Understand
Wonderground · Public Playtest
All things
have owners.
You had a life before the power. You still have something you Want. When ordinary effort failed, something stronger offered to help. In return, you promised it something.
The central premise
Every character made a Deal with something stronger than them to accomplish something ordinary effort could not.
Training, expertise, and hard-won instincts still function when the supernatural falls silent.
The Deal explains why power entered your life; its Promise creates story pressure, not a mechanical payment track.
Power cannot finish the story. Achieve the Want and uphold the Promise to complete the character’s arc.
From first look to first engagement
Follow one clear path.
Seven short steps lead from the premise to a playable character and opening job. Sign in to save your drafts across devices, or continue as a guest in this browser.
Keep
Who were you?
Promise
Why did you make the Deal?
Belong
Who keeps you human?
Build
Finish level one
Learn
Know the table basics
Enter
Take the first job
The play chassis
Clear combat.
A harder kind of growth.
Wonderground uses six abilities, d20 checks, saving throws, Armor Class, hit points, actions, reactions, and five-foot grid movement. The distinction is what becoming stronger costs.
Profession
Take the next rank in the work you learned to do without magic.
Power
Develop an approved node from your Grant tree while your Profession stays where it is.
The ending belongs to the character
Power does not complete the arc.
A character’s story reaches its ending only when they achieve the visible condition of their Want and demonstrably uphold the Promise they made. Developing more power satisfies neither. Whether the Principle survives determines what that ending means.
- Want achieved
- The thing they set out to accomplish is truly done.
- Promise upheld
- Their end of the supernatural bargain has been fulfilled.