Voices of Bush & Burrow
A storytelling game for heroes of all ages
Heroic adventure awaits in the Brightlands, where small folk live huge lives. The big folk departed long ago, leaving behind useful treasures and mysterious ruins for heroes to discover. Now brave wallabies bound over the Gum Lands, clever possums swing through the Mistvine Canopy, and sturdy wombats dig wondrous cities under the Whitecap Ranges.
Some among the small folk have awakened something special: a Voice that can change the world around them. Maybe yours Shouts with courage that inspires others, Whispers secrets that bend shadows, or Sings healing songs that mend both heart and wound. Your Voice grows stronger as you adventure with your friends and discover what you truly believe in. And it grows strongest of all when you give back: to your village, to strangers, to anyone who needs a hero.
Danger and wonder await those brave enough to explore. Rumours abound of a pale mist creeping from the once-sacred Dreaming Reaches, draining colour from the world and twisting creatures into grey shadows. Whether you're helping neighbours solve their problems with cleverness instead of claws, uncovering the secrets the big folk left behind, or rescuing communities from the creeping colourless corruption, every choice shapes the story you create together.
The Voices of Bush & Burrow is a storytelling game for heroes of all ages, where friendship, creativity, and believing in yourself light the way forward. Grab your pack, ready your voice, and answer when the Brightlands call.
Chapters
- 1 Welcome to the BrightlandsThe big folk are gone. Their houses and sheds still tower like cathedrals, and inside them great machines sleep on. Their roads criss-cross the land, going…
- 2 Creating a CharacterYour ancestry determines how you look, how big you are, how you move and which body parts you have. Each provides a unique ancestry power to use. Members
- 3 Playing the GameOne person is the Narrator. They describe the world and everything in it. Everyone else is a player, each controlling one character. Together, your… Members
- 4 Gear & FoodYou can equip a limited amount of gear at once: Members
- 5 Example of PlayMorning, in the burrow-village of Tumbledown. Auntie Maggs, across the gully, needs a parcel of medicine before the storm arrives, and Elder Bramble has… Members
- 6 Narrating the GameYou describe the world, play everyone in it who isn't a hero (silly voices optional) and decide what happens next. You are the table's eyes and ears, the… Supporters
- 7 Treasures of the BrightlandsSpecial gear lives over the fold, on purpose: the best things in a pack should have been found. Give these as rewards, quest goals, and reasons to explore.… Supporters
- 8 The BrightlandsLong ago, the big folk walked this land. They built great stone caves, laid impossibly straight stone paths from horizon to horizon, left countless metal… Supporters
- 9 BestiaryFoes are built exactly like heroes, from a level: Supporters
- 10 The Narrator's ToolboxRolling a d66: roll two d6 and read them left to right: the left die is the tens, the right die is the ones. A 3 and a 5 reads 35. Any two dice work: just… Supporters
- 11 The Creek That Stopped HummingYour first session? Start here. Pregenerated heroes wait in the appendices, Bellbrook is built to set off from, and the road to the gorge is one session at… Supporters
- 12 Appendices (Working Draft)Deepen along the diagonal, or harmonise where two voices meet. Members
Reference
- § Rules Reference- Rest Up: clear 2 HP or SP · Eat Up: food clears HP/SP, a condition, or a power · Fix Up: kit clears gear · Switch Up: swap with reserve. Members
- § Symbol Reference🅱 Body = avg of 🆂 🅵, round up · 🅼 Mind = avg of 🅷 🆆, round up. One number for everything: tests and vs clauses alike use the average. vs 🆇 = generic… Members