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. The bond a Collar facilitates is earned — it reflects the Handler’s philosophy that partnership requires consent.
Cards
Summoners wield Summoning Cards — reverse engineered technology that binds the essence of defeated creatures into a deck for later deployment. Cards don’t ask. They record. A Summoner’s deck is a catalog of every creature they’ve overcome, ready to be called back into service at will.
Nets
The Armada’s capture device of choice. A Net does not tame a creature and does not kill it. It forces compliance through pain, keyed biologically to its Captain and no one else. Creatures taken by Net are not partners — they are hostages. Nets, unlike Cards or Collars, can Capture multiple Creatures at once, and if a Tamer is strong enough, even steal a Collared or Carded Creature When a Captain is defeated, the Net goes inert and the creatures go free. Handlers and Summoners who recover an inert Net keep it as a trophy. Nothing else.
The Zindex is Wild World’s living creature encyclopedia — part field guide, part political artifact. Created by the Handler Society and maintained collaboratively 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.
The Handler Society built something that escaped their ownership by being genuinely useful to all. They have a founding claim but no exclusive control. The Game Empire contributes because withholding data would isolate them from infrastructure everyone depends on. Every faction maintains it because the alternative is losing access to the closest thing Wild World has to shared truth.
No two factions use it for the same reasons. Handlers seek understanding and coexistence. The Game Empire catalogs creatures as resources, assets, and tools of control. When a Tamer encounters a creature for the first time, the Zindex offers insight but never certainty. Its records reflect not just what is known about a creature but who recorded it and why.
Architecture
The Zindex operates across three tiers. The Central Zindex is the master database — no physical location, no single owner, cannot be seized or destroyed. Factional databases maintained by the Handler Society and Game Empire each filter the Central Zindex through their own lens, maintaining proprietary data they haven’t submitted publicly. Individual devices carry local databases that sync on return to civilization, keeping Tamers operational deep in the Wilderness.
Verification
Anyone can submit an entry. Anyone can technically verify one. But not every verification carries equal weight. Handler Society entries are most trusted for behavioral and ecological data. Game Empire entries are trusted for biological and tactical data. Independent verifications exist but carry less weight. The Armada doesn’t submit entries at all. What is known about them comes from survivors.
| 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.
Handler 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.
The Armada
Wild World’s oceans belong to no one faction. The Armada — a loose confederation of independent crews operating across Wild World’s coastlines and open waters — intend to keep it that way.
Unlike the Handler Society or Game Empire, the Armada has no unified leadership, no ideology, and no central authority. Different crews operate independently, compete with each other, and answer to nobody on land. What they share is a territory and a method.
Armada Captains use Nets — capture devices that don’t tame creatures and don’t kill them. What they do instead is nobody’s first choice.
The Armada doesn’t submit Zindex entries. What is known about them comes from survivors.
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.
