will fight. A few may watch you long before you ever see them. Taming is not guaranteed, and it is never neutral.
Befriending
The method you use to capture a creature defines the relationship that follows. Befriending is slow and deliberate tracking, observing, learning habits, and earning trust before the capture attempt. Creatures taken this way begin with stronger bonds and respond better to long term partnership.
Poaching
Poaching is fast and forceful overpowering a creature and extracting it from the wild. It works, but resentment lingers, and obedience must be enforced rather than earned.
Collars
Handlers rely on Capture Collars, precision tools designed to secure a creature without breaking its spirit. These devices are biologically and psychically keyed, refusing to function for anyone outside the Handler tradition.
Cards
Summoners instead wield Summoning Cards, reverse engineered technology that binds defeated creatures into decks, activators, and rituals. Both methods work but they reflect radically different beliefs about control, consent, and power.
The Zindex is Wild World’s living creature encyclopedia part field guide, part political artifact. Created by the Handler Society and maintained by all major factions, it is the closest thing the world has to shared knowledge. Entries range from folklore and half confirmed sightings to tactical breakdowns and capture strategies. Its records are incomplete, biased, and constantly evolving, shaped by who wrote them and why.
When a Tamer encounters a creature for the first time, the Zindex may offer clarity or misinformation. Some entries reveal only an element and a name. Others expose weaknesses, behaviors, or bestial abilities. Legendary creatures are rarely documented at all. Knowing something exists does not mean understanding it and in Wild World, acting on bad information can be just as dangerous as acting on none.
| Element | Strength | Weakness | Rarity | Mana Pool Total | Bestial Ability Cost |
|---|---|---|---|---|---|
| Fire | Earth | Water | Common | 20 | 5 MP |
| Wind | Lightning | Earth | Common | 20 | 5 MP |
| Water | Fire | Lightning | Common | 20 | 5 MP |
| Earth | Wind | Water | Common | 20 | 5 MP |
| Lightning | Water | Earth / Wind | Uncommon | 25 | 1st Level: 3 MP 2nd+ Level: 5 MP |
| Sonic | Earth / Lightning | Psychic / Water | Uncommon | 25 | 1st Level: 3 MP 2nd+ Level: 5 MP |
| Biomech | Earth / Fire | Water / Lightning | Rare | 30 | 1st Level: 4 MP 2nd+ Level: 6 MP 3rd+ Level: 12 MP |
| Psychic | All except Mana | Mana | Very Rare | 35 | 1st Level: 3 MP 2nd Level: 7 MP 3rd+ Level: 12 MP |
| Mana | All | Psychic | Legendary | 55 | 1st Level: 5 MP 2nd Level: 7 MP 3rd Level: 10 MP 4th+ Level: 22 MP |
Buddy Creature
Every Tamer is paired with a unique creature known as a Buddy, with whom the Tamer develops a lifelong bond. These creatures are more than mere pets they are companions, warriors, and extensions of the Tamers’ will. Whether through careful study, compassionate training, or battle hardened experience, Tamers work tirelessly to grow their collection of creatures and improve their bonds, learning to unlock the full potential of their companions.
Handlers Society
A renowned and highly disciplined society dedicated to the art and science of capturing, training, and bonding with the myriad creatures of the world. Based in a sprawling, technologically advanced city surrounded by vast wilderness, the Handler Society serves as the hub for all things related to tamable creatures. People from across the realm come to learn the secrets of capturing and taming creatures studying their abilities, and mastering the delicate balance between dominance and partnership.
Tamers come in all shapes and sizes, and not all call the Society home. In fact, only those born into this maca of taming are allowed to do so. For those lucky enough to be citizens, the Society raises them with the option of becoming Handlers. Not all take this path, but for those that do, they are afforded privileges, training, and technologies not available to other citizens.
Game Empire
A vast and formidable society built upon the principles of strategy, conquest, and calculated risk, all inspired by the mechanics of board games. Within the Empire, every decision is a move on the board, and every citizen is a player in a grand game of control and domination. Its cities are structured like giant game boards, with sectors resembling tiles that represent different factions, resources, and challenges. This structured and rigid society values cunning, foresight, and the ability to outmaneuver opponents whether on the battlefield or in the halls of political power.
At the heart of the Game Empire are the Summoners, who wield cards to capture and control creatures, and Game Masters who utilize dice and game pieces to control the outcome and press their advantage.
Game Masters
Using highly advanced technology modeled after traditional board game mechanics, Game Masters wield dice, game pieces, and tiles infused with powerful energy to manipulate the battlefield and sway outcomes in their favor. With a roll of the dice or a strategic placement of a piece, they can summon obstacles, alter terrain, and even control the movements of their allies and enemies. Game Masters approach each encounter as if it were a calculated game setting traps, orchestrating ambushes, and turning the environment into a living board.
Ready to Tame Wild World?
Download Beginner Mode to learn the core rules, then check back as new creatures drop. Wild World is expanding fast this page is your living roster.
The Last Horn
Deep in Wild World’s wilderness, Fezkra still roams watched by two factions locked in a fragile treaty. It’s a 5–10 session mini campaign about creature ethics, political pressure, and a living ecosystem that reacts to every choice. If you want to see what Wild World has to offer firsthand, join the open mini campaign.
- Theme: Collar vs Card partnership vs control
- Pressure: treaty politics, reputation, quiet escalation
- Spotlight: taming mechanics, zone based combat, video game systems
New creatures and stat blocks are added continuously. Check back soon.
