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About This Game

Take to the treetops in chainsaw-powered ships to hunt down the legendary Tyrant's Bloom in the Wildsea! Three centuries ago, the world began anew, the old world ending in an eruption of green that covered everything in a deadly forest a mile high. Now, the survivors eke out a new existence above the canopy, clustered around mountaintops and ruins scattered across a thrashing sea of ever-growing leaves and branches: the Wildsea. Those courageous enough to brave the rustling waves do so in chainsaw-driven vessels, tearing paths between ports seeking fame, fortune, and knowledge; these are wildsailors. In the verdant and spectral reach known as the Florid Sepulcher, a massive rootquake caused the forest to heave, thrash, and grow again, swallowing entire ports and unearthing ancient ruins from far below the canopy. This Shudder is the first sign of the coming of the Tyrant's Bloom: a titanic carnivorous flower born in blood rumored to have powers beyond mortal comprehension. Wildsailors from near and far have come to find it, putting chain to thrash in their search even as they establish new trade routes, uncover old secrets, and discover new wonders. You will take on the role of a wildsailor, crewing a chainsaw-powered treetop-sailing ship to explore the Florid Sepulcher and search for the Tyrant's Bloom, using a modified version of the Wildsea RPG. Come sail the seas of green!

Game System


Detailed Description

Premise/Setting: Every fifty years, in the treetops of the Florid Sepulcher, a titanic carnivorous flower born in blood, hope, and death blooms. It pushes its way up through the tangle and thrash, from a source deep in the Darkness-Under-Eaves. The legends that surround this bloom are myriad, but all agree that it will grant those who find it, and avoid being consumed by it, immense power.

Recently, a terrible rootquake shook all of the Florid Sepulcher as the mile-high treetops that its inhabitants call home rearranged themselves in the first sign of the Blooming: the Shudder. From all across the reach, and from far distant, hopeful explorers are gathering to claim the prize for themselves, their motives as varied as the legends surrounding their goal.

You are one of these explorers, come from either near or far to Verdurance, one of the central ports of the Florid Sepulcher. Before setting out to find and claim the Bloom, you need to find a crew—one that you can trust, won't leave you for dead on the rustling waves, or steal the Bloom all for themselves—and acquire a ship to take you across the Wildsea, that forest that engulfed and forever reshaped the world three hundred years ago in a single night.

As sailors set sail in their chainsaw-powered ships to search for the Bloom, you prepare to join them, risking life and limb to find a legend, for whatever reasons you may have...

System: The Wildsea RPG (free rules available here). No prior familiarity with the system required! The system is narrative-based and easy to learn.

Posting Frequency: Ideally, an average of 2 times per week. There will be at least 2 updates per week to keep things moving.

Length: As a GM, I find it difficult to run short games, so this will be a medium-to-long campaign. However, I am open to players dropping in and out as need be (within reason).

  1. What's new in this game
  2. Good idea, but not great for PBP. Better go for simultaneous actions.
  3. I love the character! The one thing is that you only have four resources to start with, so pick your favorite four out of those listed and this should be good to go! I'm happy to find a picture based on an eventual description if you'd like as well.
  4. Well friends, barring a few tweaks, we have our ten wildsailors! I will be making slight adjustments to the shipbuilding topic (mainly, making two and adding the super-outrider option), so watch out for those in the next couple of days. I will be splitting our crew into two groups of five to make sure that no one gets lost in the chorus based on complimentary skills, backstory, currently expressed ship preferences, and whatever I think will be the most fun for everyone. After about a week of shipbuilding, we'll move into the first game threads (Charting a Course and Picking Up Cargo) and get moving. :) If you haven't already, feel free to hop into the Discord for easier shipbuilding scheming or just to chat (no pressure if you prefer to keep everything strictly on MW, though!).
  5. So a day crew and a night crew. Interesting idea. I'd try that. Ship's galley/mess hall as an off duty area. And of course "All hands on deck".when stuff gets real interesting.   I would be down to spend the points on the uber-outrigger. Anyone else?  
  6. Bloodline: Ardent Ghost-Sight: You can clearly see and easily communicate with spirits and the spectral realm, and can identify spirit-anchored objects by sight (3-Track Trait) Tough as Nails: You're a natural survivor. Rolls made to heal an injury you're suffering from treats conflicts as triumphs (4-Track Trait) Origin: Anchored Mortal Needs: Though you can do so if you choose, you have no real need to eat, drink, sleep or breathe (2-Track Trait) Phantom Anchor: The ghost of an anchor hovering next to you. Deals CQC Salt Damage, and doesn't need hands to be used (3-Track Gear) Post: Corsair Steel-Step Dance: The key to survival is mobility. They can't hurt you if they can't hit you (5-Track Trait) Chain Attack: You can deal damage to multiple nearby opponents with a successful CQC attack (4-Track Trait) Edges: Grace Iron Tides Skills: Brace (2) Break Delve Hunt (2) Outwit Sense (2) Vault (2) Wavewalk Languages: Old Hand Raka Spit Signalling Name: Helena Arnes (Only one she remembers) Resources: Old memento (Salvage) Drowned and Not (Whisper) A Sobbing Mawship (Whisper) Copper-Coloured Chart (Chart) Motive: Make the Golden Age return again! Faction: Myself Drives:  Who is this woman? I need a crew and ship as good as last time Find that devilish bastard, and kill it for good! Mires:  The same visions of her death Loneliness remind her of dark moments The tides wish to claim her again Appearance/Personality With blue eyes, she wears a slightly tattered black longcoat with silvery trims on the borders of the collar, along with a tricorn of the same color. She keeps her pure white hair in a ponytail. Most of the time, a great ebon anchor floats next to her, its chain disappearing as it dangles into empty air. Though when fighting, she'll often wield it like a giant hammer Very proud and self-assured, she doesn't let her amnesia get in the way of great deeds, always going at the forefront of fights and exploration A Pirate's Tale "Huh? You're asking me where I come from?" The woman chuckles, not detaching her gaze from the anchor floating in front of her, spectral chain dangling, disappearing into the green below "I think you might be the first one. Not many care for my story, or want to hear it. After all, ghosts rarely have good stories. And I'm no exception. I do not remember much of my old life, but I know enough" With a movement of her hand, she clears back some rogue strands of her hair before finally turning to her interlocutor "Well, if the outfit didn't give it away, I used to be captain of my crew. I had a ship, I had riches, I had a crew and..." She stops herself, trying to remember something. She had someone, someone more important than anything. She knew she did it for them but... "Hm? Right, sorry, ghost vision thingy. But yeah, I used to be in a pretty good spot. Guess it explains how hard the fall was. I remember wanting to kill something, a very nasty Leviathan. And what a fight it was! A storm was brewing, we finally tracked it down after so long, and we were stoked when we saw it emerge from the waves! We engaged that beast with everything we had: harpoons, cannons, some Amber javelin that one dude used, the works! Hell, I even got a few hits in with my sword!" While she was speaking of her tale, she did grand gestures to accompany her words, mimicking swings as she was wielding the cutlass herself, as if it would bring her story to life "But, of course, you'd be lucky to kill one of these things without a few casualty. It hit our ship with... I think it was its tail? Could be anything, it was bigger than our ship. Regardless, I got flunged off and fell into the sea, where the vines surrounded and drowned me" A shade of sadness washed over her eyes, quickly disappearing "Not like it was my end, as you can see" She points at herself, a bright smile on her face "I might not draw breath, but I had a life back then. Whether through luck, divine intervention or sheer will, I have a second chance at this. So I'll get my own crew, my own ship, and we'll sail again! We'll slaughter that damnable beast, and my Golden Age will return!" As if it knew her intention, the anchor floated in her hand as she raised her fist, triumphantly punctuating her declaration, before a question suddenly stopped her in her tracks "My... visions? I mean... why would you care about that? Just curious? Yeah, I guess we Anchored are a little weird" There's a chuckle as she drops the anchor to her side with an ethereal yet metallic sound "Oh, it varies. Sometimes I'm in a cabin, with plenty of loot. Other times, I'm in a bar, drinking it up with my mates. Most of the time, it's about the battle though. I... don't really enjoy sleeping for that reason. Still kinda stings, you know?" "Although... Yeah, there's one thing consistent with everything. There's this woman in them. Ebon hair, olive skin, purple eyes and the prettiest darn smile you've ever seen. I don't remember her at all though. I just know she was important. Maybe... maybe she was my second in command? Or my sister or something? My mom? I don't know, I just know she's out there somewhere and I'm gonna find her. If I defied death, I think I can do this" The Lost Verse Orginially, Renea Silverhair, of her real name, used to be an Ardent Corsair who started as an explorer. Eventually, through some odd jobs, finding and selling ancient relics, and just being a really good fighter, she ended up in charge of a pretty decently sized ship and her crew, becoming a freelance explorer. She wasn't alone, as she soon met and fell in love with another explorer, Helena Arnes. They teamed up together, even marrying each other at Helena's hometown. She always wanted to do something legendary, and so started tracking down a dangerous Leviathan. When she found it, she brought her findings and plan to Renea, who loved it and decided to hunt it. Unfortunately, during the fight, she ended up getting knocked into the green abyss, never witnessing the death of the beast. Her crew, greatly saddened, have now reconverted into Leviathan hunters in her honor, with the real Helena now becoming the head of the "Silver Blades" Levithan hunters
  7. Doesn't matter to me. I usually go with the flow. That being said, the Trimaran sounds so cool. Interesting point to bring up: Ships, unlike other vehicles, continue moving when the players sleep. That means someone would need to be at the helm or at the very least, on watch. That would mean a five man crew would be incredibly small for "sailing" across the boughs. The ten man crew would be the right size, five on and five off. When talking about ships, there is always more to it than at first seems. We could hand wave the stationing of people to say it is covered...
  8. I agree with having two ships. I think one ship would really bog down conversation/action.
  9. I am down for having two separate ships taking different paths. I also like Trained Messengers over Radios, for good or ill.
  10. I am leaning slightly towards having two ships as we will likely have 10 players (so two ships with 5 players each), and should we have sufficient attrition in one ship I have some in-built ways to mush the survivors together again. Having 10 players in a single IC thread would make it difficult for every player to be able top shine. If anyone has strong feelings one way or the other, let me know your thoughts. :)
  11. I definitely thought that the expiration of the advertising was the end of the day I set it, but it looks like my timezones and the settings are wonky. My intention was for the application period to close by the end of the day on September 24, EST, which is more than 24 hours from now. :)
  12. Oooh no, turns out I misread some stuff and I can't fix it right now. I don't know how different your timezone is from mine but hopefully I'll squeeze it in before the end of the period. I got the backstory and basically everything else done however, so there's that Oh no I'm gonna have to look for a picture too
  13. If we do have two ships (split up or not), we could totally have one IC thread per ship and one thread for inter-ship communication?
  14. Yeah, my schedule got unexpectedly busy so I couldn't work on my application. I'm gonna read the rulebook and get a post later today, or tomorrow
  15. @Abalon and @Arudin: Just a reminder that applications for this game are closing at the end of the day this Sunday, so if you are still interested in hopping in let me know by the end of this weekend! :)
  16. If you get enough people on board, we can work with a full cata/trimaran hybrid, though part of my impetus to split ships would be avoid cramming too many people into one IC thread and risking some voices getting lost, so likely I would encourage (but not force) you to take different routes in two ships. It's a balance between potential attrition and giving everyone a chance to shine with such a large group of players. That being said... if, failing to reach the quorum for a full-on modular trimaran, if two of you want to go in together on a very large outrider, I may be open to an outrider for 2-4 passengers, with 2 stakes spent on a large catapult launcher for it and then with stakes spent on two chassis mashed together (for a total of 4-6 stakes, depending on which chassis you go for; one person would spend 1 for the launcher and buy one chassis, and the other would spend 1 more for the launcher and buy the other chassis, and the stats for the chassis would be combined in a manner I would have to mull over for a bit). If you go this route, you can have a catamaran with a mini extra maran between the hulls. :P
  17. "I don't think there is a reason to apologize," Tolliver looks up from the ship's log in order to greet the newcomer. At this point, there appears to be little which will surprise him about others in this storm. "We are all just taking shelter here," he continues, "storm like this one, there's little else to do." Tolliver then turns his attention back to the log in Ford's hands. The information contained within seems to be almost a blueprint to a bloom. If Tolliver, or anyone with him, were able to stop such an event, it would go a long way toward securing safety for the treetop dwellers.
  18. The truth was, K liked the rain. It was soothing on the skin and calming to her thoughts. But this wasn't rain. It was a deluge, and water and paper don't play nice together. Although her leather satchel was waterproofed, she wasn't willing to test its durability against such a storm and risk her precious cargo of letters and small packages. She had taken refuge under a small overhang of bent metal and trailing cables when the rain had really started to pour. As she watched the rain and lightning, she replayed the last couple hours in her mind, of walking around the graveyard of scrap, talking to some of the more "friendly" looking scavengers about leads to find a ship. There was one Ketra that didn't seem too seedy, who said they had room for her. But when presented with the ramshackle, rust eaten lump of scrap that they called their "ship", K decided that her letters could arrive a little bit late if it meant that she could live a little bit longer, and she politely declined the offered spot. A blast of thunder made her jump and shook the overhang apart, sending a downpour of water onto her. "Oh, hell!" she exclaimed, sprinting away from the waterfall and into the storm. She searched frantically for some kind of shelter and spied a hole in the hull of a ship, just big enough to scurry into. Much to her relief, it was dry inside. She quickly checked her satchel and blew out a breath, relieved that the letters were dry, too. The rain on the hull was deafening though, so she moved further inside, shaking the water from her wings. "With my luck, I'll be stuck here till morning," she muttered. "I should have eaten more at lunch." She wrung out her sopping shirt, keeping her eyes on the uneven floor to watch her footing. She stepped through a doorway with her head down, and collided into something solid. Solid-ish? She stepped back, and found herself looking at a mass of chitin, fur, and clicking claws. Behind them were several others: another Mothryn, an Ironbound, a Gau, an Ardent, and an Ektus. They stood around the Ektus, who held a book in their hands. "Oh. Sorry," K said, stepping back again. "I didn't realize this place was, um, occupied."
  19. @Dr Jackal Except my concept wouldn't be a sidecar. Center hull, rides low, practically cannot be seen between the two big hulls on either side. Ship get's into trouble, sneaky, fast, low riding hull detaches and then ambushes the hell out of whatever is bothering us.   I also had some crazy idea that the third and center hull... If it was like a mahoosive outrider (And the launching mechanism for an outrider can be a catapult) that the third hull gets launched like a crossbow bolt full of angry hovering lightning for one heck of a surprise attack, but couldn't figure out the mechanics of that.
  20. I like the idea of two ships. Probably one that is fast and light and stealthy, and then an icebreaker type ship that focuses more on saws and armor. It would make sense for those to pair up for a common goal. Also, if there's player attrition, we can condense into one ship.   EDIT: Didn't see Moves' post before I posted. I'm not sure I love the sidecar ship, but I do agree with two different types of ships.
  21. As I mentioned in the OOC I freaking love the idea of a trimaran that can become a catamaran and have a detachable single hull ship split off from the main ship. Like a MAHOOSIVE outrider. A two ships become one. I know we are approaching the kind of player number where someone is thinking about two ships. Hint hint. IF we can make this happen. So I see two ship designs that integrate.   Shipbuilding Preference Form CAT - 2 Hulls and 1 SINGLE Preferred Collective Stakes (5 stakes total): Frame:  Scything 1 stake Saws +1 CAT - Wedge or blade-shaped, efficiently cuts through waves Sleek 1 stake Stealth +1 SINGLE - Rides low on the waves. Hull: Element (cost) Chitinous 1 stake Speed +1 CAT Collected shells of large insects. Smooth. Exile's Copper 2 stakes Armour +1, Speed +1 SINGLE - A rare metal. Light and durable. Bite: Element (cost) Longjaw 2 stakes Saws +1 Speed +1 CAT - Chainsaw across whole ship bottom. Serrated damage Voltaic Runners 2 stakes Seals +2 SINGLE - Lightning makes ship float. Volt damage. (Don't know if this could be tweaked to Seals +1, Stealth +1) Engine: Element (cost)   Jawbox 1 stake Saws +1 Speed +1 Stealth −1 CAT - Wood-fueled engines with minimal flammability. Ceramic Batteries 2 stakes Saws +1 Seals +1 SINGLE - Batteries fueled by lightning strikes. (I'd obviously pick this being a Tempest, but would want to trade seals +1 for speed +1)   CAT - Total: saws +3 | armor 0 | speed +3| stealth -1 | tilt 0 | seals 0 SINGLE - Total: saws 1| armor 1 | speed 1| stealth 1 | tilt 0 | seals 3 *   Individual Stakes (3 stakes total): Choice 1 Lightning Rod 1 stake Acquire a charged ceramic battery during a lightning storm. (for obvious reasons) Choice 2 (cost) Storm-Rail 2 stakes Two brass rods hooked to a voltaic generator. Deals LR Volt damage. (for more obvious reasons) Suggested Ship Names: * Large note - Do you see what I mean about the seals? While narratively it makes sense that with a Tempest aboard with a penchant for lightning and giving the ship a +1 bonus to speed from Volotomotive Interfacing. that Atus would totally go for a copper ship, ceramic batteries, voltaic runners and yet choosing that ended up with a slow ship with impressive seals. Is tweaking possible? Because if I could swap out 2 points of seals for a point of speed and a point of stealth and end up with: SINGLE - Total: saws 1| armor 1 | speed 2| stealth 2 | tilt 0 | seals 1 Which looks way better when Atus is aboard giving a +1 to speed. Grumble and Strike Rip and Saber        
  22. I freaking LOVE the idea of a trimaran... but I am wondering if we could have a twist... A trimaran that can become a catamaran. That the center hull, can detach from the main vessel and become an independent craft. We could go big, armored, fast and noisy with the Cat, and go stealthy for the third hull that can detach. Maybe big freaking bitey saws for the cat hulls and silent hover for the third hull.
  23. Awesome! I don't mind if the languages don't come into play, I mostly picked them because I thought they fit best with the character overall. Really looking forward to the game!
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