

Players also get some new classes and subclasses to pick from, as well as a couple reprinted chamomile classes and subclasses. Decent, playable Werewolves should have been core, and while not as obvious, playable Treants are a great idea. Treants and Werewolves both use the transformation system used in all of Chamomile’s books for powerful races, and at this point, it should be clear it’s a tried-and-true system that works. You get to launch a variety of spores that cause people to hallucinate.

Myconids are classic D&Ds mushroom-folk, and the playable version has the one thing anyone playing a mushroomlady wants. They still exist, and the Greenfolk are essentially a playable version of the meadow or bush your players animated and quizzed. In this case, its the idea that druids have been awakening plants forever, but what happens to those plants after the druid asks their questions or has them do a quick favor. Greenfolk dive into world building implications that are normally untouched, one of my favorite Chamomile areas. The Traveler’s Guide includes Greenfolk, Myconids, Nymphs, Treants, and Werewolves. It wouldn’t be a Chamomile book without new, cooler, playable options to make a character. You can pick one up at Drivethrough or itch, in physical or digital versions.

I’m using a hard copy for the review with the cover screenshot cropped from the itch this time (I was away from my PDFs). The Darkwood is both a specific place in Chamomile’s hinted setting, the Blade Coast, it’s also a stand in for a relatively generic dark, woods type location that you can insert into any game.
DARKWOOD REVIEW SERIES
Whereas the first series was about types of adventurers and monsters, this series is more focused on places and what to do there. The Traveler’s Guide to the Darkwood is the first in the new, second series of Chamomile’s guides to everything.
