You are Gidim - contract-bound wanderers pushed to the edge of civilization when sacred ground ruptures, ancient ruins wake, and biotechnological horrors bleed into the living world of Ghar.
Go to uncover the truth. Record the unexplainable. Return intact… if you can.


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Twisted Lands unfolds on Ghar, an original planet pulled from the unreleased mythic biopunk novels of the game's co-creator - not a familiar setting wearing a new coat of paint. Picture Nausicaä's decaying, sacred wilds colliding with the rain-slick dread of Blade Runner: luminous ruins, fungal wastelands, and transhuman civilizations that still remember how to pray in code.


If you're worn out on shallow, combat first systems and interchangeable fantasy worlds, this was built for you.
Twisted Lands runs on a custom, narrative forward system where your Gidim is shaped by psychological, ethical, and biological choices that actually stick. Dice and tokens measure uncertainty and consequence, not clean success or failure. The GM plays world-weaver and chronicler, pulling the table into decisions that refuse tidy endings.


On Ghar, technology and biology were never separate, and both are awake. The land reshapes itself around memory and intent. Data spirits whisper through dying forests. A relic doesn't wait quietly in a vault. It calls to whatever you're made of.
Here, wonder and dread share the same bloodstream.


Part scholar, part exorcist, part historian. As Gidim, you take contracts into the places the ordinary world can't face: a region in crisis, a phenomenon that breaks logic, a relic that has started remembering its own name.
You explore, research, negotiate, and survive long enough to report what no one else could confront. Success is measured in truth uncovered and integrity kept, not loot.


Twisted Lands doesn’t ask you to choose one class and let it explain everything about you.
You build your Gidim in layers: Kin, Form, Culture, Order and Duty, and Expressions. Each choice adds something different to the person you’re becoming - your body, where you came from, what you were taught, what responsibility you carry, and the exceptional things you’ve learned to do.
By the end, your abilities don’t feel pasted onto a backstory.
They grew out of it.


Dense atmosphere doesn't have to mean a heavy setup. Twisted Lands gets you into the dark quickly and keeps you there for as long as you want.
Setup: 15–30 minutes to the table
Learn: playing confidently within 1–2 sessions
Play: 1 GM and 2–4 players, from self-contained oneshots to long, unraveling campaigns


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Botany is a strategy board game where you take on the role of a Victorian Era flower hunter as you explore the world in search of fortune, fame, and adventure.
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Historical illustrations and photography immerse the player in the world of Victoran plant hunters. Enjoy learning about the flowers of the world with this incredible art.
Botany’s characters and events paint a story as you traverse the globe to become the ultimate flower hunter.
Quick to learn using a simple rule system that enables players to jump right into the game without reading page after page of rule books. Randomized goals and different paths to victory make every expedition a fresh and fun experience.
Linen finishes, durable materials, and a fine attention to detail make this game a tactile experience on par with the books and maps of the Victorian Era.
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