


where stories live.
Publisher of the
Traveler's Guides to:
Tolandar and other worlds.
A Society of explorers, cartographers, naturalists, and chroniclers, dedicated to documenting the remarkable people, places, creatures, and traditions of Tolandar.
Welcome, traveler.
These Travel Guides and Camping Setting books are created for you to adapt them to the ttrpg game of your choosing.
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Traveler's Guide
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Adventures
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One Shots
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Keepsakes & Sundries
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Maps
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Beastiary
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Gallery
FEATURED RELEASE:
The Wayfarer's Guide to: Salt Glass Key
Tropical island keys of crystal waters, hidden magic, and high adventure.
Available Soon on:
About the League:
Wayfarer's League is the publishing imprint of writer and narrative designer Liisa Lee, dedicated to immersive ttrpg resources, traveler's guides, and worldbuilding.
wayfarersleague.co

Salt Glass Key
Tropical island keys, colorful NPCs with a few secrets, immersive locations, magic items, creatures in the deep, and maybe... right behind you.

Dagger Mist Point
The eastern shores of the Grand Isle Coast is vastly different, yet still as beautiful as the western Salt Glass Keys. Here you'll find deeper waters, more dangerous coasts, and the seaside folks that make these cliffs and greenswards home.

Banyan Bay
When the bayou is all around you, everyone helps keep each other safe, and makes it a party. There's a deeper, more rustic kind of magic in these waters that deserves respect. Great food too, ya heard?

Stone's Hollow
A quiet village, with several connections to other locales, friendly NPCs, soaked in a bit (okay, more than a bit) of Feywild magic.

The Lantern Court
Deep within the Feywild, between the Seelie and UnSeelie Courts, sits The Lantern Court. A neutral ground and place of respite, remembrance and belonging, away from the volatile factions of the courts, yet still filled with fate and magic.

Langen Fjord
If calm lake waters, fine food, and druidic enclave forests with a bit of an arcane twist are what your'e after, then this is the place to travel. Explore the lake towns all the way up to the high mountain passes. Plenty of adventure to be had, and stories to be told. Did we mention souvenirs?

Tannyth Run
Between the tropical keys, and the Trade Port, the Vael River spreads out to verdant farmland, and picturesque villages. Tannyth Run horses are another prized find in these parts. Of course, long dirt roads with nothing but fields around, and oak covered lanes can get spooky of an evenin...

The Bright Reaches
High above Langen Fjord, beyond the timberline of the Skarn Peaks' alpine forests, lie the rugged mountain passes of the Bright Reaches. Elemental and Druidic magic is strong here. If you lose your footing, it's a long way down.

Grand Isle Coast Port Town
Balmy trade winds carry the cry of gulls, ship's bells and merry shouts from across the bustling harbor. Ocean magic colors the life, livelihoods and luck of every traveler here. Decadence, trade bargains, games of chance, coastal fare and merriment along the Tidewalk, or darker delicacies can all be found in this magnificent Cradle of Tides.

Amberdell Carnival
The Amberdell Carnival has delighted folks for many a season. This year it's stopping outside Stone's Hollow and things seem...odd. Strange...and yet the townsfolk are all flocking to the midway each day.

Wintermere
The duchy of Wintermere lies in the sunny vales and plains east of the Skarn Peaks mountain range. North of Stone's Hollow, it boasts views of Wintermere castle and prized ice wine. The duke himself is rumored to be formidable, though his wife and children are spoken of with great praise. Noble families work together to keep their guild halls producing.

Bartenow's Grove
At the heart of Timucker’s Crossing rises a towering Weirdwood hyperion,
cradling Bartenow’s Grove, a living treehouse of arcane experiments, cozy spaces,
and liminal doors to elsewhere.
Named for the eccentric mage who created it, the Grove is equal parts communal maker’s hall, gathering space, and whimsical curiosity.
