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Wildsea
This is a totally unauthorized summary of the Wildsea.
Setting
The Wildsea is a post-apocalyptic world where an event called “The Verdancy” caused hyper-accelerated plant growth that consumed civilization in days, creating a vast sea of mile-high trees whose canopy now forms the navigable surface of the world. Survivors live on mountaintops and salvaged settlements, sailing ships with chainsaw prows through the branch-and-leaf waves of this dangerous tree-ocean where mutative chemicals, predatory plants, and evolved beasts threaten unwary travelers. In this world of scarcity and salvage, wildsailors brave the rustling waves to trade between settlements, explore ancient ruins, and hunt the creatures of this verdant wilderness while struggling against both the sea's physical dangers and the psychological toll it takes on those who dare to sail it.
Mechanics
Playing the Game
Character Elements
Character Creation
Bloodlines:
Origins:
Amberclad: survivor from pre-verdancy, frozen in amber and recently thawed.
Anchored: a spirit anchored to a specific object.
Ridgeback: raised on solid land, usually the peak of a mountain.
Rootless: born on a ship.
Shankling: grew up in a tallshank before taking to the wildseas.
Spit-Born: grew up in a temporary settlement floating on a spit.
Posts:
Alchemist: brews potions.
Char: cooks.
Corsair: sailor.
Crash: breaks stuff.
Dredger: combination fisher and archaeologist.
Hacker: chops stuff.
Horizoneer: rogue scholar.
Hunter: hunts.
Mesmer: gets high, explores minds.
Navigator: navigates.
Rattlehand: engineer.
Screw: metalworker.
Slinger: of guns.
Steep: makes drinks, particularly tea.
Surgeon: heals people.
Tempest: zaps stuff.
Wordbearer: delivers mail.