Wild Sea
Wild Sea
THE
WILDSEA
by Felix Isaacs FREE BASIC RULES
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Contents
Chapter One: Setting 4 Chapter Four: Character Elements 48 Chapter Six: Ships & Shipbuilding 100
Core Concepts 5 Background 49 Stakes 101
The Rustling Waves 6 Edges 50 Creating Your Own Ship 102
The Layers of the Sea 7 Skills 52 Design 104
The Core Four 9 Languages 54 + Size, Frame, Hull, Bite & Engine
Wildsailors 9 Aspects 56 Fittings 109
Travel 10 Resources 60 + Motifs, Additions, Rooms
Danger at Sea 11 Mires 62 + Armaments
Civilization 12 Drives 63 Undercrew 112
+ Technology Milestones 64 + Ocers, Gangs, Packs
+ Spirituality Personal Tracks 65
Chapter Seven: Firefy's Guide 114
+ Arconautics
Chapter Five: Character Creation 66 The Firey's Roles 115
Chapter Two: Mechanics 14 Quickstart vs Freeform 67 Session Zero 116
The Wild Words Engine 15 + Bloodlines, Origins & Posts on Oer + Unsetting Questions, Planning, Tone
Character & Crew Sheet 16 Ardent Bloodline 70 The Toolbox 118
Structure 18 Ektus Bloodline 72 Rewards + Consequences 124
+ Focus Gau Bloodline 74
Chapter Eight: Hazards 126
Tracks 20 Tzelicrae Bloodline 76
Hazard Entries 127
+ Mark, Clear and Burn Ridgeback Origin 78
Using Hazards 128
Actions 22 Rootless Origin 80
Pinwolves 130
+ Building a Dice Pool Shankling Origin 82
Manticrows 133
+ Action Roll Results Spit-Born Origin 84
The Lion's Mane 134
+ Twists, Cut & Impact Char Post 86
The Kjartiko 139
Corsair Post 88
Chapter Three: Playing the Game 26 Old Ornail 140
Dredger Post 90
Scenes 27
Hacker Post 92 The Foxloft 142
+ Exploration, Interaction & Combat
Hunter Post 94 + Territories, Ports & Factions
+ Damage Types
Rattlehand Post 96
+ Attack and Defence Roll Results
Tempest Post 98
Montages 34
+ Tasks
+ Exploration, Acquisition
+ Recovery & Creation
+ Projects
Journeys 40
+ Departure
+ Progress
+ Encounters
+ Arrival
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Overview
This document, the Free Basic Rules, is a far deeper
The Game
Your character is awildsailor, part of a crew cutting their way across the island-studded wilderness of the treetop sea
look into the world of the Wildsea than the previous on a vessel of your very own. You’ll clash with survivor cultures and wild beasts, scavenge and salvage for wreckage and
free iterations of the game - it's not a playtest, it's not tradegoods, chase rumours and uncover secrets. The focus of this game is on exploration, progress and change - you’ll
missing art assets, and it has everything you need to get dene the world of the Wildsea as you sail it.
a feel of the basics of the setting and rules. read it, play
Adventures on the Wildsea start as hooks, elements of the setting or of a character’s history with the potential to
a few games and, if you like it, there's twice the content
blossom into an arc - a story for you and your crew to experience. While playing through an arc you roleplay scenes,
waiting for you in the full release.
montages and journeys to make decisions, take actions and resist your baser impulses. Completed arcs, and the
For questions and comments you can get in touch in a triumphs and disasters within them, will allow you to develop your character as you play.
few dierent ways…
Decisions are made through the conversation, a collaborative process that keeps all players at the table involved in the
◊ Website: thewildsea.co.uk outcome of an event. The Wildsea’s GM gure,the Firey, is there to ask the right questions to keep the conversation
◊ Twitter: @isaacs_felix owing, as well as to bring the rules into play when necessary.
◊ Reddit: r/thewildsea
◊ E-Mail: felixisaacs@thewildsea.co.uk The Rules
Rolls are made using d6 dice pools, quickly assembled from the information you have on your character sheet and the
The Setting situations your characters nd themselves in. Dice rolled in this way help to direct the conversation toward outcomes of
Some three hundred years ago the empires of the world triumph, conict or disaster.Whatever the result, the story moves forwards.
were toppled by a wave of fast-growing greenery, a tide
Tracks are used as a visual reference for many aspects of your character, their relationships with various factions and
of rampant growth spilling from the West. This event,
developments in the wider story. Their boxes are marked or cleared by your actions.
the Verdancy, gave rise to the world you’ll explore as
you play - a titanic expanse of rustling waves and sturdy You’ll also collect resources, anything from salvage and charts to living secrets and forbidden spices. These resources
boughs known as the Wildsea. are tracked on your character sheet, and can be combined or sacriced for various eects. Their precise uses and
qualities are drawn out as your group’s own unique version of the Wildsea develops.
Now chainsaw-driven ships cut their way across
dense treetop waves, their engines powered by oilfruit,
ropegolems, honey and pride. Their crews are a motley,
humanity’s weathered descendants rubbing shoulders
What's Not In This Document?
A whole lot, to be honest! While pretty big, this Free Basic Rules edition of the Wildsea only covers about half of the
with cactoid gunslingers, animated wrecks and
content from the core book. You'll nd more bloodlines, origins, and posts, more pre-made hazards and locations
silkclothed spider-colonies, humanesque slugs with
to use them in, a deeper look at the rules and how the Firey can tailor them to their table, and a slew of extra art and
driftwood bones and other, stranger things. Each has a
setting information.
role and a reason to be out on the Wildsea, and it’s their
stories - your stories - that this game is designed to tell. What you have here are the basics, the keys to an overgrown and mysterious kingdom. And if you like what you see,
there's so much more where that came from.
The Wildsea hungers and grows, roots still questing
down into the world’s depths as its waves ripple with Sail safe, people. Enjoy.
life. Spits of ancient earth and the heights of old-world
- Felix
monuments now serve as ports, cities, farms and jails,
each with their own laws and ways. The years after the
Wildsea’s arrival were harsh, and by the time the art of
sailing was rediscovered most old cultures had splintered
into new, often unrecognisable forms. The economies of
the verdant world are unpredictable and ever-changing,
but there’s always value to be found for those willing to
brave the perils of the wild.
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CHAPTER 1
SETTING
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Important Terminology Island 240 years ago: Tarak Tar works with her grandfather, a
sailor of the now-buried seas, to build a ship capable of
Though much of the setting is designed to be uncovered A larger landmass in no danger of being swallowed
crossing the treetops. A hull of old iron reinforced with
and dened through play, there are a few terms you by the sea. Most islands are the tips of mesas and
wildsea wood, an engine fuelled with honey and rotting
should know before diving in. mountaintops, or the upper-reaches of still-standing
fruit, a rudimentary chainsaw running the height of the
monuments.
Pre-Verdant prow to cut them a path. Against all odds, they succeed.
Commonly abbreviated to Pre-V, this describes anything Reef 240-20 years ago: Thousands of ships are built, bridging
that has survived from the old world without being A collection of junk, usually mechanical in nature,
the gaps between cultures and bloodlines. The old world
corrupted by the oddities of the wildsea. . either on top of or just below the leafy waves. Reefs
is mostly forgotten as new generations are born, raised
are hazardous to ship hulls but extremely sought after
Ironroot regardless, often hotspots for salvage operations.
to view the canopy surrounding them as a sea to be
The foundation of the wildsea, the ironroots are the tamed. A short-lived and foolish war scars the north,
titanic trees whose sprawling branches make up the Rift setting it ablaze. Entire cultures dedicate themselves to
majority of the wavetops. A gaping hole in the sea that leads down to the darkened keeping that re from engulng the rest of the world,
roots far below, the kind of place a sensible sailor steers yet it burns still - a constant reminder of the apocalyptic
Tallshank clear of at all costs. danger that untamed ame represents.
A massive tree that dwarfs even the ironroots,
sometimes spearing miles above the rest of the canopy. Crezzerin The Present Day: The ideas of a saltwater sea or of land
A mutative chemical substance found all across the larger than a mesa seem absurd to most, fairytales.
Spit wildsea, often particularly concentrated in leaves and Blood, salvage and exploration drive the economy. The
A temporary landmass resting on the surface of the
tree-sap. It's crezzerin that drives both the rampant world is dierent, but it thrives once more.
canopy, impermanent but sturdy enough to colonize.
growth of wildsea plants and the hyper-accelerated (and
Spits take many forms, from the picked-clean bones of a
increasingly uncanny) evolution of its creatures.
leviathan to chunks of old world material.
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The Skies
A broad blue expanse above, the skies are home to insects, birds and the occasional
airship (though strong winds and frequent storms make reliable air travel impossible).
Most that settle the skies base themselves on mesas, mountainsides or oating cities,
often suspended by arcomagnetism or alchemical ingenuity.
The Thrash
The topmost layer of the great iron-rooted trees that make up the Wildsea, the thrash is
a place of life and trade, a forest canopy studded with mountaintops, reefs of wreckage
and ramshackle cities. What remains of civilization is mostly centred on these last spits
of land, and ships sail the leafy seas surrounding them.
The Tangle
Though the thrash is thick enough to sail it’s the tangle that most large ships rest their
hulls on, where the branches of the sea begin to thickly intertwine. Insect and animal life
thrives in the half-dark heat, and it can be moved through in relative safety with enough
preparation and skill.
The Sink
A layer lower than the tangle lies the sink, where wrecks often lodge themselves and the
largest creatures of the Wildsea rule. As thick as the tangle but far more dangerous, the
sink is named for the treacherous properties of its branches - whether through natural
or unnatural means, most vessels that make their way down to the sink nd it almost
impossible to reclaim the surface.
The Drown
The point of no return, the drown is where branches thin and light dies. The trunks of
the ironroots loom in the darkness, some hundreds of feet across. There are huge areas
of the drown that have never seen the sun, and others where the gulf between ironroot
trunks dees mere distance.
The Darkness-Under-Eaves
The roots of the wildsea and the bones of the old world.
The less said about this place the better.
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Travel Sailing
Even the shortest journey across the seas is a dangerous A curious term for a world with few sails, where most ships are powered by hulking engines and cut through waterless
prospect, but trade, mapping and exploration promise waves with brute strength, but the old sea-going term ‘sailing’ has stuck around nonetheless.
bountyenough to oset the risk. Though the waves are
Sailing the rustling waves is not the easiest thing to do, but it's safer (and usually faster) than the alternatives. You have
vast they’re also crowded, and it’s rare that a journey
a crew to watch your back and help you out, you have a (hopefully) strong hull and a good set of seals between you and
between even the closest ports ends without crews
the waves themselves, and you have the ability to stop the ship, drop anchor and wait out any adverse weather or quake
sighting, greeting and, occasionally, skirmishing with
that threatens to capsize you.
each other.
Charts & Mapping Ships
Wildsea ships come in a dizzying array of shapes, sizes and designs, some of which seem wholly impractical (and some
Current charts are a highly valuable resource when away
of which most denitely are).
from port. As the roots of the Wildsea writhe and quest
for ever-deeper sources of nourishment the topography Most ships have a few things in common - a hull, an outer deck and inner compartments, a bridge with some kind of
of the rustling waves above shifts and changes in kind. steering column (usually isolated from the waves in case the ship has to dive down below the thrash) and a method of
Trade routes alter, animal migrations change and entire propulsion, a combination of engine and bite. The bite is particularly important - an arrangement that cuts or drags or
spits of land are dredged up from below or abruptly pulls the rest of the vessel through the branches of the sea. Ships are also large enough for a complement of both crew
returned to the depths. (experienced sailors who take charge and make decisions) and undercrew (less experienced, still learning the ropes).
An exchange of charts is a mark of respect
among ships meeting peacefully at sea, even
if the exchange isn't physical - sometimes all
it takes is an update to an existing map to mark
out a new spit or recently-emerged threat to
make such a meeting worthwhile.
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scattered stars. But why? In a world with access to ancient technology, Spirits and Spectres
modern innovation and a surfeit of smart, driven The denizens of the rustling waves have no doubt about
"It's beautiful," one of the children engineers to develop new techniques, why are blades and
sails still common?
the existence of the soul. Ardent ancestors whisper and
advise, tzelicrae husk-drifts sift the memories of long-
whispered, just loud enough to be Industry. Or rather, the lack of it.
dead swarms and any wildsailor lost at sea might walk
heard over the din. Etzico turned The wildsea has no widespread industrial movement, no
back into port as an anchored spirit, their bodies still
warm but leeched of essential physicality.
with an expansive gesture. centralized or standardized push toward technological
But there's still debate over what the soul is - what it
innovation. People use what they have available nearby,
"Ah, what do I hear there? A young what works in a pinch and whatever they can cobble
encompasses, how closely it relates to the person that
existed before, even if it ever needed a person there to
rattlehand-in-the-making?" The together from driftwood and salvaged metal. The few
places solid enough to have factories have to rely on
begin with. Perhaps the soul is a memory, or bundle of
child shrugged, suddenly self- tenuous supply-chains, and most materials used for
memories, left to linger after death? Perhaps an artefact
of thought itself? A gift from the absent divine?
conscious. "Never be afraid building and development are second or third-hand, at
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Civilization
Islands on the wildsea stand out like stars in a hungry
Ports and Harbours
What denes a port? A place to rest and a place to repair -
Non-Essential Services
Though every port has its own cultures and traditions the
cosmos, fragile constellations of civility and law amid the those are the essentials that every wildsea port strives to prevalence of wildsailors has ensured that most oer at
vast expanse of the wilds. oer, the minimum they can do to attract passing ships least a few extra luxuries.
and increase their chance of trade and bounty. While
But civility (and, by the same token, law) are relative
it's true that not every port oers these two particular
Smokehouses
terms - with the massive split of culture and the Open ame on the Wildsea is a dangerous proposition,
services in an ocial capacity, you'll rarely ever go
harsh conditions that followed the verdancy, even the but tobacco (and other narcotic burnables) remain
wrong when looking for...
comparative safety of solid ground can be a dangerous popular. Smokehouses are typically sturdy stone
and unpredictable place. Junctions buildings that allow patrons to indulge in such vices
Junctions are meeting and sleeping places for all who without fear.
Most permanent settlements take the form of port-
need them, but they mostly cater toward wildsailor
towns, trade hubs ringed with docks and jetties that rely
crews. A junction oers private rooms, repairs, medical
Shadow-Springs
on passing ships to bring them building materials and These are hot springs (natural or articial) surrounded
treatment, beds, food, drink and entertainment, and
supplies. Many of these hubs have smaller, articial by layers of tar-sealed canvas and reinforced walls,
usually has a series of boards for bounties and crew
islands surrounding them, well-defended buildings that used as a combination of clothes-washing, bathing and
requests. Junctions also often have separate counters for
tend to sprawling farm complexes of parasitic fruit- decontamination facilities.
sending and receiving mail.
trees, breeding pens and apiaries.
Shipyards Cartoika
Spits are likely the second most common type of Small libraries of ever-changing maps and charts
Anything from a jetty and a toolbox to a full warehouse-
civilization - rougher than ports, and even more reliant watched over by keen eyed cartographers, these places
style workshop with space for multiple vessels, shipyards
on trade and barter to survive. A spit might consist of serve the dual purpose of allowing crews to mingle and
may not always be able to make their own ships but their
a piece of old stone, a leviathan bone or a wrecked ship having them familiarize themselves with the current
workers will always have a crack at repairing yours if you
with decks divided into streets and apartments built topography of the nearby waves.
provide payment (and occasionally your own materials).
into long-cold smokestacks. Spits tend to be far more
crowded thanks to the limited building space available, Most ports will also oer a complement of other services,
Chop Stations
Extracting the most nutrition from the strange beasts
or spread drunkenly out onto the waves with wooden non-essential but extremely useful, which we've collected in
of the wildsea is an art form in itself. Chop Stations are
platforms and stationary barges to give more space. the box to the right.
meat preparation and grill-houses where the workers
The rest of the civilized world is a mess of roving ship-
colonies, rolling mycosanctums, oating skyports and
Scratch will render a creature down into every edible cut and
prepare it for cooking or long storage. This service is
The lowest form of barter, scratch is a catch-all term for
tallshank branch-towns. Each of these places has their performed free of charge on the understanding that the
the mushroom-stems, rusted bolts and chips of amber
own ways of living, their own festivals and conventions, chop station takes roughly a quarter of every specimen
that end up lling a wildsailor's pockets after a journey.
and most denitely their own laws - it might be illegal for themselves.
Most places will happily trade a drink or a meal for a
to throw objects o of the side of a high-port, for
handful of scratch, but it can't be used to buy anything
example, or not to duel when challenged in a particularly
substantial.
overcrowded spit, or to leave your fruit to spoil in a place
ravaged by seasonal hunger.
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CHAPTER 2
MECHANICS
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Structure
The game follows a particular structure to help the story
The Conversation
This is the natural back-and-forth between players and Firey:
The Conversation in Play
You’re passing under a crooked tallshank
ow, a mix of scenes, montages and journeys to suit Firey that drives a story forward, the exchange of ideas, when there’s a long, grinding crunch from
the various situations you’ll nd yourselves in. There's intentions and actions. The rest of the rules come into somewhere below, and the ship lurches
a quick rundown of them here for reference, but you’ll play as a reaction to this conversation, not to halt it but to awkwardly to a halt. The engines are running,
learn more about them over the next few chapters. focus it in a particular direction when necessary. Keeping but the leading edge is still - an eerie silence
the conversation owing is one of the keys to a good descends.
Scenes session of the Wildsea.
Todd: This tallshank we’re under, any signs of
Most of your time playing will be spent in scenes, short
The Firey has a role to play in this, but there are some habitation?
bursts of action, exploration and discovery that give
ways you can help out as a player too.
you a chance to develop the narrative and roleplay your Firey: Not that you can see, though you’d have to
character. Make Decisions head up into the branches to make sure.
On the wildsea, indecisiveness gets you killed. Of course,
Scenes are treated as a conversation between every Kyllian: Not good. I’m going to head over to the prow,
decisiveness may also get you killed (or perhaps horribly
player at the table, with the Firey breaking in to ask take a look over the side and see if I can make
maimed) but at least there’ll be a purpose to it.
questions and enforce rules where necessary. When that out anything through the leaves that we might
conversation leads to moments of uncertainty or drama, Ask (& Answer) Questions have run up against. And someone kill the
action rolls are used to determine the outcome. Don’t be afraid to ask questions, in or out of character - damn engine, we’re wasting fuel!
an answer could suggest an action you might not have
Montages otherwise considered. That answer doesn’t have to come
Freya: I’m on that. I was tinkering with some salvage
on the deck when we stopped, which is
Periods of rest, unhurried exploration and training are from the Firey, either; oering your own thoughts and
probably scattered all over the place now. I’ll
usually treated as montages, condensing the mundane opinions is a great way to keep the conversation owing.
sigh, leave the clean-up for later and sprint
but necessary parts of an adventure into the shortest
time possible. They let each character undertake a task,
Take Action toward the engine block.
When the time comes to act, be bold and take the plunge.
a long action that benets the crew in some way or Firey: Okay then Freya, you turn o the engine
Don’t think about the rules, or how you can get the most
uncovers something about your location. without any trouble. Kyllian, you can’t see
benet from the mechanical side of the game - think
anything through the leaves - if you want to
Montages are the most common way to explore new about what your character would do and how they’d do
know what stopped you you’re going to have
ports, allowing characters to split up to nd information it, and stay true to that.
to head down there for a closer look.
and resources before meeting up as a group again for the
start of the next scene.
Mute Topics if Necessary Kyllian: Count me out of that one, that’s really not my
The rustling waves are harsh and unforgiving by nature,
scene. I am, however, going to head down to
Journeys but that doesn’t mean your conversation has to be. It’s
often worth taking a few minutes to discuss the tone
the front cargo space and check the interior,
Journeys allow your crew to take to the waves in your make sure we haven’t got any serious damage.
you’re aiming for before you start to play, or to mute
ship, cutting your way to a new destination. While you I’ll grab Laura on the way, she’s more the
any topics that you don’t want to be a part of your crew’s
travel you’ll take turns at the helm and on watch (or at climbing type. Laura, fancy a quick trip into
ongoing story.
other stations around the ship), making decisions and the tangle?
facing challenges as you make progress across the waves.
Journeys should never be taken lightly. The wildsea is a
hostile place, and the longer you sail the more risk your
ship, crew and characters face.
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Focus
Focus is a kind of ‘narrative spotlight’, which will move from character to character
during the game. It shifts naturally in response to the conversation - whenever your
character is doing something interesting, the focus is on you. When you nish,
another player will take it for a question, comment or action of their own.
Shifting Focus
Ideally, every character (and thus every player) will have some
time in the spotlight throughout the course of a game. The wildsea
works best when the whole crew are involved in a situation,
reacting to eachother's ideas and decisions.
If you feel like you’ve had the focus for too long, try to pass it o
to one of the other characters. You can do this within the ction
of the game by asking another member of the crew a question, or
by involving them in an action you’re taking.
The Firey will also be keeping track of focus. If a member of the crew hasn’t
had the chance to contribute for a while the Firey will likely shift focus back
onto them with a reaction, prompt or question.
Hijacking Focus
Some crew members may have the
ability to hijack focus, taking it from
an opponent, ally or element of the
world before they can act. There are
two simple rules to follow here...
◊ If you’re hijacking from another
player they have to agree - it was
their time to shine, after all!
◊ The focus always returns to whatever it
was hijacked from when your time in the
spotlight is done.
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Tracks
A track is a named string of boxes or circles that are
The Basics
Here's an example of the kind of track you'll run into a
Naming Tracks
Most of the tracks you'll come across will already have
lled, or ‘marked’, to measure progress towards an lot, one set by the Firey to measure progress toward a names, either taken from the pages of this book or made
event, accomplishment, or danger. They're used pretty particular event. up by the Firey as they reveal a new track to the table.
often during play, for everything from the condition of
The Festival of Hives If you get the chance to name a track, try to go for
your character's gear to your progress on a jaunt across
something that makes sense at a glance. The easier it is to
the waves. Even though the track hasn't been marked yet, it's
understand, the better it is at conveying information!
already giving you information. The name of the track,
But tracks do more than measure progress - they're an
excellent visual reminder as to what your character could
The Festival of Hives, clues you into what it's counting
up to and what's likely to happen when that nal box is
Marking Tracks
(or should) be doing in a particular scene or situation. When something advances a track, (for good or ill) you
marked. The length of the track (3 boxes) lets you know
Marks on a track leading up to something negative? mark it, putting a single line through one of the boxes.
how many marks it'll take for something to happen.
Maybe you should try to clear those o. Empty boxes on There's a whole host of actions and events that might
a track you want to ll? Might be worth nding out how Imagine you and your crewmates are spending time in mark a track, including but not limited to...
to ll them. port. When the sun goes down, the Firey marks o the
◊ A crewmember's actions
rst box on the track, like so...
◊ The passage of time
The Festival of Hives ◊ The results of a die roll
◊ A decision made
Now you have your next bit of important information.
◊ The use of a resource
When the sun goes down, the track gets marked - you
◊ Events in the wider world
most likely have two days left until the festival begins.
◊ An advancing story or plotline
And, sure enough, when the sun goes down on your third
day in port... The specics of marking a track are very much down
to the situation. For some, the conditions are strict - a
The Festival of Hives
character's aspect tracks (measuring the condition of
... the Firey marks the last box, lling the track their traits, gear and companions) are marked by damage
completely. Bees swarm the rooftops and the streets or the use of certain abilities, and very little outside of
run with honey and laughter. The Festival of Hives that. In contrast, a track made to earn the trust of a local
has begun! merchant NPC might be marked by doing favours for
them, supplying them with useful resources, buying
their wares, or even telling the right kind of joke.
Some tracks might be marked normally in one way, but
accelerated in others. The Festival of Hives on the left
might start early if an enterprising crew brings extra
supplies, for example. The reverse is possible too - a
particular event or environmental eect may make
marking a track impossible (in the case of The Festival
of Hives this could be a problem with the supplies or a
serious sporestorm rolling in that halts preparations).
If you ever need extra information on how you might
mark a track, ask your Firey - they'll likely drop a few
hints as to how you could proceed.
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their group, "or the hard way". The unexpected narrative twists. The specics of these An advantage is anything you can use from your
one with the crossbow gestured outcomes are on the next page, while the rest of this
section details how to roll and read your dice.
possessions or situation that works in your favour. This
might be a piece of the environment, a resource, an
with an appreciable attempt There are four stages to any action roll...
aspect of your character (such as a trait or piece of gear),
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Twists
Twists occur whenever a roll of the dice comes up with
a double - they don't replace the usual result, but instead
signify that something extra and unexpected has happened (usually
related to the action or situation that caused the roll). Twists are often
something benecial, though they don't technically have to be.
Twists aren't decided by the player that rolled the dice. Instead, they're
thrown over to anyone else at the table, including the Firey - if anybody
has an idea for the eect of a twist, they can put it forward in the moment.
Here's an example...
Reya rolls to convince a surly engineer to work on her crew's damaged ship, getting a triumph
with a twist. Leo, one of the other players, suggests the twist could aect the engineer's stock - he
has a surplus of the materials needed, which might lower the price of the repairs.
If there are multiple ideas put forward for a twist, it's up to the Firey to choose which
one best ts the situation at hand, but they might defer to the player that rolled instead
(especially if it's something that aects their character's backstory). Here's a
continuation of the previous example...
Cody, playing another one of Reya's
crewmates, suggests that the engineer
might recognize a family resemblance in
Reya's character to a previous customer.
After all, Reya's grandfather was pretty
famous around these parts. The Firey
loves this idea, but checks with Reya rst,
as it directly aects her character's history. She's
completely in favour, and the conversation continues
with that extra detail thrown in.
The Limits of a Twist
It's easier to set out what a twist can't do than what it can; though some twists
have explicit mechanical benets (such as a twist rolled while defending allowing a counterattack), most are
a purely narrative experience. They allow players to step into the Firey role for a moment and contribute their
ideas to the wider story. Because of the exibility they oer, it's really up to your table to determine whether
a twist would be 'too powerful' in a given situation, but there are a few hard rules you should stick to. Twists
should never...
◊ Invalidate or override the result of the roll that caused them (a disaster with a twist is still a disaster, just one
with an unexpected narrative extra)
◊ Force a player to accept something about their own character that they hadn't planned themselves (so in the
example above, creating a grandfather for Reya's character in the moment would have been a step too far)
You'll nd more examples of, guidance on, and alternate rules for using twists in the Firey chapter of this book.
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CHAPTER 3
PLAYING
THE GAME
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non-cactoid tongue, and even more The whois easy, as scenes typically involve the entire crew. This gives every player at the table (including the Firey)
a good chance to get some time in the spotlight and contribute to whatever is going on. While you can run scenes with
to those without a tongue at all. only a fraction of the crew (or even a single character if it makes sense for the story), those kinds of situations are usually
better handled with a montage. You'll learn more about montages in the next chapter.
Argan was, unfortunately, a The where is usually pretty easy as well, as the Firey will make clear the kind of location you're in at the beginning of
member of that last group. Ghost- a scene. Usually this'll be obvious, as scenes will be happening in chronological order - if you were walking up the stairs
driven and rusting, the old ship's to the deck of your ship in the last scene, you'll probably be on deck in the next one. If this isn't the case (for example, if
there's a signicant amount of time or a location change in between scenes) the Firey should make that clear.
horn that acted as his voice-box The why is the most important part, so if you're not sure you shouldn't be afraid to ask questions. Every scene should
was hardly the most precise of have a purpose of some kind - it might not be a grand one, and it might not even be one that moves the main narrative
instruments. of your adventure forward, but it should be there.
time he needed to learn the basics, might nd themselves doing during a scene out on the rustling waves of the wildsea...
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Exploration
Exploration is important, especially when you’re
Collecting Resources
While exploring a scene you should be on the look-out for opportunities to scavenge resources that might come in
entering a new area. Who knows what secrets are hidden useful on your travels. These can come from a variety of sources - picking over wrecks or corpses, clearing the vaults of
down side-streets, cosseted by the waves or buried in the forgotten ruins, taking down and butchering animals or even plucking produce straight from the waves. As a general
risen ruins of the pre-verdant world? rule if something isn’t nailed down, you can take it.
Points of Interest When you gain a resource you should note it down on your character sheet. Larger resources (such as full crates, weighty
machines or animal carcasses) might be taken back to your ship as cargo and noted on the ship sheet instead.
When you start a scene or enter a new area the Firey will
describe the most important features of your location. When rolling to acquire a resource, certain results can give it atag, a descriptor that changes how it might be used. Some
This description will usually cover at least one point of characters may also have aspects that let them acquire resources with special tags, or multiple dierent resources from
interest, something intriguing or possibly useful that the same roll. You'll learn more about resources and possible tags on page 64.
your characters could interact with.
While trying to ferret out resources from the environment the Hunt, Tend, Sense and Scavenge skills will often be
This is a good time to ask questions like “what can I see useful. In more civilized areas, social skills like Flourish, Outwit or Sway will likely garner better results.
by the ______?” or “what else do I notice about the
The results table below is specically tailored forrolls made to acquire resources.
______?”, making sure that every player is imagining
the same kind of scene in their mind.
In response to your questions the Firey might simply Triumph
give an answer or require you to do something (like get You gain a solid example of whatever resource
closer or roll an action) before you can learn more.
6 you were looking for, untainted by waves or use
or time.
Different People, Different Interests
You can even angle your questions around creating new Conict
points of interest that can help out your crew, or even
your specic character. Asking “is there anything we
5 You gain a resource with a negative tag - it
can still be useful, but it won’t exactly impress
can take cover behind?” might prompt the Firey to add 4 anyone.
another point of interest to the scene that can be used
in just that way. This gives you more to interact with
Disaster
as you play, and also clues the Firey into what your
3 You either fail to nd what you’re looking for or
possible intentions might be (allowing them to tailor the
2 ruin the resource in the process of collecting it.
narrative accordingly).
1 Twist
The resource you gain has a unique or positive
Below are a few example questions, ones that both gain s
e
l tag, provided by you or another player at the
you information and suggest possible points of interest b
u table. Unusual resources are more valuable and
to the Firey. o
D
often have a wider variety of uses.
◊ "Where's the light coming from in this ruin? Is there
a hole in the roof?"
◊ "I imagine they'd have to store their whisky
somewhere - are there any barrels around?"
◊ "What kind of tool is the rattlehand using as she
works on the ketra's outrider?"
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Interaction
Scenes are where you’re most likely to encounter NPCs,
Knowledge
What exactly does a character know about the world of Firey:
Interaction in Play
The door to the cabin bursts open and a gure
either as free agents or representatives of the various the wildsea? That's a question that's ultimately up to the stumbles out - an ektus, chin thick with
major factions active on the Wildsea. players, the Firey and the needs of the situation, but beard-like spines. As soon as he sees you he
there are a few guidelines. starts ranting in saprekk, cringing away from
Interacting with NPCs can be a great source of
you with his hands outstretched as if to ward
information, as they’re likely to have access to some Implicit Information you o.
knowledge that your characters lack. Some NPCs, such The sea is made of trees. The coming winter is going to be
as merchants, may also have resources you can purchase hard. Pinwolves probably won't make great pets. These are Laura: Oh damn… Does anyone here actually speak
or barter for. Others might even be persuaded to join you the kind of facts that every character should have access saprekk? Can we understand him?
temporarily as a passenger, or even permanently as a to without the need to roll - they might come out as an
Todd: I’ve got a smattering…
new member of the undercrew. answer to a question posed to the Firey or, for more
condent tables, simply be said and assumed to be true. Firey: Todd, you can get the edge of it. He’s talking
Approach Your character will also have implicit information about
about some kind of terrible event, and his
When trying to get information or favours out of an NPC comrades belowdecks. That’s all you get.
their past, their family and the elements that make up
you’ll likely have to make an action roll. Be sure to match
their own background; a ridgeback will know the names Laura: We need information. I’m going to roll, uh,
your approach to the kind of NPC you’re talking to. A wily
of the most famous mountaintop islands, a hacker will try to get him to give us more. Grab him by the
trader should be approached dierently to a frightened
be able to identify a good number of plants and trees shoulders and shake him?
child, for example, or a straight-talking engineer, or a
without issue. If it's something you feel your character
mystic sage. The Flourish, Outwit, and Sway skills come Kyllian: Wow, I’m glad you’ve never tried to calm me
should know, something they'd have likely picked up
in particularly useful here. down in a crisis.
over their time at sea or something that they'll call upon
Language often to fulll their role on the crew, you should never
have to roll for it.
Laura: Well, has anyone else got a better idea?
Being able to communicate with someone in their Todd: Than that? Yeah, several!
native or favoured language can be a real boon as far as Possible Information Laura: Okay then, you go for it!
conversation goes, even if you only know a smattering What are the exact properties of these leaves when they're
of it - it shows respect, dedication and a willingness to stewed? Which of a pinwolf's glands contribute to their Todd: Right, I’ve only got a smattering of saprekk but
learn. stilting, staccato movement? What trade routes do writling I think I’ll be able to get this across. I’m going
ships take as autumn rolls on and they nish their voyages to use sway and iron, try to communicate that
Languages can also stand in for other social skills you
for the year? These are more specialized questions that we’re friends and that we mean him no harm.
might be lacking in a pinch, though the Firey will likely
require specialist knowledge. A steep, alchemist or Can I get an advantage if I make a show of
impose cut or reduce impact in these situations.
navigator would have a chance to know these answers, putting my weapon down as I do that? I want
Finally, languages oer a huge amount in terms of but a corsair or screw would likely be completely in the to be as reassuring as I can.
cultural information. Learning to speak saprekk will dark. Roll for information like this, either to recall it or to
Firey: Denitely, but you’ll still be cutting one.
naturally expose you to ektus culture, history and study materials you have on hand.
legends, and while you might not be as familiar with Todd: No problem. That’s a six - nope, that’s cut - a
them as someone raised in an ektus colony you should be
Impossible Information ve. Not too bad.
There are some mysteries that are simply beyond the
able to call on simple facts and roll for deeper concepts.
knowledge of anyone you could care to name, some Firey: Nice job! The ektus grabs your hammer once
things only understood by an extremely select few. The its discarded, holds it as if he’s ready to attack
history of the pre-verdant world, the precise nature you, but when you don’t make an aggressive
of the Under-Eaves... these are things that a character move his ranting slows and he visibly calms.
might guess at, but will likely never have a concrete
Laura: Alright, that probably was a better plan.
answer for.
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Combat
Whether a bar-room brawl or an ambush at sea, combat
on the wildsea is usually a quick and brutal aair - blades
are drawn, pistols primed, and blood (or some equivalent)
almost inevitably spilled.
Whatever the specics, combat has an element of tension -
you’ll have to act and react quickly, and others might live or
die due to your decisions.
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“Landfall!” MONTAGES
Montages allow your crew to benet from one of the most useful tropes of the big screen, the condensing of long
The exodus began before the ship periods of time into short but narratively-useful snapshots. During a montage every member of the crew gets a moment
was even tied, crew and undercrew of focus to get one thing done, allowing the crew to split and pursue their own stories and wants without fear of slowing
the game down too much or being caught o guard.
alike leaping the last few feet Though montages can be a good source or relaxation, try not think of them exclusively as ‘downtime’. They can be just
over the rustling waves to land on as useful a tool in driving the plot and the action along as a scene!
Kyther’s junk-strewn docks. As a crew of wildsailors, the most likely times your Firey will oer you the chance at a montage will be...
◊ When reaching a new port, and wanting to explore various areas quickly
After weeks at sea, shore leave is a ◊ When stopping for the night on a journey or expedition
hard thing to say no to. ◊ When tooling up or preparing for a potentially dangerous encounter
◊ When sharing a song, a story or a meal that gives everyone some time to rest
◊ When th splitting up to gather information or supplies
The char was the rst to go, haring ◊ When pursuing your own interests and projects after long periods of socializing
off toward the open-air bazaar to
trade in delicacies. A gallant set of Tasks
A montage isn’t there to track the individual actions you take - that’s handled with scenes. A montage instead allows
deck-gunners were next, shouting you to condense larger periods of time into brief but useful moments, known as Tasks.
and laughing as they made their As a player, your role is to decide what task you’re working towards and then use your moment of focus to describe
way to the nearest smoke-house, how you accomplish it. This can sometimes involve a roll, a loss or exchange of resources, or even just engaging in the
conversation with the Firey and the other players. There’s a list of general tasks you can attempt over the next few
tobacco and pipes already in hand. pages (exploration, acquisition, recovery and creation), but don’t be afraid to request something outside the box.
One waved over her shoulder - Requirements
they’d be gone for some time. Some tasks may require you to have access to a specic place or resource before they can be performed. A character
wouldn’t be able to gather specimens in an area with no plants or wildlife, for example, or go shing without something
The ship’s alchemist was slower to to be used as a rod, bait or net.
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Exploration
A common piece of advice for adventure-based tabletop
Acquisition
Scrabbling around for bits of old stone and rusted
Specic Acquisition Tasks
Though you can likely trade for salvage or specimens if
games is that you should avoid splitting the party machinery is hardly the most elegant way to spend your you’re in a settlement, one of the easiest ways to acquire
whenever possible - it often leads to characters being left downtime, but it can be one of the most productive. new resources during a montage is to fall back on your
out of plot developments and important moments. Using a montage to focus on acquisition might take the own skills. The following specic tasks are useful for
form of... acquiring certain types of resource, especially if the
But when it comes to montages you can safely turn this
accompanying roll is bolstered with an appropriate skill,
thinking on its head. Especially when there’s a new ◊ Trading your cargo or resources with an NPC
edge or aspect.
location to explore, there’s great benet in splitting the merchant (or another wildsailor)
crew up to cover more ground. You might use a task to... ◊ Combing the locale for interesting or unique things Scavenging
that might not be missed Requirement: An area with potential for salvage.
◊ Track down a particular individual or service
◊ Fishing, hunting or herb-gathering For sorting through detritus for useful pieces of scrap or
◊ Chase a lead that relates to your character’s drives or
◊ Petty theft and pickpocketing machinery, allowing you to gain salvage. The scavenge
personal backstory
◊ Gathering rumours from a local tavern skill will always be useful here, but rattle, study or delve
◊ Indulge your curiosity in a particular aspect of a
◊ Collating information into a fresh chart might also come in handy in a pinch.
place’s architecture or culture
◊ Talk to NPCs to gain some local knowledge Acquisition Results Hunting
◊ Discover routes or options for further exploration When rolling for these kinds of tasks you’ll usually be Requirement: An area with the potential for beasts.
that you can tackle later as part of a scene using the same results table you would for a resource- For tracking and bringing down animals and insects
gathering action during a scene. It’s printed on page 32, (or rendering and carving bodies) to use as specimens.
Setting Up the Next Scene but we’ve included it here as well for ease of reference. Unsurprisingly the hunt skill comes in useful here, but hack
Sometimes your exploration will lead you into a situation
and break could be useful in the right situation.
that demands the attention of the entire crew. If this
happens, make it clear to the Firey - “Can we wait to
Triumph Gathering
do this bit until everyone meets up again?” is a perfectly
acceptable sentence to throw into the conversation. That
6 You gain a solid example of whatever resource
Requirement: An area with the potential for vegetation.
For identifying and collecting useful plantlife and
you were looking for, untainted by waves or use
way you get the benets of your task, nding something produce as specimens, anything from fruit to
or time.
that moves the plot forward, but everyone at the table mushrooms to predatory orchids.The tend skill is an easy
Conict
gets to share in the experience as soon as possible by
turning it into a scene.
5 You gain a resource with a negative tag - it
go-to, but sense, hunt or cook might help you spot and
collect rare ingredients.
Rolling to Explore 4 can still be useful, but it won’t exactly impress
anyone.
A huge variety of skills can come into play as you’re
exploring a location (though in many cases you won’t 3 Disaster
have to roll at all). Movement skills like vault and 2 You either fail to nd what you’re looking for or
wavewalk can help with the physical traversal of the 1 ruin the resource in the process of collecting it.
environment, social skills like sway can let you glean
information from others, and language skills can clue
Twist
s The resource you gain has a unique or positive
you into cultural details and unexpected conversations e
l
b tag, provided by you or another player at the
that other crew members would miss. u
o table. Unusual resources are more valuable and
D often have a wider variety of uses.
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blood & sap... general maintenance of your ship. This might take the Healing
form of... Requirement: An appropriate specimen.
But he’d never smelled anything ◊ Spending time healing yourself with specimens or
For tending to your own wounds or giving medical
aid, allowing you to clear marks from a trait or animal
quite like the meal in front of him. using salvage to repair your gear
◊ Letting a ship’s surgeon tend to your wounds
companion. The tend skill lets you work on yourself and
others, and the cook skill can be useful too. The specimen
Canteray (more of a artist than a ◊ Visiting a portside hospital or treatment centre
◊ Drinking and laughing your mire away at a
used should t the kind of damage that’s being healed -
cook, as he often said) looked at junction-house
curative herbs and such will always be appropriate, but even
something as simple as a branch could help x a broken leg
him expectantly. ◊ Using salvage and cargo items to repair damage to
your own vessel
by acting as a splint, for example.
“What... Is it?” Ikra asked, keeping ◊ Putting your ship into drydock for repairs Repairing
Requirement: An appropriate piece of salvage.
his voice as neutral as possible. Recovery Results For refurbishing broken mechanisms and armour,
Removing damage during a montage has its own results
allowing you to clear marks from gear or mechanical
“Wolf meat & cactus oysters table below, which can be used for healing and repair in
other situations just as easily.
companions. The rattle skill is reliable, but scavenge or even
cooked in a reduction of spider-silk cook might work in the right situations. Repairing damage to
a ship’s ratings or structure will usually cost several pieces of
wine & peppering spice.” Recovery Roll Results salvage, or an appropriate piece of cargo.
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Projects
There are some activities that fall outside of the timescale
Working on Projects
There are multiple ways to mark o the boxes of a project Firey:
Projects in Play
Well you won’t be moving into the ruin until
of both actions and tasks, such as writing a book, track - you'll likely use a mixture when working on your the sun goes down, so this seems like a good
assembling a complex machine or learning a language. own projects, depending on the situation. time to give you a montage. Are there any
These are projects, multi-stage tasks that are completed tasks you want to attempt as you wait?
Time
over the course of several montages. Whenever you have
You can often mark o a box just by spending some Todd: Not for me, I think I’m just going to relax. I’m
the chance to perform a task, you can choose to work on
time working on a project, even without rolling; study, pretty sure I’ve earned it after our run-in with
a project instead.
practice and hard graft all have their place. Not all project those smugglers.
Starting a Project tracks can be marked in this way, however.
Firey: Yeah, I think you have. I’d love to relax but I’m
Like actions and tasks, projects are mostly freeform. You Example: Freya draws up some plans and schematics for the pretty conscious of this arm wound, so I’m
might start a project to earn the trust of a recalcitrant goggles, making sure they'll work for the various bloodlines going to choose clean it and bandage it as best
passenger, to study an ancient artefact or even to build that are part of her crew. I can.
an outrider ship from scratch. Once you’ve decided on
Rolls Kyllian: Probably a wise choice. Relaxing will clear a
the scope of your project the Firey will set you a project
A quicker but riskier way to make progress on a project is point of mire for you Laura, and Todd that
track to ll, which you can note down on your character
to roll for it, just like you’d roll for a normal action. sounds like a Heal. You know how that works?
sheet.
Example: Freya rolls with Sharps and her Rattle skill, using Freya: Yep.
Example: Freya wants to create a set of goggles for each crew
the ship's workshop to give herself an advantage.
member that will protect their eyes from the radiance of the Firey: Great. Anyone else?
Icteric sun. She tells the Firey of her intentions - a crafting Resources
Kyllian: Well, the deck’s covered in mothryn dust-
task would be able to make a single pair, but making so Sometimes the best way to get a project moving along
motes now, and I think I might be able to use
many denitely suits a project.The Firey sets a six-track for nicely is to spend one of your resources on it. Some
those as a component. I’ll collect some up,
her to ll to represent the scale of the task at hand. She notes projects, such as crafting, might require specic
then head down to my lab alcove and see if I
it down on her character sheet, and will work on it in her resources to be used before they’re completed.
can concoct anything exciting. A salve, maybe?
spare time as the crew draws closer to their destination.
Example: Freya chips down some salvaged amber plating
Freya: Well while they do that I’m going to keep an
from a recent wreck to act as lenses, and one of her
eye out for anything interesting we might
crewmates supplies pinwolf-leather to work as straps and
pass. I don’t think there’s really a task for
housing .
that... Can I just roll for it instead?
Aid
Firey: Yes, that would work. Kyllian, I’m setting out
Just because you started a project yourself doesn't mean
a three-track for you, ‘possible salve’, and
you have to nish it alone - others may oer you their
I’ll mark the rst box now. Right then! The
aid, giving their skills and expertise as a reward or favour.
engines growl pleasantly as you cut through
Example: A trader they meet along the way has some the treetops. By sundown, you’ve...
impressive onyx spectacles of his own, and Freya gets friendly
enough with him to study their design and ask about the
process of making them.
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Longer Montages
In most montage situations a single
task is enough to do whatever you need
to do, an important or useful thing that
passes the time until the next scene comes
or the journey continues.
There are exceptions, though not many. When
the crew are waiting for a particular event and have
little else to do, taking multiple tasks to represent time
spent idling could be appropriate. This is particularly usaeful
in longer campaigns where the seasons change, as it's natural for
wildsailors to hunker down in a settlement and work on their own projects
(and basic survival) during the leaess months of the year.
In these situations it might be worth taking two, or even three tasks as part of an
extended montage.
Timing Extended Montages
In terms of real-world time they're best used at the very end of a session. Montages have a way of dovetailing into
new scenes based on the information characters acquire - with multiple tasks this information runs the risk of being
overwhelming, so leaving a follow-up scene until the beginning of the next session gives the Firey time to plan
ahead a little and focus on the most important possibilities presented.
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Departure
The departures phase allows both players and Firey to
Preparations
There are a few other things you might want to consider
Stations
For optimal operation of a ship certain stations have to be
prepare for the journey ahead. before leaving port. Some groups may want to treat this manned, but there are other positions a crewmember can
stage of departure as a montage, others as a scene, others keep that allow them particular options or opportunities
When getting ready to depart on a journey you should
as a simple checklist. during a journey. We'll keep the details brief here and
set your Destination, make any Preparationsyou might
◊ Hiring extra gangs or ocers for your undercrew. delve into them when relevant over the next few pages,
need and have each member of the crew choose their
◊ Taking on passengers. but before the ship leaves port your crew should decide if
Station. While you do this, the Firey will create a set of
◊ Picking up some cargo. anyone is...
Journey Tracks.
◊ Picking up extra information on the surrounding
At the Helm Essential
Destination waves, often from junctions, cartoikas,
smokehouses, and shadow-springs.
When at the helm you control the ship's speed and
Nobody heads out onto the Wildsea without a very direction.
◊ Planning a route, usually to include or exclude
good reason. Your rst point or order should be
to set a destination that will mark the end of your
certain areas. On Watch Essential
When on watch you roll to see what the ship is about to
journey, usually a port or settlement of some kind but Undercrew & Passengers encounter as the journey progresses.
occasionally a creature you're hunting or a ship you're Most ports will give you the opportunity to hire on new
aiming to meet. undercrew (usually at the cost of an initial payment of Tending the Engine Optional
salvage and a nominal share of future earnings) or pick When tending the engine you have the option of
Setting a destination is as easy as stating your intentions
up a passenger or two (who will often pay their fare half overloading it with fuel for a burst of speed if necessary.
out loud and agreeing on them as a group. For example...
up-front, half on delivery). Junctions and noticeboards
◊ "We're heading to Kyther, up North - there's an old steep are good places to pick up both.
Cartographizing Optional
When cartographizing you keep a look out for landmarks
there that owes us a favour."
◊ "We need pinwolf staccatomygdala to help Tzal cure the
Cargo & Information and distinctive places, using them to sketch out a new
Both usually cost, but can be invaluable in the right chart.
slowsight plague, probably a decent number of them.
circumstances. Larger trade goods should be bought
Time to nd a pack of the bastards."
cheap for export and sold to places willing to pay top
Watching the Weather Optional
◊ "The priest-captain of the Dated Summit wants to meet When watching the weather you gain some idea of what
scratch. Information comes at a premium, but may
us somewhere in Jawbone Straight, says we'll know the future weather conditions will be like based on your
translate into useful knowledge on hazards that might be
place when we see it." meteorological and environmental assessments.
faced or areas to avoid.
Changing Destinations Route Planning Crew members not at a particular station are assumed to be
Not every journey goes as planned. Some would say that busying themselves with other small tasks around the ship.
Only available if you have local knowledge at hand (such
very few journeys go as planned, in fact. If your crew
decide to change their destination for any reason, tell the
as from a local captain or a cartoika) and a chart to
consume, planning your route in advance will give you a
Journey Tracks
Firey so that they can make a new set of Journey tracks As you prepare to depart the Firey will set a hidden
shorter, safer journey with a number of options (supplied
for you (more on those on the right). progress track for your journey.
by the Firey) of where you might avoid or drop by. For
example... Progress
The essential journey-related track, marked every time
The crew of the Sokoliov nd a cartoika, a map-house full
the ship makes progress toward their goal. Once the last
of information on the local waves. By consuming a chart of
box on the progress track is marked, you’ve reached your
their own they plan their route, the Firey informing them of
destination. The length of a progress track is decided by
a wondrous tallshank, the common routes of some mothryn
the Firey based on your proposed route - taking a direct
assassins, a oating bazaar-port, and a roach-river. They
path will make it shorter, swinging out of your way to
can choose to encounter or avoid these for sure.
avoid dangers or make extra stops will make it longer.
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Progress
Once you’re out on the waves the narrative relies on your choices and dice rolls to
progress. Each member of the crew will take turns at the helm and on watch (you can
determine the order yourself).
At the Helm
When you take the helm you have direct control over the ship, and can choose one of the
following three options - Cut a Path, Forge Ahead or Drop Anchor. Each choice has both
narrative and mechanical consequences.
CUT A PATH
◊ Narrative: You travel at a decent speed while keeping the ship and crew as safe as
possible, and give whoever is on watch a good chance of spotting oddities early.
◊ Mechanical: You mark a single box on your progress track. When the watch roll is
made you can usually choose to encounter whatever is sighted or steer clear of it.
Without any problems.
FORGE AHEAD
◊ Narrative: Your passage across the waves is rough but swift, the roar of engines
and cracking of branches heralding your arrival. Watch is almost a formality - you
have little chance of coming within visual range of anything without being spotted
yourself.
◊ Mechanical: You can mark two boxes on your progress track. When a watch roll is
made you’ll usually blunder straight into whatever encounter is rolled, or damage
your ship trying to avoid it.
DROP ANCHOR
◊ Narrative: The ship stops so everyone on board can rest with minimal fear of
interruption. The undercrew take over watch duties, keeping their eyes out for
dangers to the ship. This is the safest way to spend the night-time hours, and a great
opportunity to work on personal projects and ship repairs.
◊ Mechanical: You and your crew have time to take a montage while the ship is at rest.
The undercrew keep watch for danger, and no other watch is rolled.
Challenging Terrain
Some areas of the wildsea are more dicult to traverse than others, especially for
certain types of ship. A vessel that relies on a chainsaw-type prow might nd a thicket of
iron-hard vines almost impossible to traverse, whereas one with centipedal legs could
pick its way across with no problem at all, for example.
When cutting a path or forging ahead in challenging terrain the character at the helm
may have to make an additional ratings roll to determine whether they manage to make
any progress. More information on these rolls can be found in the encounters section of
this chapter.
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Discoveries
Choosing to make a discovery while on watch allows you some creative input into a
newly discovered location. As long as the location is something that might be
recorded on a map or chart, it’s viable as a discovery.
When you make a discovery the Firey still makes a threat roll. You
may have narrative agency over what the location contains, but you still
don’t know what condition you’ll nd it in.
Making a Discovery
To make a discovery rst choose one of your charts. This will give you
some information about the locale, and possibly the kinds of resources
you’ll nd there (using a ‘Salt-Stained Chart’, for example, might imply the
discovery is near a salt-water waterfall).
Once you’ve chosen a chart the next step is to add one of your whispers. It’s these wild
words that breathe life into the discovery - they allow you to describe an event, a cultural
facet or a happening in the location you’ve discovered. The whisper ‘A Welcoming Fleet’,
for example, might imply there’s a rootless family moored in the area, or a naval battle
in progress with one side looking for help).
Both the chart and whisper are lost during this process.
Discovery Examples
A Bronze Inscription + Toothstorm might lead to...
◊ An ancient metal temple with a rowdy tooth-selling bazaar
◊ A huge copper-coloured plant with a ravenous maw
◊ A living storm chained to an ancient obelisk
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Arrival
When your progress track is lled you’ve reached your
Relaxation
Mire tends to accrue faster out on the open waves,
Ship Security
Having your ship stolen every time you leave it
destination, and the journey ends. The Firey will those dark thoughts sloshing around inside your unattended to engage in portside scenes and exploration
describe the port you’ve arrived at, and you’ll be able to brainpan churned up by the constant danger and lack of would be terribly, terribly dull. In all but the most
disembark safely (hopefully). Whether you pull into port, civilization. Dealing with it in ports is usually a lot easier piratical and morally bankrupt ports, assume that
drop anchor, signal for a ferry-vessel or clamber through than dealing with it out on the waves, by seeking out a leaving some of your undercrew behind will keep your
the branches toward your destination is up to you. junction to drink in, a smoke-house to indulge vices or a ship safe from harm. Alternatively, assure your ship
shadow-spring for a long, hot bath. is taken care of by the dockworkers by buying their
Portside Drydock attention with a resource or favour.
Once you're portside you should tend to your needs,
Repairs, alterations and additions can be made to your
unless you have other pressing story-based concerns.
ship at a drydock, though they come at a price. Most
Healing drydocks will have certain services or parts they oer in
Few journeys end without the crew suering some kind exchange for resources or cargo.
of damage. While a ship's surgeon can patch up most
injuries and rid your aspects of marks, a portside surgeon
(when paid with resources) will likely do a
more thorough job, with cleaner facilities.
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CHAPTER 4
CHARACTER ELEMENTS
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between them may as well have A Post describes the kind of niche your character lls within the crew, the particular set of skills that make them
valuable as a wildsailor.
been miles - the gulf between The combination of your bloodline, origin and post is referred to as your character’s Background. You background can
employment and yet more wasted have a big inuence on how your character can interact with the world, and how the world will treat them in turn. Some
time. settlements may be easier to explore for characters of a particular bloodline (such as the high hanging buildings of
tzelicrae cities), or the citizens wowed by someone with the talent to take a particular post (such as the innate respect a
“You were the navigator on the frontier town might pay to a hacker). Each choice you make carries with it a narrative risk and reward.
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Edges
Edges represent the way your character is most used to solving problems and tackling challenges, the approaches
Using Edges
While the primary eects of your edges are easy to grasp
they’re usually the most eective with. When you attempt something using an edge you’re in your element - when (mechanically to add 1d6 to your dice pool, narratively to
rolling, you can add 1d6 to your dice pool. avour an action you're taking), they serve a few other
functions as well. Your edges are...
Edges also add a lot of narrative avour to the rest of an action roll, changing the way a skill or aspect gets used in play.
Rolling to gather specimens using the Tides edge might mean you’re focusing on quality, whereas rolling with Veils Flexible
might let you gather those specimens without letting anyone else know, or without disturbing local wildlife. Don't fall into the trap of thinking that certain edges are
required for certain things - that's not how they work.
The edges on oer are Grace, Iron, Instinct, Sharps, Teeth, Tides, and Veils.
You can easily swing Iron, Grace, or Teeth to add to a roll
Grace Teeth made to attack, but Tides might apply if you have some
knowledge of the target you're exploiting, or Sharps if
An edge of elegance, precision, & agility An edge of savagery, passion, & destruction
you're using some pre-planned tactic, or Veils if you're
You’re at your best when you’re free to move, using You’re at your best when letting loose, exposing
lining up a backstab, or even Instinct if you're just
superior mobility and unexpected speed to run rings the wilder parts of your nature, and damning the
launching yourself into a dangerous situation without
around a problem. Grace gives you the edge when consequences. Teeth is often used to inict fear on
any idea of how it'll turn out!
dodging and balancing, performing acrobatic feats, and others, to destroy objects and relationships, to
attacking with lighter weapons. disregard convention, and to make brutal,
uncompromising attacks.
Iron
An edge of force, determination, & willpower Tides
You’re at your best when relying on direct action, using An edge of exploration, learning, & lore
sheer grit to carry you through. Iron is often used for You’re at your best when relying on your knowledge
weathering incoming damage, keeping your cool in tense of the waves, the quirks and secrets of the wildsea that
situations, imposing your will on others, and attacking others might write o as mere folktales. Tides is often
with heavier weapons. used for unearthing secrets and mysteries, spinning
engaging tales, charting new courses, and steering ships.
Instinct
An edge of sense, intuition, & reaction Veils
You’re at your best when going with the ow, acting An edge of shadows, ciphers, & secrecy
without a plan, and trusting either your gut or your You’re at your best when your inuence is near-
body’s natural senses. Instinct is often used to react impossible to detect, managing situations from behind
to unexpected events and hazards, learn more about the scenes. Veils is often used to go undetected or cover
the world around you, and connect with the weirder your tracks, to backstab and betray, and to manipulate
elements of the waves. others in both social and combat situations.
Sharps
An edge of logic, wit, & planning
You’re at your best when you can bring intelligence and
preparation to bear, relying on the knowledge that your
mind (or tongue) are sharper than any blade. Sharps is
often used to solve problems, untangle complexities,
design or create new objects, and outmanoeuvre others
in verbal conicts.
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smattering of the more common You don't usually need to roll the dice to benet from
your language ranks - if you have a smattering of
This is what you'll likely roll your languages for most
of the time - to draw on cultural knowledge and gain
blood-langs, but Carrington was Saprekk, you'll be able to converse with others that speak information.
a slow learner. Then there was it... to a degree.
Example: Freya speaks a smattering of Saprekk. She can
Kovir’s mumbled raka spit (already Here's a rough guide to what each rank means in terms
of your overall ability.
understand a little of conversation happening at the bar of the
Junction they're visiting, but what's more important arethe
hard enough to understand coming tar-scrawl tattoos on one of the speakers - they mark him as
through that damn beard), and even Smattering an outcast and a dissident, exactly the kind of ektus her crew
needs to make contact with.
Having a smattering of a language allows you to use
Zaritze’s cursing had to be uttered and understand simple words and sentences without a Each language entry on the page to the right also comes
from knock into old hand for the problem. You can order food, chat about a few common with suggestions of the kind of lore a learner might have
wilds-related topics and pronounce names with access to.
benet of their lemurs. reasonable accuracy.
You might also use languages to...
Still, nowhere near as bad as his Knowledge Make Friends
Having knowledge of a language allows you to engage
rst crew. All saprekk, all the time, in normal conversation without a problem; you can
Being able to communicate with an NPC in their own
no matter who they were talking discuss a wide range of topics, give opinions and precise
natural language (rather than the catch-all common
tongue of Low Sour) is a great way of building rapport,
to. You could only watch the ship’s directions and easily follow conversations at the speed of
a native speaker (even if you miss a word here or there).
putting others at ease.
char shout and point at ingredients Fluency Impress Others
for so long before it became Being uent in a language shows you have complete
Particularly appropriate when using the less common or
more dicult to learn languages, such as brasstongue,
embarrassing. mastery of it - you can read, write, listen and speak
without the fear of misunderstanding or being
which have a limited number of speakers often with
highly specialized knowledge.
And every now and then - rare, misunderstood.
Gain Extra Information
yeah, but sometimes - he got a Dialects People love to be a part of the in-group, in general, and
genuine burst of pride. And here, One of the only times your Firey will ever ask for
showing an NPC that you can slip into their language as
needed may encourage them to share information with
in this crowded bar in an Icterine an action roll to check your understanding is when
you come across a dialect that deviates far from the
you that wouldn’t normally be shared with ‘outsiders’.
junction, thorns and bre wall-to- lanaguage you know. Even uent speakers can be
wall, hearing Carrington order in confused by the intricacies of a dialect grown in isolation,
and the Wildsea is full of little enclaves and oddities
halting saprekk made him smile. where they might spring up.
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looked over at their navigator, sat There are three types of aspect - Traits, Gear and Companions.
cross-legged at her platform by the ◊ Traits represent the benets of training and experience, or the innate functions of your biology.
◊ Gear acts as a catch-all term for the weapons, armour and tools that your character relies on.
prow, then back to the grimacing ◊ Companions can be anything from a trained animal to a construct, a living spell to a captured spirit; something that
wildsailor that had spoken up. ghts alongside you, acts as a mount or scouts out places you wouldn’t normally be able to access.
Know why?” When your character takes damage you have a choice - Jagserry 3-Track Gear
take an injury, or mark it o an appropriate track. The The archetypal hacker weapon, a sawtooth sabre that
The sailor met Kepra’s petaled gaze longer your aspect’s tracks are, the more punishment
you can take before suering a serious injury.
deals CQ hewing or serrated damage.
clapped, dreamily, and they rose as The main meat of an aspect is how it lets you add to,
Swarm-Scout 3-Track Companion
A single spider you can send ahead as a scout, allowing
one and scattered to the north-east. change or break the usual rules of the game. An aspect
might let you do something impossible for other
you to see and hear at a distance.
“’Cause she just found our next characters, deal a certain damage type, resist harm from Prow-Nose Porcupine 2-Track Companion
a variety or sources, gain extra information from the Not the easiest creature to pet, but you learn to live with
port.” rey or even change the way you read dice results. it. Ignore cut caused by pain or discomfort.
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Aspect Damage
When your character takes damage, it'll likely be directed to one of your aspects and
taken in the form of marks on that aspect's track. You choose which aspect the damage
is dealt to, but it should be one that narratively ts the damage being taken - a piece of
gear might work well to absorb damage from an incoming shot, a trait maybe damage
dealt straight to your body.
Example: A marauder's cannonball smashes through the deck next to Hegvin, showering him
with splinters and dealing two marks of spike damage. Hegvin's player chooses to mark that
damage to the character's Ragged Longcoat aspect, judging that the coat would be most likely
damaged by such as event.
Abstract Damage & Injuries
Some traits might seem too abstract to absorb damage in this way at rst - Nothing
Stays Buried, an example on the opposite page, is a unique action that a character knows
how to perform - how can that be damaged? By a blow to the head, a ringing in the ears,
a distracting, painful slice. You can aord to be a little abstract in the way you mark
damage, to traits especially.
And if you really don't have an aspect that can take the damage for you (or if you
choose not to use an aspect, or if all of your aspect tracks are full), you should probably
take an injury instead (see page 69 for more detail on injuries).
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Though the resulting track length and rules are the same
in both of the combined aspects above, the avour for
each is very dierent, and they'll oer advantage dice in
dierent situations.
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Resources
The wildsea is a scavenger’s paradise. Wrecks are taken
Risking Resources
As well as the listed uses for each resource type on
Salvage
Salvage describes inorganic material plucked from
apart for iron and machine parts, beasts provide meat the right, all resources can be used to gain advantage wrecks, ruins, and corpses. It might take the form of torn
and bone, and the waves themselves oer a bounty of on your action rolls. This only applies if they t the canvas, shards of metal, curious artefacts, or poorly-
fruits, fungi, and living secrets eager to burrow into situation; throwing a handful of cogs as a distraction made weaponry.
active minds. before an attack makes sense, but those cogs would likely
Salvage is most often acquired by using the Scavenge
be no help with picking a lock.
These are your resources - the useful oddities that skill, by looting stores, combing through engine
your crew will collect during their travels. There are There’s a catch, though - using your resources in this rooms, or taking apart machines and mechanisms. The
four broad categories - salvage, specimens, way puts them at risk. If your roll is disaster, or if you Scrutinize skill may also help you identify particularly
whispers, and charts. take damage as part of the action, there’s a good chance useful or valuable items when looking through a shop's
the resource will be damaged (in the form of gaining a inventory or a corpse's pockets.
negative tag) or outright destroyed.
You can use salvage to…
Tags ◊ Repair damaged gear (usually by using a task)
◊ Craft new temporary gear (by using a task, though
Some resources will have one or more tags attached,
more complex creations might be a full project)
descriptors that mark a resource as being unique. Tags
◊ Attack your foes if you don't have a dedicated weapon
often change how a resource can be used during play - a
Rotten Lemon might be useless for cooking but still useful Possible Tags
to trade, whereas a Pure or Medicinal Lemon might serve ◊ Sturdy: Clears an extra mark when used to repair
as the base of a healing tonic. damage to an aspect track, or an injury.
◊ Ornate: Has far more worth than usual.
Developing & Discovering Tags ◊ Broken: Almost useless for its intended purpose.
When your crew comes across a particularly interesting
resource you might have the chance to develop a new Salvage Examples
tag, giving it a property that might help (or hinder) the Broken Ship's Wheel, Moth Lantern, Bronze Rings,
narrative. This tag, once developed, becomes a part of Cat's-Eye Topaz, Ancient Sawn-O, Mouldering Tome,
your world. You might also be able to discover new tags Inscribed Hatchet, Stone Cube, Ancestor's Ceramic Mug.
by researching or experimenting with your resources.
Scratch
While most barter on the wildsea is done using
resources, smaller things (such as a low-quality beer
or a storyteller's musings) are often paid for with
scratch, the odds and ends left behind by more valuable
resources that have passed through your hands.
Scratch is too small to bother keeping track of - usually
consisting of old fruit seeds, amber fragments, insect
wings, and splinters - but is enough that your character
should always be able to grab a cheap drink in port.
Mechanically, this means you don't have to go about
adding and removing resources every time you want a
basic amenity.
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Drives
Everyone at sea has goals they want to achieve, dreams to chase, and secrets to uncover.
These are your drives, the goals that keep your character going - and making progress
on these drives can pull your character out of even their darkest moods. Here are a
few examples…
◊ Find my lost family
◊ Rid myself of the Karka parasite
◊ Discover and loot unexplored pre-verdant ruins
◊ Hunt and capture the Great White Wolf
◊ Decimate the Ripsong Marauders
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not to meet her reection's eyes as milestone over is entirely your decision. You don’t need to roll while taking these tasks - instead
describe what your character does to improve themselves
her prosthetic exed, iron ngers Minor with a narrativelyappropriate milestone (representing
You can record a minor milestone once per session,
snapping shut reexively. usually immediately after an event that you want to have
your character growing from their experience). You
can also spend up to three minor milestones at once,
She knocked again. Glanced up, a small but lasting eect on your character. You might
do it after accomplishing a personal goal, taking part in
marking multiple boxes, as long as they're all
took in a mane of spore-streaked a particularly memorable NPC encounter, or surviving a
narratively appropriate.
hair and an encyclopedia of scars. hard-won ght. Here’s a quick breakdown of the tracks you can create,
and how many boxes you’ll have to ll to reap
Minor milestones come in the form of short memorable
Gods, she looked so old. sentences related to the situation that caused them,
the rewards.
much like a whisper. You write the sentence yourself, Add a box to an aspect’s track . . . . . . . 3-Track Project
The turtle's face was angled so you can tailor it to how you want your character to Develop an aspect . . . . . . . . . . . . . . . . . . 3-Track Project
upwards. She was in the process advance. ‘De-fanged a Giant Snake’, ‘Showed Barton He
Was Wrong’, and ‘Escaped the Cave-In’ are examples of
Gain a new skill rank . . . . . . . . . . . . . . . . 3-Track Project
Gain a new language rank . . . . . . . . . . 3-Track Project
of nudging it gently with her foot minor milestones. Gain a new aspect . . . . . . . . . . . . . . . . . . . 6-Track Project
when the door opened, suddenly Major Combine two aspects . . . . . . .. . . . . . . . . 6-Track Project
enough that she went for her sabre These work in the same way as minor milestones, but
should only be recorded once per narrative arc. They have
When you make the track, title it something that
makes it obvious what you’re working towards -
on instinct - a telltale sign of years a larger, long-lasting eect on your character, so choose Improving my Wavewalking, for example. Once the track
on the rustling waves. your memorable sentence carefully! is full, update your character sheet and start your next
Milestone Project!
‘Solved the Mystery of Taurobol Tower’, ‘Took Down the
The man at the door looked her up Mawship Dawntongue’, and ‘Visited the Under-Eaves’
and down before the realisation hit. are examples of major milestones.
Extra Milestones
"Sammy?" The Firey may also give out an additional minor
milestone to the entire crew after a particularly
And then she was in her father's impressive shared achievement, or a major milestone
arms, and twelve again, hot tears as a reward for completing a narrative arc. These don’t
count towards your normal limits, but it’s the Firey that
on turtleshell. She was home. chooses when to oer and what to name them.
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Personal Tracks
The nal section of the character sheet is reserved for any personal tracks you might need to keep an eye on (such as
project tracks, or tracks for temporary gear), but will likely be most used for benets and injuries. Personal tracks are
usually constructed like aspects - some might have special rules, but most are purposefully broad in terms of scope.
Benets Injuries
Benets are temporary bonuses that your character An injury is like a ‘negative benet’ - something you
is subject to. Think of them like limited-use aspects, have to suer the eects of until you fully mark its
if that helps. Essentially, the wording of a benet tells track. They’re most often caused by special monster
you narratively what you're able to do with it, but the attacks, catching a disease or taking a large amount of
mechanical implications of that are left until the benet damage that can’t be absorbed by an aspect.
is used. They might give you the chance to…
While you’re aected, an injurymight…
◊ Absorb incoming damage or detrimental eects
◊ Force you to cut on some actions
◊ Increase impact on an action without cutting
◊ Reduce the impact of some actions
◊ Gain bonus dice on certain actions
◊ Take away a skill or sense
◊ Gain an ability you wouldn’t usually have access to
◊ Add negative eects to some actions, no
◊ Gain temporary ranks in a skill or language
matter the roll
When you gain a benet, the Firey will set a track for it.
Injury tracks can be marked by bed rest,
Every time you use it you mark its track; when the nal
medicinal treatments, and some
box on the track is marked, you lose the benet entirely.
surgeon abilities. When the
A benet might also be lost if you go too long without track is fully marked, the
using it. The ‘Well-Fed’ benet, for example, probably injury is healed.
wouldn’t last more than a few scenes.
Walking it Off
Something for the Future Serious injuries, like a broken bone or lasting
If you found a benet particularly fun or useful, you sickness, will have to be treated medically for
might not want to wipe it o your character sheet your character to recover. Lesser ones can be
entirely when it’s used up - feel free to keep it around and ‘walked o’, allowing you to mark their track every
make it a personal mission to try and get a permanent time they negatively aect you (so continuing to ght
version as your character travels (such as by making a while dazed would shake the eect o after a couple of
unique aspect with the rules on page 91). aected actions, for example).
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CHAPTER 5
CHARACTER CREATION
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feet tall, he had muscles the sailor The bloodlines on oer are Ardent, Ektus, Gau, and
Tzelicrae.
The origins on oer are Ridgeback, Rootless, Shankling,
and Spit-Born.
didn't even know an ardent's body Ardent [Pg 70] Ridgeback [Pg 78]
could hold. The descendants of those humans that survived the Raised on mountaintop islands, battered and hardened
explosive growth of the wildsea. The ardent are natural by the elements. Ridgebacks are larger and much tougher
"I'm guessing you were born on survivors watched over by ancestral spirits. than the average wildsea denizen.
on the old mountaintops, yeah? A Ektus [Pg 72] Rootless [Pg 80]
ridgeback?" Towering, spine-studded cactoids whose deserts were
eaten by the verdancy. The ektus are strong, resilient and
Those born to the seafaring life, on a ship cutting
through the rustling waves. The rootless learn how to
"How did you know?" the recruit in tune with their natural surroundings. handle the dangers of the sea from a young age.
intoned, every word falling like Gau [Pg 74] Shankling [Pg 82]
Fungal humanoids set free from their old homes by this Those that spent their early lives in cities hanging from
a stone slab as they reached up new world of rot and growth. The gau are swift and spry, the boughs of tallshanks, the wildsea’s largest trees.
to adjust the ram-skull mask that making the best of their freedom. Shanklings usually have devil-may-care attitude and a
great head for heights.
covered their face. Tzelicrae [Pg 76]
Secretive spider-colonies wearing humanesque skins. Spit-Born [Pg 84]
"Just a hunch. Ever, uh... Ever The tzelicrae are mysterious and unsettling, masters of
movement and mimicry.
Raised in the relative safety of an island or ruin caught up
in the wildsea’s growth. Most spit-born value trade, trust
worked on a ship before?" and hospitality to strangers.
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ARDENT BLOODLINE
The weathered decendants of the ancient human race.
The ardent are the Wildsea form of the human race, the descendants of those humans
that survived the verdancy and lived through the harsh years that came after. They are
ethnically and culturally diverse, although in recent years have begun banding together
to form trade partnerships, military alliances and edgling nations.
The ardent are human in appearance, but with a genetic tendency toward looking and
being rough, sinewy and weathered. Even the weakest of the ardent are still far better
suited to the world of the Wildsea than their human ancestors.
Carved by the Waves
Though the changes from their ancestral human stock may be minimal in terms of
appearance, they run far deeper than the surface - the ardent excel in sheer survivability,
with even their souls clinging tenaciously to the material realm after death. The poisons
and plagues of the rustling waves seem to pass them by, and even simpler hazards like
spoiled food are easily ignored.
Ancestral Echoes
The ardent are far from the only creatures on the rustling waves to have a connection
to the more spiritual side of existence, but theirs might be the most curious - spirits
bonded to family lines, oering wisdom and aid to those that listen. Dierent ardent
cultures and groups interact with these spirits to varying degrees, but it's rare to nd one
that ignores or denies their existence completely.
Questions to Consider
When you incorporate elements of the ardent into your character, consider the following
questions...
◊ How far back can you trace your ancestry? Do your family still tell tales of those that
ed to the mountains, or were trapped in broken architecture as it rose on branch
and wave?
◊ To what extent does the spiritual side of your bloodline aect your life? When your
ancestors contact you, what form does it take?
◊ What pushed you toward the life of a wildsailor? Was it something you felt born to
be, or a choice that became clear due to some happening or event?
Alternate Presentations
Perhaps the most obvious alternate interpretation of the ardent would be to cast them
as true humans, clinging on to existence in the wake of the verdancy without having
undergone the adaptations noted in their ction. The aspects presented could also work
very well to represent a more bestial character, a humanesque individual that draws
from other mammalian concepts.
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EKTUS BLOODLINE
Proud cactoid wanderers from the Eaten East.
Fibrous and towering, the ektus embody pride and stability in the face of hardship.
Though their ancestral deserts were lost to the hunger of the verdancy’s roots they
survived, and some of their oldest kings still remember the days of sand and soil.
The typical ektus is cactoid, long-limbed and weighty, their brous skin decorated with
spines, blooms and rough-healed scars. Though they lack identiable facial features
each ektus is set apart from their fellows by size, posture, bloom-scatter and head-
shape. Despite this the owers growing on an ektus are far from decorative, and many
double as sensory organs.
Ancient Culture Preserved
The ektus are the longest-lived of the bloodlines (save perhaps for those that exist in a
permanent state of un-life), and many of the oldest specimens claim to remember, if
a little vaguely, the time before the wildsea's arrival. While this sheds little light on the
specics of the wider pre-verdant world, it has had the eect of keeping various ektus
enclaves (which were as split as those of any other bloodline during the verdancy's
apocalyptic arrival) culturally homogenous, at least for the most part.
The Eaten Desert
Many ektus still hold a strong connection to the Icterine, a blazing hot reach of ironspine
cacti far to the west. It's not the current state of the reach that intrigues and pulls them
back, but its history - in the pre-verdant era the desert played host to a huge empire of
red and white stone, the greatest achievement of this now-scattered civilization.
Questions to Consider
When you incorporate elements of the ektus into your character, consider the following
questions...
◊ What is your connection to ektus history, or the eaten desert? Is it a legend you hold
in your heart, or a ghost of the past you're trying to move on from?
◊ Do you trim your spines for the benet of those around you, or leave them long to
scratch and catch on your fellows?
◊ Though lacking a mouth, ektus still eat (usually by crushing food in their hands and
absorbing the juices). What delicacies have you discovered on your travels that keep
you coming back for more?
Alternate Presentations
Ektus are treated as singular cactoid entities by the rules, but their cultural focus on
grafting might be played up into creating an individual composed of many cactus
specimens grown together, working in harmony. Alternatively the spined element could
be downplayed to make a more traditional plant-based bloodline - an ektus based on
intertwined bromeliads perhaps, or lilies, or roses.
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GAU BLOODLINE
Fungal explorers gifted freedom by the rustling waves.
The verdancy was a death knell for many cultures, but for the gau it was a ourishing -
an opportunity to leave the warm, safe darkness of their mycosanctums and explore a
new world of rot and growth.
Most gau have exible limbs and mottled fungal esh, but the dierences between
various families are vast. Some gau lack eyes while others have many, some sprout
tendrils, others spore-sacs, while yet others are sculpted remarkably close to an eln
visage of humanity lost.
Mycosanctums
Somewhere between a ship, a spawning-ground and a fortress, a mycosanctum is a
living construction of protective fungus (sometimes miles across). In the pre-verdant
times they were usually located in shadowed marshes and mountain caverns, but much
like their inhabitants they've gained a lot more mobility since the world-forest came.
Living within a mycosanctum for an extended period as any other bloodline than gau is
often a less than pleasant experience. Those that try nd their clothes and hair thick with
spores, their noses (if they have one) clogged or streaming depending on the chemical
breezes of the day, and the food... Well, best not talk about the food.
Yearning Growth
Gau biology is something of a puzzle, even to the most learned scholars and surgeons.
While each family has certain traits that are passed on over the generations, an
individual gau also seems to change and adapt to t their environment at an impressive
pace. In a world of mutative crezzerin this may not seem unusual on the surface, but
it's the process that makes it unique - an ironbound might build their own body, or
a tzelicrae craft their preferred skin, but the fungal form of a gau adapts to what the
individual wants it to be, without training or conscious eort.
Questions to Consider
When you incorporate elements of the gau into your character, consider the following
questions...
◊ How many of your family traits show in your form, and how much of you is a
response to the yearning growth?
◊ Did you grow within the connes of a mycosanctum and, if so, what was from the
outside world that tugged at you to leave?
◊ How much kinship do you feel with other gau out on the waves, especially those with
vastly dierent lives to your own?
Alternate Presentations
Gau physiology is already extremely exible. A gau colony or character could be based
not so much around mushrooms but instead mold, or lichen, or even something far less
common on the wildsea like seaweed or coral.
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TZELICRAE BLOODLINE
Spider-colonies wrapped in humanesque skins; thousands of tiny arachnid minds threaded
like beads on a string to produce a full, rich sentience.
Becoming a more common sight across the Wildsea by the year, the tzelicrae are spider
colonies raised to sentience through an unknown and mysterious process. Though
technically thousands of individual minds and bodies working together, most tzelicrae
think of themselves as a singular being. Though no more or less likely to be dangerous
as any other denizens of the Wildsea, fear and distrust of them runs deep in many
communities due to their unsettling attempts at mimicry.
Self-Made Swarms
In their earliest form the tzelicrae are a coherent swarm, arachnid masses with little in
the way of a dened shape. As their minds develop with age they naturally incorporate
parts of their surroundings into the swarm, most often rags, canvas and pieces of
salvage. These, combined with spidersilk, serve as the foundation of the adult tzelicrae’s
body - a shell to protect the swarm within.
From this point a tzelicrae is considered mature, but self-improvement is a constant
process. Some test the limits of their control by adding additional limbs or unusual
materials, others by adopting additional spiders into their colony to increase their
mass and weight. Many adopt the shapes and mannerisms of other Wildsea creatures,
particularly of the other common bloodlines - a very lucky few of these win the Lottery
of Skin, obtaining and inhabiting a cast-o body to puppeteer.
Hive-Mind Perspective
The level of individuality a colony settles at varies from tzelicrae to tzelicrae. Some refer
to themselves as a collective ‘we’, organizing and compartmentalizing their minds to
allow dierent areas to consider alternate viewpoints at the same time. Others revel in
the singular ‘I’, with every component spider working and thinking in perfect harmony.
Questions to Consider
When you incorporate elements of the tzelicrae into your character, consider the
following questions...
◊ What are you made of, in terms of outer layer Bone and silk, canvas and brass,
stolen skin or something else entirely?
◊ Have you ever had a true disagreement with yourself, a topic or opinion on which
your colony is split?
◊ Have you incorporated spiders from other tzelicrae throughout your life, or adopted
foundlings? What memories have such additions gifted you?
Alternate Presentations
Though tzelicrae are arachnid by default, there’s no reason yours has to be. A hive-mind
colony of termites or bees would work just as well, or perhaps even of something even
more bizarre - squirrels, maybe, or miniature machines?
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Arachnid Mobility 2-Track Trait Motley Carapace 5-Track Gear Edge (Choose 1)
You never cutfor diculty when climbing. You’ve incorporated an assortment of discarded armour Grace, Teeth, Veils
pieces into your skin.
The Lottery of Skin 4-Track Trait Skills & Languages (Choose 5)
Choose either Ardent, Ektus or Gau. You can pass as a Hush-Silk Garments 4-Track Gear Skills: Outwit, Sense, Study, Vault, Wavewalk
member of this species under casual inspection. Your clothes are woven of ne silk that naturally Languages: Knock, Chthonic, Saprekk, Gaudimm
dampens sound, making even your dramatic movements
Ersatz Limbs 4-Track Trait almost entirely silent.
Resources (Choose 2)
You have one or more additional arms, allowing you to Salvage: Frayed Ropes, Patterned Canvas
hold and manipulate many objects at once. Iron Satchel 4-Track Gear Specimens: Spider Husks, Venom Extract
A secure, wearable lockbox that can only be opened by a Whispers: A Prison of Skin
Tremorsense 2-Track Trait single specic spider within you. Charts: A Port Manifest in Knock
You can feel even the smallest vibrations in the air and
ground around you. Blade of Husks 3-Track Gear Drive (Choose 1)
A ritual weapon made from the chitin of lost colony- Solve problems in tzelicrae settlements
Gossamercraft 3-Track Trait members. Deals CQ keen or salt damage. Show others they are wrong to fear your kind
Mark to produce a resource, Silk-Like Web (either dry or
sticky). Swarm-Scout 3-Track Companion Mire (Choose 1)
A single spider you can send ahead as a scout, allowing Spiders escape your skin, striving for individuality
Manifold Linguist 3-Track Trait you to see and hear at a distance. Your movements are staccato, disturbing
You count as uent when communicating with
intelligent insects, hive-minds and other tzelicrae, Rogue Doomsayer 3-Track Companion
regardless of languages used. An unsettled fragment of personality. Mark to request a
dark and unbidden (but likely pertinent) thought from
Spiderbite 4-Track Trait the Firey.
You have a set of fangs that can deal CQ toxin damage.
Shirk the Skin 5-Track Trait
Burn to leave your skin for a short period. When outside
your skin you are a mass of moving spiders, and can
easily move through small spaces and climb any surface.
Shroom Hookah 3-Track Gear
You’re resistant to three damage types, chosen from the
following list: Keen, Spike, Serrated, Hewing, Toxin.
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RIDGEBACK ORIGIN
Raised on a mesa or mountaintop island. Solid ground, but far from safe.
In the earliest days of the verdancy many mountain-dwelling folk considered
themselves divinely spared from the forest that ate the world. Unfortunately, their
sanctuaries quickly turned to graveyards; the harsher weather and lack of food meant
that many died from exposure and disease, and those that clung on too often found dark
solace in cults or cannibalism.
Those days are over now, for the most part, but their inuence still shows. Those raised
on the ridgebacks are built larger and stronger than their kin, and often worship strange,
tenuous godlings.
Sturdy Ground
Unlike most on the wildsea, children growing up in ridgeback communities did so
with solid ground under their feet and interaction with the waves around them as
an option rather than a necessity. Despite their colonies being larger than most they
produce comparatively few sailors, with most drawn to tasks making use of their unique
environment - mining, stoneworking, smithing and cattle-herding.
Gods for the Godless
While many small settlements (and even some larger cultures) have deities and godlings
that they worship or sacrice to, organised religion is a rarity on the rustling waves.
Ridgeback communities are more likely than most to have preserved the pre-verdant
idea of warring higher powers and omnipotent watchers, but even these ideas become
corrupt or debase over time. Bestial iconography is common, as are stories of divine
punishment.
Questions to Consider
When you incorporate elements of the ridgeback into your character, consider the
following questions...
◊ Did you settle a mountaintop island post-verdancy, or did your ancestors ee to one
in the chaos of the event itself?
◊ The ridgeback life often tough and uncompromising. What lasting scar do you have
from what you thought would be a harmless task?
◊ What animals are tended to on your safe-stone home, and why? For milk, meat,
wool or something else entirely?
Alternate Presentations
To keep the 'stable ground' feeling of the ridgeback while divorcing it from the
mountains, consider the hide or carapace of a slow moving leviathan as foundation for
a community. On the other hand, running with the concept of life being a superstitious
struggle, a ridgeback community could easily exist on a spire of rock trapped at the edge
of a rift or shankfall, a great empty darkness perpetually beneath them.
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ROOTLESS ORIGIN
Born into the wildsailor’s life, on a ship of oating colony.
In a world where solid ground is hard-won and reliable clean water scarce, nomads are
common. The rootless are those that have fully embraced the nomadic lifestyle, drifting
from place to place on family-owned ships handed down from one generation to the
next. For many rootless, family ties are forever… but the call of the horizon is strong.
Rootless tend to be hardy sorts, raised among the perils of the open sea - they have no
illusions about the waves, understanding their danger and their beauty in equal parts.
Fleetfamilies
Rootless families aren't decided by who shares blood, but rather who shares a ship
- serve on a vessel for long enough and you become more than just crew. There are
no distinctions between bloodline, no tests to pass or arduous examinations. All a
eetfamily is, at its heart, is a group of people who have sailed the same waves and
come to both respect and rely on each other. Large galleys, shared sleeping spaces and
communcal eating areas are all entirely normal.
A Roving Lifestyle
You go where the waves take you - it's a common adage among the rootless, but life is
rarely as simple as that. Rootless ships choose their destinations based on need; perhaps
for medical supplies, or a certain foodstu, a trade opportunity or a bout of nostalgia.
Questions to Consider
When you incorporate elements of the rootless into your character, consider the
following questions...
◊ Were you born on your eetfamily's ship, destined for inclusion?
◊ What port have you visited that left a mark on you, for good or ill? Were you ever
tempted to stay behind as your ship left?
◊ Have you ever oered a place in the family to an orphan, an unfortunate or a
runaway? If so, do you still see them now?
Alternate Presentations
Rather than focus on a roving lifestyle rootless colonies could take on elements of the
trade-ships of old, cutting precise paths between multiple settlements repeated year
after year. You could even remove the concept of movement altogether but keep the
proximity to the sea, treating the rootless as wreck- or reef-dwellers.
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Family Ties 3-Track Trait Fishing Lure 3-Track Gear Edge (Choose 1)
When you make a discovery during a journey, mark to tie Add a positive tag to any living specimen you acquire Grace, Instinct, Tides
it to your family in some way (such as a blood relative, while shing.
eetfamily member or family friend).
Skills & Languages (Choose 5)
Patterned Sash 3-Track Gear Skills: Cook, Flourish, Hack, Sway, Rattle
Hull Hearted 3-Track Trait Treat conicts as triumphs when using social skills to Languages: Brasstongue, Raka Spit, Signalling
Once per scene, increase impact on any successful action aect animals.
taken whilst aboard a ship you own or crew.
Resources (Choose 2)
Shortspear 4-Track Gear Salvage: Rusted Cogs, Sailcloth
Wild Words 3-Track Trait Traditionally used for deckside defence. Deals CQ spike Specimens: Wormapple, Firey Bulbs
Mark to remember a rumour or folktale pertinent to your damage. Whispers: A Welcoming Fleet
situation (supplied by the Firey). Charts: A Many-Folded Chart
Slingshot 3-Track Gear
Needs Must 4-Track Trait A simple slingshot, loaded with anything from stones to Drive (Choose 1)
You never mark mire for consuming food or drink, no scrap to seeds. Deals LR blunt or blast damage. Aid rootless ships and colonies
matter the source or condition. Solve the problems of your family members
Tarscale Armour 4-Track Gear
Born to Sail 4-Track Trait Resist the hazardous eects of crezzerin exposure Mire (Choose 1)
You always know true North, and ignore cut on (searing, hallucinations, mutation). The open sky is wide, oppressive
movement-related actions caused by adverse seas or Outsiders are dicult to trust
damage to your ship.
Springfox 3-Track Companion
A nimble wildsea vulpine known to dance in the wake of
Sundew Senses 3-Track Trait larger ships. Once per journey you may treat the outcome
You can instantly identify the presence and potential of a watch roll as Peace, no matter the result.
dangers of nearby predatory plants, no matter how well
they're camouaged.
Ring-Tailed Rabble-Rouser 4-Track Companion
A pugnacious lemur companion with a natural curiosity
Fleetfamily Scarf 3-Track Gear when it comes to the running of a wildsea vessel.
A beautifully made sporescarf passed from traveller to
seasoned traveller. You're immune to the eects of bad
air and airborne spores.
Nomad's Phrasebook 2-Track Gear
Whenever you take a montage you can study your
phrasebook (in addition to your usual task), gaining a
smattering of any one language until your next montage.
Mechanical Limb 5-Track Gear
A rusting prosthetic that feels no pain.
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SHANKLING ORIGIN
A youth spent leaping branch to branch, high above the rustling waves.
Tallshanks are trees titanic even by the standards of the Wildsea, their trunks spearing
up through the waves, their crowns rarely less than half a mile wide.
The shanklings saw potential in the lofty reaches of these crowns, a separation from the
predators of the wider waves below. Their cities and airship high-ports sprawl across the
branches, old ruins dredged from the depths now hanging from sturdy chains and linked
by ropes and bridges. Shankling citizens tend to be elegant, decisive and entirely unfazed
by heights, typically dressed in clothes styled to resemble the birds and feathered lizards
of their towering homes.
It's a Long Way Down
There are dangers inherent to living at such a height, and it's not uncommon to nd
visitors to shankling settlements clinging to guard-rails and guide-ropes for dear life.
For the inhabitants it's a dierent story; growing up aware of the risks (and with the
occasional plummeting-related death as a reminder) few are daredevils, but most move
with a simple condence around dizzying drops that a wave-level citizen never could.
High Fashion
Perhaps inspired by the birds they share their homes with, shanklings have a reputation
for using bright, vibrant colours for everything from shop-fronts to clothing, bridge-
ropes to hull plating. Aesthetic is important in most shankling communities, and
fashions grow and wither with the seasons.
Questions to Consider
When you incorporate elements of the mothryn into your character, consider the
following questions...
◊ Why y the nest? What was it about the waves that brought you down from your
perch to explore among the thrash?
◊ What's your personal aesthetic, and how (if at all) do your clothes call to mind the
realities of your home environment?
◊ Did you ever fall from the boughs of your tallshank home? Ff so, what saved you?
Alternate Presentations
While most shanklings present as colourful, elegant and bird-inspired, the aspects
and general theme of the origin would work just as well with shanklings mimicking
mammalian tree dwellers like raccoons or squirrels. You could also replace the theme
of branch-based living with one of trunk-based living, having shankling communities
burrow their way into tallshank interiors and take cultural inspiration from beetles.
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Head for Heights 4-Track Trait Raptor's Claw 3-Track Gear Edge (Choose 1)
You’re immune to vertigo, nausea and mire caused by A talon-like gauntlet inspired by the hunting patterns Grace, Tides, Veils
heights and precarious positions. of wingless birds. Deals CQ hewing damage, and can be
used to make controlled descents down vertical surfaces.
Skills & Languages (Choose 5)
Skybridge Step 5-Track Trait Skills: Flourish, Hack, Tend, Vault, Wavewalk
An elegant defensive dance that keeps you out of harm’s Broadwood Bow 3-Track Gear Languages: Knock, Signalling
way. Exquisitely crafted. Deals LR spike or toxin damage.
Resources (Choose 2)
High Ground 3-Track Trait Feathered Mantle 3-Track Gear Salvage: Ancient Stone, Length of Chain
Once per scene, increase impact on any successful action You’re resistant to three damage types, chosen from the Specimens: Broadwood Branch, Crowning Leaf
taken whilst you have the high ground. following list: Blunt, Serrated, Toxin, Frost, Salt. Whispers: Sunset Through Branches
Charts: An Etched Branch-Map
Rising Meteor 4-Track Trait Sentinel Skywing 2-Track Companion
Mark to sprint up a surface that would usually require A watchful bird, often used for scouting remote areas. Drive (Choose 1)
you to climb it, even if it’s unstable. Mark to learn a secret of the surrounding waves. Climb the highest shanks
Establish a high-port
From Bough to Brain 5-Track Trait Bark-Peeling Ferret 4-Track Companion
Use a task to study a tree (of any size) and learn its Expert at routing hidden bugs, even from the mighty Mire (Choose 1)
secrets, age and condition (supplied by the Firey). ironroots. Mark or use a task to gain an insect specimen Branches break and bend beneath you
from a nearby branch or tree trunk. The opposite of vertigo, a deck-level queasiness
Hawksight 4-Track Trait
You can see much further and in greater clarity than the Feathered Raptor 3-Track Companion
typical wildsailor. A beautifully-feathered lizard, the result of generations
of careful breeding to engender a modicum of sociability
Grappling Hook 2-Track Gear (still not quite there yet). Deals CQ hewing damage, and is
When the hook is thrown and anchored it allows you
large enough to ride.
to swing over chasms and climb sheer surfaces. Treat
conicts as triumphs when climbing or swinging.
Glider’s Cloak 3-Track Gear
You can land safely after any prepared fall.
Balancing Staff 4-Track Gear
Both a weapon and an acrobatic aid. Deals CQ blunt
damage.
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SPIT-BORN ORIGIN
Born on a spit of land dragged to the surface by the ever-growing boughs of the sea.
Your home is a spit, a port-colony built up around a ruin of the old world. You’ve lived a
life of struggle and trade, suspicion and tenacity - strangers bringing both opportunity
and danger.
Spits rarely last a lifetime, and a healthy knowledge that their entire home could be
swallowed by the waves at any point encourages most spit-born to live without many
possessions and to travel light.
Hubs of Corruption
The cramped conditions and lack of renewable resources that typify most spits mean
their residents grow up with few illusions about what a struggle life can be. Street
gangs are common among the youth, and those that don't nd something prodcutive
to move onto often graduate to low-level mob activity and black-marketeering. The
most successful of these groups often gain a healthy level of fear from a spit's other
inhabitants, but some win their respect too - a cut-throat attitude can do wonders when
it comes to securing important trade deals and smuggling opportunities.
Time to Move On
There are many signs that a spit might be on the verge of being reclaimed by the sea's
deeper layers, ranging from changes in local animal behaviour to sudden cracks in
architecture. When a spit is on the verge of collapse each of the residents has a choice to
make - reinforce and prolong the fall or trade for passage on a ship to get out as fast as
possible. Both have their benets, but the rst is almost always the safer option.
Questions to Consider
When you incorporate elements of the spit-born into your character, consider the
following questions...
◊ What was the main material that made up your spit? Temple-stone, ancient
architecture, ship-wreckage or something else entirely?
◊ How was your youth on the streets of a spit? Were you part of a gang and, if so, did
your inevitable rowdiness progress to genuine criminal activity?
◊ Does your home spit still stand above the waves? Do you even know?
Alternate Presentations
'Spit' is a broad term on the wildsea, which can cover anything from a shard of stone to
a raised ruin or a levithan's skull. The spit-born presented here are assumed to have a
reasonably dirty, cramped and urban life, representing the general overcrowding most
spits face, but this needn't be the case - consider a more monastic or aesthetic existence
as a possibility, or dive deeper into grit, gutters and gang warfare.
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Pit-Fight Survivor 5-Track Trait Docker Threads 3-Track Gear Edge (Choose 1)
You learnt how to take a beating and stay standing. Resist the hazardous eects of crezzerin exposure Iron, Sharps, Veils
(searing, hallucinations, mutation).
Urban Exploration 3-Track Trait Skills & Languages (Choose 5)
Mark to discover a friendly lead on services or Brass Knuckle 4-Track Gear Skills: Break, Delve, Outwit, Scavenge, Study
information when in a port or city. A brute but reliable weapon for street ghts. Deals CQ Languages: Brasstongue, Highvin
blunt damage.
Cobble Hearted 3-Track Trait Resources (Choose 2)
Once per scene, increase impact on any successful action Black-Market Pistol 4-Track Gear Salvage: Engine Piping, Ancient Glass
taken whilst in a port or city. A rearm sourced from unsavoury types. Deals LR blast Specimens: Hog Bones, Chicken Feathers
damage. Whispers: A Newly-Risen Spit
Every Street Tells a Story 3-Track Trait Charts: A Cryptic Map
Mark to learn a secret of a port or city you’re docked at. Trained Ratroach 1-Track Companion
Through the Throng 3-Track Trait A gutter-scavenger by nature, now working on your Drive (Choose 1)
behalf. Once per montage gain a small salvage or Supply spit-born colonies with food and fresh water
Treat conicts as successes when moving through
specimen resource with a negative tag (in addition to Deal harshly with gangs and grifters
crowds, herds and swarms.
your usual task).
Shrewd Marketeer 3-Track Trait Mire (Choose 1)
Treat conict as triumphs when haggling over an
Calico Slink 3-Track Companion A keen fear of shakes and quakes
A semi-spectral cat winds its way around your legs. You A ravenous hunger for novel and exotic foodstus
exchange of cargo or resources.
have the ability to see clearly without light.
Spit & Polish 3-Track Trait Pangopod 4-Track Companion
Use a task to remove a negative tag (such as rusted or
Half pangolin, half squid. Surprisingly cute.
broken) from any piece of salvage.
Life of Scraps 3-Track Trait
When gaining a benet from a meal or alchemical
concoction, ignore any associated negative eects.
Scrutineer Eyepiece 4-Track Gear
You can tell a fake, forgery or counterfeit item at a glance.
Acrid Long-Stem 4-Track Gear
A spice-lled pipe made to burn its contents with acid
rather than ame. Injury tracks you become subject to
are one box shorter than normal.
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CHAR POST
For you the wildsea is an endless new frontier of excitement and discovery… in culinary terms,
at least.
Whenever you smell something delectable there’s a good chance that a char is behind
it. Chars are somewhere between chef and survivalist, with a dash of healer and vintner
thrown in for good measure.
Many chars lack formal training, instead putting in years of trial and error until they
come up with a set of avour combinations that suit their unique tastes. A precious
few do manage to study under one of the old culinary masters, spreading their unique
recipes across the sea.
The Value of Preparation
Some would argue that the wildsea provides enough edible material, and in enough
variety, that a skilled chef would be little more than an afterthought when a ship takes
on crew. Not so - apart from the obvious benets to taste and presentation that a char
brings, their most basic techniques and seasoning blends work to counteract the low
levels of crezzerin found in most wildsea meat and produce. This leads to better health,
better sleep, happier crews and more productive ships.
Food Without Flame
Cookres are, as you might expect, a rarity on the rustling waves... But meat needs to
fry and tea needs to brew, so chars have found various ways around this limitation.
Some eschew heat altogether, focusing on salts and pickling, spice-rubs and sun-
drying. Others treat the engine room as an extension of the galley, using engine heat
and pressure in place of actual ame. The most adventurous experiment with trained
glowbugs, chemical hot-plates and distilled sunlight.
Questions to Consider
When you incorporate elements of the char into your character, consider the following
questions...
◊ Do you have a signature dish and, if so, how is it prepared?
◊ No galley runs smoothly 100% of the time - what happened the last time you made
the wrong culinary decision?
◊ Have you ever had the luxury of cooking over an open re? If so, how did it feel? Did
the resulting taste outweigh the danger?
Alternate Presentations
There are a lot of paths a char might walk that diverge signicantly from 'ship's cook'. A
char might be a obsessive gourmet, a travelling butcher or chop-station worker or even
some sort of wildsea confectioner, focusing more on the taste and presentation than the
utility of their creations.
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Only the Best 2-Track Trait Spice Bandoleer 3-Track Gear Edge (Choose 1)
Mark when gathering a specimen to give it the ‘Pure’ tag. A bandoleer containing your own secret blend of Instinct, Teeth, Tides
spices that never seems to run dry. Mark to create a
Ingredient Scrounger 3-Track Trait rare resource, either Wilds Pepper, Hangman's Blend or
Skills & Languages (Choose 5)
When one of your crewmates acquires a potentially Skills: Cook, Flourish, Hunt, Sway, Tend
Smouldergrit.
delicious specimen, gain a copy of that specimen for Languages: Brasstongue, Raka Spit
yourself (once per scene). Trademark Herbs 4-Track Trait Resources (Choose 2)
The right seasoning can make anything taste good. Mark
Golden Nose 4-Track Trait to treat conict results as triumphs while cooking..
Salvage: Boiling Casks, Heating Element
Mark to identify a rare ingredient in your vicinity by scent Specimens: Medicinal Herbs, Distant Sea-Spices
alone. Seasoned Cleaver 2-Track Gear Whispers: That Delicate Taste, Forbidden Food
As useful on the battleeld as it is in the galley. Deals Charts: An Annotated Cookbook, A Spice-Stained
Bountiful Discovery 3-Track Trait CQ hewing damage. Increase impact when acquiring Map
Whenever you discover a new location, choose a single
dangerous or disruptive specimens.
specimen type to be easily found there. Drive (Choose 1)
Deep in the Barrel 3-Track Trait Reef-Iron Pan 4-Track Gear Prepare a banquet for the worthy
A colossal implement. Deals CQ blunt damage. Harvest a truly unique ingredient
Increase impact when cooking with rotten or otherwise
tainted ingredients. Meals made with these ingredients Husk-Leather Apron 3-Track Gear Mire (Choose 1)
won’t sicken your crew. You’re resistant to three damage types, chosen from the Fruits you collect rot and sour in their jars
following list: Toxin, Acid, Blast, Salt, Flame. Your sense of taste becomes unworthy
Enough for Everybody 2-Track Trait
When you create a lasting meal the entire crew can gain Sous Squirrel 2-Track Companion
the benet it oers as a one-track temporary aspect. A red-furred bundle of activity. Once per montage gain
a common insect specimen appropriate to the region (in
Taste Test 4-Track Trait addition to your usual task).
You're immune to poisons, and can determine their
presence and characteristics by taste alone.
Acid-Etched Cookpot 5-Track Gear
A hefty pot of near-unbreakable construction, used to
prepare and store food or hide under in a tense situation.
Mechanical Grinder 3-Track Gear
Consume an additional specimen to create a lasting meal
as an action (rather than the usual task).
Flavour Engineer 3-Track Gear
You can treat salvage as specimens when creating meals.
The results are still oddly edible.
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CORSAIR POST
Fighters tasked with protecting their ships from the myriad dangers of the sea.
Every wildsailor is expected to be able to take up arms in a crisis, but the corsair elevates
combat to an art form. Tasked with protecting their ship in close combat they often focus
their training on blades, hammers and axes.
Most corsairs follow the ancient wisdom that the best defence is a strong and punishing
oence. It’s not unusual for corsairs to switch between a mixture of esoteric ghting
styles and acrobatic feats to keep their foes o balance.
Pragmatic Elegance
Whether it’s across thrashing branches, crumbling ruins or the rolling deck of a ship
mid-combat, most corsairs are constantly on the move. While there are those that weigh
themselves down with salvage-hammered armour and heavier weapons these are in
the extreme minority - the constant threat of an unexpected tumble into the waves is a
strong motivator for staying nimble.
The Tools of the Trade
Given that corsairs tend to earn their place on a crew through the willingness and
capacity to do violence, the weapons they carry are of paramount importance. Devoted,
reliable weaponsmiths are uncommon across the waves, so for many corsairs their rst
‘rite of passage’ is the creation of a tool that suits their purposes, or an array of them.
Sabres and cutlasses are the obvious choice when it comes to blades, picked for ease of
use and (sometimes) a sense of carrying on the old salt-sea legacies whispered about
by the oldest ektus. Hammers and axes are another good choice, useful for breaking
through doors and defences. Spears are rarely used, seen more as a hunter’s weapon,
and daggers (though useful in a bar-brawl) have limited eect on many of te sea’s wilder
creatures.
Questions to Consider
When you incorporate elements of the corsair into your character, consider the following
questions...
◊ Where did your weapons come from? Trade, inheritance or long hours of toil?
◊ What do you do in your spare time to keep yourself sharp, or to train the rest of your
crewmates to defend themselves more eectively?
◊ What enemies have you made in your clashes with other ships - do they remember
you and, if so, for what?
Alternate Presentations
Given the shifting nature of wildsea alliances and fortunes, a corsair could just as easily
be a reformed pirate or marauder as they could someone trained to defend against them.
For a more classic fantasy take, pairing the corsair’s abilities with a dose of heavier
armour could lead to an eectve knight or paladin-style character.
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Steel-Step Dance 5-Track Trait Flashpowder Pouches 4-Track Gear Edge (Choose 1)
The key to survival is mobility. They can’t hurt you if they Shake gently to produce temporary torchlight, or mark to Grace, Iron, Teeth
can’t hit you. produce a blinding ash.
Skills & Languages (Choose 5)
Stamp-Down Samba 5-Track Trait Corsair’s Sabre 4-Track Gear Skills: Brace, Break, Flourish, Hack, Vault
The key to survival is solidity. You can take whatever they A classic wildsea blade. Deals CQ keen damage. Languages: Old Hand, Signalling
throw your way and stay standing.
Boarding Axe 2-Track Gear Resources (Choose 2)
Dirty Fighter 3-Track Trait A savage weapon used to chop through foes. Deals CQ Salvage: Armour Shards, Blackpowder Pouch
Treat conicts as triumphs when attempting to trip, hewing damage. Increase impact when attacking ships, Specimens: Suspicious Finger, Beast Bones
knock down, blind or stun opponents. objects and structures. Whispers: A Sobbing Mawship
Charts: A Stolen Starchart
Surgical Strike 3-Track Trait Slinghammer 3-Track Gear
You can target attacks precisely (such as when aiming for A versatile weighted hammer with a fabric tether. Deals Drive (Choose 1)
a weak point) without cutting for diculty. blunt damage at CQ or LR. Protect the crew from terrifying entities
Make a name for yourself among bandits and raiders
Prowess 4-Track Trait Throwing Knives 3-Track Gear
Mark to increase impact when attacking at close Perfectly weighted. Deals LR keen or spike damage. Mire (Choose 1)
quarters. You cause more pain than necessary
Dragony Mantle 3-Track Gear
Your weapons dull and rust, even when maintained
Dangersense 4-Track Trait You’re resistant to three damage types, chosen from the
Mark to hijack focus from a trap or ambush as it triggers. following list: Blunt, Keen, Spike, Hewing, Blast.
Chain Attack 4-Track Trait Hooded Crow 3-Track Companion
You can deal damage to multiple nearby opponents with A loyal bird trained to distract opponents in close-range
a successful CQ attack. combat. Mark to hijack focus from a nearby enemy as
they attempt to attack, once per scene.
Scars That Tell Stories 4-Track Trait
Mark to gain a whisper based on damage or an injury
you’ve just taken, supplied by the Firey.
Protective Beacon 5-Track Gear
Treat conicts as triumphs when attempting to prevent
harm being done to a member of the undercrew.
Berserker 4-Track Trait
You’re immune to mire while in combat, or any mire that
would be caused by witnessing violence.
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DREDGER POST
Brave explorers with an eye for value.
The art of dredging is a dicult and painful one to learn, but the benets are well worth
the struggle. Dredgers make their living by diving into the waves of the Wildsea in search
of valuable specimens and salvage, sifting through dangerous wrecks and exploring
ancient ruins.
Dredgers traditionally dress as lightly as they can, leaving as much space as possible
free to carry their nds back to their ships. Most dredgers are easily distinguished by the
stained, seared skin of their hands and feet - the eects of long-term crezzerin exposure
are hard to hide.
Ancient Dangers
The truth of the pre-verdant era is a mystery to vast majority, but slightly less to the
dredger. Even the most inexperienced of their profession run across artefacts and
oddities of those old days from time to time, snagging them for trophy-cases, bragging
rights or the ministrations of a ship's rattlehand.
What is Treasure, Anyway?
Dierent folks specialize in the retrieval of dierent things when they head below the
surface. Some search exclusively for the massively valuable, the ruins of the old world
and the mysteries they contain. Others, no less important, set their sights a little lower
- on salvage pieces and wrecked hull-plating, a captain's old cutlass or a cupboard
brimming with charts. The sea is loath to let such items go, or at least that's how it feels,
but salvage - as it's often said - is the lifeblood of civilization.
Questions to Consider
When you incorporate elements of the dredger into your character, consider the
following questions...
◊ What's the most valuable thing you've ever found, and what did you end up doing
with it once you reached the surface?
◊ There are sights below the canopy that few see, and fewer talk about. How have they
shaped you?
◊ Nobody gets through a career in such hostile territory without making a mistake
now and then - what scars has your profession left on you? What great treasure did
you glimpse but fail to acquire?
Alternate Presentations
Dredgers can work well as more general looters and scavengers, but you can also twist
the concept into a far stealtheir direction by making them into some combination of cat-
burglar and classic dungeoneer (relying on their aspects for working in dark conditions
and gaining entry to places they shouldn't).
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Seared Skin 3-Track Trait Amber Lenses 4-Track Gear Edge (Choose 1)
Resist the hazardous eects of crezzerin exposure Goggles that allow you to see perfectly through smoke, Sharps, Tides, Veils
(searing, hallucinations, mutation). mists and sporeclouds.
Skills & Languages (Choose 5)
Master Salvager 1-Track Trait Moth Lantern 4-Track Gear Skills: Break, Delve, Rattle, Scavenge, Study
Add a positive tag of your choice to any salvage you Uses luminous moths to illuminate a small area around Languages: Brasstongue, Highvin
acquire from wrecks, reefs and ruins. you.
Resources (Choose 2)
Mental Catalogue 4-Track Trait Springheel Boots 4-Track Gear Salvage: Copper Rings, Ancient Engine
Mark to discern the use or history of something ancient. Mark to make a prodigious leap and land safely without Specimens: Soporic Sap, Leviathan Claw
having to roll. Whispers: A Risen Wreck
Lurid Cartography 3-Track Trait Charts: An Ancient Shipping Manifest
You can use charts to nd shipwrecks and disasters as Tomb Hammer 2-Track Gear
well as the usual islands and oddities. As much a tool as it is a weapon. Deals CQ blunt damage. Drive (Choose 1)
Increase impact when smashing stonework and Discover an untouched pre-verdant ruin
Devil May Care 3-Track Trait structures. Salvage a working machine from an ancient wreck
Treat conicts as triumphs when avoiding traps and
environmental hazards. Key-Tail Scorpion 2-Track Companion Mire (Choose 1)
A curious little beast with a skeleton-key stinger. Once Doors and seals stay stubbornly closed to you
Arborofathometer 3-Track Gear per scene you may open any mundane lock. Your movements cause wrecks to shift and creak
A complex depth-gauge for measuring your precise
distance from the Darkness-Under-Eaves. Increase your Sanctipede 3-Track Companion
ship's Tilt rating by one when you're aboard. Drawn to history and forgotten things. Consume a chart
to identify and retrieve a piece of ancient and valuable
Scrounge 3-Track Trait salvage in your vicinity if possible.
Whenever your crew gains a piece of cargo, gain a
resource (likely salvage, but perhaps a specimen or Tickerclick 4-Track Companion
whisper) related to that cargo for yourself. A punchcard intelligence in a noisy construct body, the
whirring and clanking of this mouse-like companion is
Cramped Conditioning 3-Track Trait useful for drawing attention away from your position.
Ignore cut that would be imposed for taking actions in
enclosed or architecturally unstable spaces.
Silkwire Coil 5-Track Gear
A near-unbreakable coil of thick wire that is somehow
soft to the touch. Can be re-coiled with a simple ick
after being unwound.
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HACKER POST
The marks and scars of your profession are writ large on your skin.
Your job is to clear the way for settlements, ships and exploration, plunging into the
Wildsea to tear open paths and clearings.
The earliest hackers used re, before quickly realizing that the ironwood boughs
re-grew faster than they burned. You know, like every other survivor, that re is more
trouble than it’s worth. Now sharpened metal, chemicals and honest sweat reign
supreme; your worth is measured in snapped branches and rough-cut routes
Axe-Heads and Sawteeth
A hacker's work is some of the most dangerous on the wildsea, the very nature of their
job calling on them to plunge into the waves at a moment's notice. And, though the core
of their work is checking for safe paths, soft-spots and the kinds of hazard that don't
show up on a map, they're also called upon to defend their ships from more mobile
dangers when necessary.
Luckily for a hacker, their wilds-clearing arsenal doubles as a retty eective set of
weapons. No other post can deal with plant-based threats with the same level of
competence, and those skills allow them to put up a sturdy defence against insect and
mammalian aggressors as well.
Crezzerin
A danger for the average sailor, but a constant threat for a hacker. Crezzerin's searing,
mutative liquidity isn't omnipresent, but it might be in any leaf or branch-tip they aim
to cut. Even with their protective gear kept in peak condition, they'll suer the eects
befofre too long - crews with a dedicated hacker almost always nd themsevles in need
of a dedicated surgeon as well before too long.
Questions to Consider
When you incorporate elements of the hacker into your character, consider the following
questions...
◊ Where do you watch the waves from on your ship? The prow, ready to spring into
action, or somewhere higher for a more commanding view?
◊ What's the biggest predatory plant you've ever bested, and what marks did it leave
on you in return?
◊ Not every path can be cleared - what was your greatest failure, and how did you
make up for it once the sting had faded?
Alternate Presentations
Though a hacker's usual presentation is one of pathnding and threat detection, a less
martial approach can also work - hackers make excellent harvesters and gardeners, able
to withstand the waves long enough to bring in choice specimens of plantlife to supply a
surgeon, alchemist or char.
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Scars Remember 5-Track Trait Chemical Censer 3-Track Gear Edge (Choose 1)
The wildsea teaches harsh, but useful, lessons. Mark to create a small area of smoke that repels insects Iron, Instinct, Teeth
and lowers visibility.
Trailblazer 3-Track Trait Skills & Languages (Choose 5)
Increase impact when nding routes and clearing paths Wavestrider Jacket 2-Track Gear Skills: Hack, Hunt, Sense, Vault, Wavewalk
through vegetation. Resist the hazardous eects of crezzerin exposure, insect Languages: Knock, Signalling
bites and poisons.
Living Antidote 3-Track Trait Resources (Choose 2)
Use a task to create a rare resource, Pure Spit or Pure Jagserry 3-Track Gear Salvage: Wreck-Iron Plating, Abandoned Scrap
Sweat. The archetypal hacker weapon, a sawtooth sabre that Specimens: Wild Apricots, Scorpions in a Jar
deals CQ hewing or serrated damage. Whispers: An Ironroot Fallen
Wild Harvest 3-Track Trait Charts: An Arboreal Diagram
Treat conicts as triumphs when attacking or defending Sawtooth Chakram 3-Track Gear
against plant-type hazards. A set of sharpened circular blades made for throwing, Drive (Choose 1)
dealing LR keen or serrated damage. Lay a mawsip to rest
Crezzercamo 3-Track Trait Survive a leviathan plant encounter
Mark to become undetectable to plant-type hazards and Defoliant Grenades 3-Track Gear
creatures for the duration of a scene. Explosive packets that burst when lobbed with force. Mire (Choose 1)
Deals LR acid or salt damage. Insects seek your skin
Hard-Won Instincts 2-Track Trait The waves call for you to travel deeper than necessary
You can tell which branches will break and which will Gyrewing Moths 5-Track Companion
hold at a glance. Increase your ship's Saws rating by one A trained swarm of ragged insects. Burn to neutralize the
when you're aboard. eects of bad air and airborne spores for your crew for
the rest of a scene.
Petalcrusher 3-Track Trait
You ignore mire caused by plant-based hazards Prow-Nose Porcupine 2-Track Companion
and horrors, and are resistant to acids, toxins and Not the easiest creature to pet, but you learn to live with
hallucinatory eects caused by predatory plants. it. Ignore cut caused by pain or discomfort.
Rusting-Leaf Ale 2-Track Gear
Becomes more avourful the more it gets jostled and
shaken. Whenever you gain a benet from a concoction
or meal, increase its track by two boxes.
Grappling Chain 2-Track Gear
Designed to nd quick purchase in bark and boughs. treat
conicts as triumphs when traversing the sea.
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HUNTER POST
Some hunt for food, others challenge. Yet others to reassure themselves that they are not the
hunted.
As a hunter your role is to provide food and materials for the crew, usually in the form of
animals parts. Some hunters prefer more complex prey, styling themselves as bounty
hunters and roving the waves looking to bring down bounties for payment. Either way,
stealthy movement and hidden snares often pay dividends.
Hunts and Honour
Several well-recognised groups in the wildsea base their culture and philosophies
around hunting, and almost every settlement has citizens engaged in the practice.
There's an undeniable thrill to the activity, the snapping-shut of a trap or the spray
of blood from a piercing arrow, but despite this hunters are typically characterised as
reclusive, sombre folk.
It might be that the waves demand a certain level of respect - when you're in among
the branches, in a world designed to aid your quarry and stymie you at every turn you
quickly learn your place in the grand scheme of things.
Bounties and Payment
When you've got the skills to track down something that doesn't want to be found, it's
natural that at some point you'll be asked to track down someone that doesn't want to be
found. Not all hunters are willing to take the moral step required to target members of
other bloodlines, partly due to the extra risk involved and partly the lax attitude toward
law that pervades across the wider waves.
Questions to Consider
When you incorporate elements of the hunter into your character, consider the following
questions...
◊ What's the most dangerous creature you've brought down without it ever knowing
you were there?
◊ Have you ever had to call o a hunt and, if so, why? Injury, exhaustion, or were you
simply outclassed by your prey?
◊ Have you ever been tempted by bounty hunting, and if so did you ever actively
engage in it?
Alternate Presentations
While certain elements of a hunter's ction point toward the possibility of bounty
hunting, these can be taken to another level by using the post's long-range weapons
and skill at concealment to create an assassin. Alternatively, a more classic rogue-type
character could easily t the hunter's archetype without too much trouble.
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Ghost of the Wilds 3-Track Trait Snare Set 3-Track Gear Edge (Choose 1)
Choose either wild or urban areas. You leave barely any Count conicts as triumphs when readying traps, snares Grace, instinct, Teeth
trace, and are almost impossible to track, when moving or ambushes.
through your chosen area.
Skills & Languages (Choose 5)
Venomous Trophy 3-Track Gear Skills: Hack, Hunt, Outwit, Sense, Wavewalk
From Nowhere 3-Track Trait Use a task to create a resource, Paralyzing Venom. Languages: Raka Spit, Signalling
Increase impact when attacking from a hidden position,
or attacking an unaware target.
Masterwork Leathers 2-Track Gear Resources (Choose 2)
When you take this trait choose either beasts, plants or Salvage: Leather Cord, Rusted Mantrap
Whisper on the Wind 3-Track Trait insects. You're resistant to all damage from your chosen Specimens: Scorpion Carapace, Bait Worms
Consume a whisper to gain cryptic information on a source. Whispers: Leviathan Breeding Grounds
target’s whereabouts and actions. Charts: A Chart of Old Hollows
Boot-Knife 3-Track Trait
Bloodhound 3-Track Trait Deal keen damage to any creature that attacks you with Drive (Choose 1)
Your sense of smell is highly developed, allowing you to their own body in close quarters (such as with tail or bite Bring down a leviathan
hunt and track by scent alone. attacks). Provide meat for a grand feast
Running Quiet 3-Track Trait Jawspear 4-Track Gear Mire (Choose 1)
Your guidance allows your vessel to keep a lower prole, A long-bladed spear with cruelly curving teeth. Deals CQ Crezzersear pushes you to the brink of madness
disturbing fewer creatures and leaving less of a tell-tale serrated damage. Something is hunting you -you’re sure of it
trail. Increase your ship's Stealth rating by one when
you're aboard.
Manifold Bow 2-Track Gear
A nely-crafted bow paired with an expansive quiver.
Rare Musk 4-Track Gear Can deal LR damage of three types chosen from the
Collected from sleeping leviathans, apparently. Burn following list: Spike, Toxin, Blast, Volt, Salt.
to drive a beast or insect of the waves into an intense
Target Dragony 3-Track Companion
instictual behaviour (such as fear, hunger or frenzy).
Every moment of its life is a hunt. Mark to identify a weak
Slacker's Line 2-Track Gear point or weakness of a creature you can see.
A shing rod designed to be left unattended. Once per
journey gain a live specimen appropriate to the area
you're travelling through.
Butchery Kit 3-Track Gear
You can butcher dangerous specimens without risk
or cutting for diculty, and increase impact when
gathering resources from a creature you’ve hunted.
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RATTLEHAND POST
Everything breaks eventually, but most of it can be repaired.
Hull-iron rusts. Sawteeth blunt. Engines cough and struggle. In a world of salvage and
barter, nothing lasts forever… unless you have a good rattlehand on your side.
A rattlehand is somewhere between an engineer, a blacksmith and an artist, able to use
the scrap of the seas to repair, reinforce and create. Many rattlehands excel in crafting
new and unique gear for their crewmates, perfectly suited to the troubles they face.
A Second-Hand World
The rst thing almost every rattlehand learns is how to make the best of a bad situation;
relying on imprecise tools, twisted salvage and broken machinery to ply their trade. The
lack of wide-scale mining and ore processing makes metal shortage an unfortunate
reality, so those that balk at the idea of repurposing the same wreckage for the twentieth
time often turn to wood or bone as a stand-in.
Salvage or Specimens?
Salvage is by far the easiest material for a rattlehand to work with, tried and true pieces
of wood or metal that stood the test of time (at least for a while). As most materials on
the wildsea are second-hand, using fragments of old machines and discarded pieces of
ship-stu is a natural part of the job.
But some rattlehands like a challenge, particularly those that spend a lot of time around
the unusual creatures of the wider waves. These engineers combine the coldly articial
with the unpalatably organic, using plant and animal specimens alongside more
traditional materials to create eective (but occassionally unsettling) products.
Questions to Consider
When you incorporate elements of the rattlehand into your character, consider the
following questions...
◊ Most rattlehands have a favoured material to work with - what's yours?
◊ Whaich experiment or repair job of yours failed spectacularly at just the wrong
moment?
◊ What was your crowning glory, technologically speaking? The development of a new
technique, the completion of a grand machine or the unlocking of a pre-verdant
industrial secret?
Alternate Presentations
Alternate rattlehand presentations are as diverse as rattlehands themselves; you might
want to aim for a dockside engineer or ship-builder called to the waves, a blacksmith
struggling in a world without forges, a technology-focused scientist or even an artist or
sculptor that works in salvage.
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TEMPEST POST
Your blood crackles with sparks, your heart beats with thunder.
Internalising the wild power of a storm is no small feat, but it's not impossible - either
through technological application or obscure arconautic methods, tempests have
managed to embed the essence of lightning within themselves.
Holding onto such raw power is dicult even for the most disciplined, and many nd
themselves the subject of wild moods and sleepless nights as thunder roams their minds.
Only the most dedicated tempests manage to typify that dangerous, deadly calm of
thunderheads massing on the horizon.
A Fragment of Storm
The most common road to becoming a tempest is to hunt down a living storm and
capture some of its lightning for yourself, but it's far from the only way. Some tempests
pierce themselves with the spines of an ironjaw ray, or cultivate colonies of voltaic moss
along their arms, or befriend a potently electric wildsea creature in order to borrow its
puissance. Whatever the precise method, one fact holds true in all cases - a tempest's
own body is the host of their power.
Lightning Without Thunder
... Well, almost all cases. It's extremely rare, but there are tempests out on the waves
whose mastery of electricity comes from purely technological means (as a result of
accident, endeavour or self-experimentation). These articial tempests are often more
akin to rattlehands in their approach to the art, treating voltage as a resource for crafting
and repair rather than a source of combat prowess, but they're no less powerful than
their storm-blooded kin.
Questions to Consider
When you incorporate elements of the tempest into your character, consider the
following questions...
◊ How did you attain the power of storms? Through theft, alchemy, injury or some
other wildsea weirdness?
◊ To what extent are you in control of the lightning within you? In what ways, if any,
have you unintentionally released it?
◊ Do you resonate with the world around you, and if so how does this manifest?
Crawling sparks, misring engines, gathering striations of cloud far above?
Alternate Presentations
The easiest non-standard interpretation of the tempest is as some kind of elemental
magic user, a mage-type with power over lightning drawn from nothing but training.
Altenratively, the mesmer aspects can be adapted mechanically to represent other
wildsea damage types - an arconautic user of frost, for example, or even (and this is
denitely not recommended) ame.
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CHAPTER 6
SHIPS & SHIPBUILDING
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affectionately. "You've got yourself Having your own stakes to spend allows you to ensure that if there’s an option you can’t live without you can aord
it on your own, or lets you contribute something toward the basic functionality of the ship and keep a little back for
a goodly frame here. But," she personalized choices that better suit your own character.
counted off on brous ngers, Most choices cost a single stake, but more powerful or advanced options can cost two or even three.
"the broadwood's starting to rot, Personal Touches
which shouldn't even be possible. There's more to creating a ship than the rules could possibly encompass, a whole host of minor narrative-focused
choices that may or may not impact the game, but will certainly go the distance toward making your ship feel more like
The rey lanterns on the aft side a safe, reliable home. When creating a ship, you might want to consider the following non-mechanical choices...
are all cracked, as are most of the ◊ Colour and style. What kind of patterns or artwork adorn your hull, and who painted or inscribed them there?
portholes. The steering column ◊ Shape and construction. There are no hard rules on what shape your ship has to be, but having everyone at the table
be on board with a rough layout can help in both roleplay and combat scenarios.
hangs left, which is ne if you don't ◊ Quarters decoration. Do you have your own little place on the ship, or do the crew sleep in a single room? What kind
mind drifting off course for the of personal eects do you keep in your quarters, and what do they mean to you?
rest of your life. And the engine's ◊ Quirks. There isn't a ship on the rustling waves that hasn't developed some sort of non-threatening fault or
peculiarity that refuses to go away no matter how many times the crew tries to x it.
clogged with... what was it, chitin? ◊ History. Where did you ship come from, and who crewed it before you? If it's a completely new vessel, how di you
No idea how you managed that one. scrape together the resources needed to pay a dockyard to put it together? Or perhaps you made it yourself - if so,
where did you get the materials, and what was the process like?
And that's not to mention-" None of the above are essential to the game, but they can all add avour, depth and character to something that (for a
One of the crew, an alchemist with typical wildsea crew) you're going to be spending a lot of time with.
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handing-out of newly acquired Make sure you pick up at least one option from each of the design sections (size, frame, hull, bite, and engine).
would have been particularly When you spend stakes on a size, note it down on your Nano 1 Stake
ship sheet, as well as any rating ranks it gives. You can Suited for a single sailor and maybe a passenger or
embarrassing as it was a bell only pick one size for your ship - choose wisely. two. Perfect for the lone wildsailor, possessed of excess
meant purely for him. Issues of Space bravery (or a deathwish).
◊ Stealth +1
While a larger ship may ctionally have more cargo space
Master shipwright needed urgently. available, we haven't set any hard limits on the amount a Small 1 Stake
ship can carry based on size. Suited for 2-4 people, cramped but serviceable for double
By the time he reached the By the same token, we haven't limited the amount of
that. Ideal for a rst ship.
dockyards he was starting to doubt internal rooms or additional ttings you might want
◊ Speed +1
himself - the bay was overowing to kit your vessel out with later on in the shipbuilding Standard 1 Stake
process. Your ship should be a product of imagination Comfortable for 5-10 people, but can hold double that
with fur and chains and viscera, and creativity rather than number-crunching, if possible. number if necessary. The majority of ships out on the
chop-station workers crawling Weighing Your Options Wildsea are of standard size, hence the name.
◊ Armour +1
over the corpse as they worked. There's more to successful survival on the rustling
waves than simply being the owner of the biggest ship. Large 1 Stake
But the crowd opened up around Larger ships are inherently sturdier, true, but they
often have diculty going unnoticed or even docking
Can house 10-20 crew with room to spare, many more
if necessary, depending on the internal designs and
him, and the choppers gestured at certain ports. Smaller ships are often more swift or additional ttings. Large ships are most often used to
hopefully to the bones. manoeuvrable, able to play cat and mouse with pursuers
or slip unnoticed beneath the waves at a tactically
patrol trade-routes around more lawful areas, or to
transport settlers and research teams for large factions.
They were right. He was needed. opportune moment. ◊ Armour +1
◊ Stealth -1
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Frame [Required]
Beneath the weapons, ttings, and hull plating of every Available Frames
ship is a solid frame, a superstructural skeleton built The bare bones of a ship, a staging ground for every
to withstand the constant jostling roughness of travel future choice. The frame you choose may have an eect on
across a wavescape of chemical-coated leaves and thick how your vessel is perceived by others.
Scything 1 Stake
Often wedge or blade-shaped, scything frames are
wooden branches.
Sturdy 1 Stake constructed specically to cut as eciently as possible
When you spend stakes on a frame, note it down on Built to last in a place of temporary things, a sturdy frame through the waves.
your ship sheet, as well as any rating ranks it gives. You helps weather the strongest assaults. ◊ Saws +1
can only pick one frame for your ship - choose wisely. ◊ Armour +1
Sleek 1 Stake
Attitude Moulded 1 Stake Quiet is hard to come by on the wildsea, but a sleek frame
Your frame choice says a little about the overall shape of A single unbroken structure running through the ship - ensures that no matter how noisy your bite and engine
your ship, but not too much - it's really up to your crew quite a feat of safety-conscious engineering. might be, you’ll always be low to the waves.
to decide how you ultimately want the ship to appear. ◊ Seals +1 ◊ Stealth +1
What your frame choice does determine is a certain Light 1 Stake Flexible 1 Stake
attitude - though hidden by hull and accoutrements, Made with the lightest possible materials in the smallest Built for adjustability and responsiveness, exible frames
your frame will inuence howother sailors think of your possible amounts. are often multi-segmented or jointed in some way.
vessel when it rst appears. ◊ Speed +1 ◊ Tilt +1
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Hull [Required]
Though the vast majority of ships are constructed of a few common materials (wood
from the ironroots, salvaged metal, and sturdy bones), they're far from the only ones on
oer. With the sea such a dominating presence, there are few things that people haven't
tried to turn into a ship at some point.
A hull keeps the wildsea out and the cargo and crew in. It might well be the most
important part of the ship (and if it's not, it'll certainly feel that way once the shrapnel-
cannons start ring).
When you spend stakes on a hull note it down on your ship sheet, as well as any rating
ranks it gives. You can purchase multiple hulls if you wish, but must take at least one.
Common Hulls
Most common hulls are distinguished not by the relative abundance of the materials
used, but the ways in which those materials are shaped and hardened to withstand the
constant grinding ebb of the waves. Your hull choice is at once cosmetic and uncomplicated -
choose one that suits the feel of your crew, that embodies why you're out on the waves.
Reef-Iron 1 Stake
Metal plating from decommissioned ships, reshaped for your frame. Durable and
rust-resistant.
◊ Armour +1
Leviathan Bone 1 Stake
A hull crafted from one or more pieces of leviathan skeleton. Solid, if a little morbid.
◊ Seals +1
Broadwood 1 Stake
Wooden planks cut from the more reliable trees of the wildsea. Strong and exible.
◊ Tilt +1
Chitinous 1 Stake
Made from the collected shells of the wildsea’s larger insects. Smooth, oering little in
the way of friction
or snags.
◊ Speed +1
Razorscale 1 Stake
An exterior of interlocking scales sloughed or harvested from a wildsea beast, sharpened
for eectiveness.
◊ Saws +1
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eye, at least, but she knew better Undercrew choices act just like aspects - they have names, descriptions, tracks and abilities. Many of these abilities only
work during a journey or when the action of the game is focused on the ship, but some can be useful on a jaunt into port.
than to write it off just yet. Adding undercrew choices your ship is entirely optional - if you'd rather every person aboard be a player character,
“How’s it going down here, that's entirely ne.
Tamen?”
Ofcers [Optional] Available Ofcers
The wiry little gau surfaced, his Seasoned sailors, essentially NPC crewmembers. Ocers Single individuals hired for a particular skill, language
head jerking up from the pottery don’t aect the running of the ship, but instead ll in
potential gaps in the crew’s skills or aspects.
or aspect they possess. Remember to give ocers a name
when you spend stakes on them - it'll help to develop their
he’d been investigating. When you purchase an ocer give them a name and a
personality through play.
Skillful Ofcer [3-Track] 1 Stake
“I think you’re going to like this, short description, then note this (along with their track
and any benets they give) on your ship sheet. An eager contributor seasoned wildsailor, likely on the
captain. The info was good.” Rolling for Ofcers
verge of leaving the undercrew and setting out to nd
a main crew position of their own. Skillful ocers have
Tamen waved her over to the rear Some ocers come with skills and languages that might
help your crew out in a pinch. when you want to make
access to...
of the galley where a pot was use of these skills, simply allow an ocer's skill or
◊ 2 ranks in any skill
◊ 1 rank in any other skill
bubbling gently over one of their language ranks to supersede your own. You can also gain
an additional d6 on most rolls by treating the ocer as Well-Travelled Ofcer [3-Track] 1 Stake
old chemical burners. It was hard an environmental advantage. An eager contributor to discussions and font of lore, wise
to see through the steam, but she Damage and Death in the ways of the wider waves. Well-travelled ocers
have access to...
could just about make out a set of Ocers come with a track which can get marked (or be
healed) like that of any other companion-type aspect.
◊ 2 ranks in any languages
jars sitting beneath the surface. The dierence here is that when an ocer's track is fully
◊ 1 rank in any other language
marked, they have a very real risk of dying - they may be Experienced Ofcer [X-Track] 1 Stake
“Intact?” She asked. Tamen wildsailors, but they're not as hardy as the true crew. A seasoned wildsailor, likely on the verge of leaving the
shot her a smile, nodded Advancing Ofcers
undercrew and setting out to nd a full crew position of
their own. Experienced ocers have access to...
enthusiastically. Ocers have the chance to grow and develop, just like a
player character. To advance an ocer by giving them a
◊ Any one aspect
◊ An experienced ocer's track is equal to the track of
“Not just intact, boss... Pre-V.” new skill rank, language rank or aspect spend stakes as if
they were major milestones.
the aspect they have access to
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CHAPTER 7
THE FIREFLY’S GUIDE 114
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Session Zero
While not strictly necessary, running a quick session zero before a longer campaign can be a real boon to both the crew
Safety Tools
The waves can be a dark place, and even a good
and to you as a Firey. discussion and group understanding of the tone you
want to achieve doesn’t mean you won’t fall foul of the
If you have the time to run a session zero, focus on…
occasional slip-up or uncomfortable reference.
◊ Setting Goals. Each of the players will likely have goals for their characters, some described by their drives and some
The Wildsea comes pre-loaded with some basic safety
born of what kind of things they want to engage with or experience. Make a note of some of the party’s goals and try
tools, adapted from what has thankfully become
to incorporate those as the story progresses.
standard for the industry. Below is a list of common
◊ Discussing Tone. The clearer everybody is on the tone, the smoother the game will run. This discussion should lines and veils that cover many of the thematic areas of
include muted topics and hard limits, but also what kind of general slant the players are expecting from the conversation that may be uncomfortable, or that some
narrative (dark, light, witty, serious, etc). we recommend looking over the basic safety tools in the next column for players may wish to avoid in order to have the safest
more information on making your table (physical or virtual) a safe and productive place for all involved. and most enjoyable experience at the table.
◊ Core Rules. As long as you know what you’re doing as the Firey, the players don’t need to know the intricacies of Talk is a Tool
the full rules. What they should have a grasp on is the core rules - how to roll for an action, how tracks work, what ... So don’t undervalue it as a solution to potential
the dierent parts of their character sheet mean. Run through these if you have time to ensure that everyone is on problems. A slip-up probably doesn’t mean the end
the same page. of a game, but it might require a break in the narrative
and a frank conversation to address. The relationships
And, If You Have More Time... between everyone at the table as players, and between
them as a crew and you as a Firey, are valuable
◊ Make a Ship. Nothing ties a new crew together quite like making their rst ship. The process of spending stakes is
ones. Real life, and real feelings, should always take
written to be a mixture of collaborative endeavour and personal expression - encourage players to pool their stakes
precedence over fantasy, no matter how engaging the
together when necessary, but not to forget they can add some things to the ship that are just for their own personal
story might be.
enjoyment (or to make their character’s life easier).
“When you stop having fun, it stops being a game.”
◊ Discuss Themes. Just as the players are likely to have some personal drives or moments, the group as a whole
- Ric Heise
probably settles quite naturally onto some themes that they want to explore. These don’t have to resonate with
every player all the time, but nding some the crew want to generally work with can help you in directing and Common Lines and Veils
shaping the narrative, and the world’s reaction to player-caused events. A line is a topic that shouldn’t appear in your game, a
hard line your group has decided they won’t cross. A veil
◊ Lay Some Groundwork. Talk about some things that are true for your own version of the wildsea, maybe things
is something potentially unsettling that can usually be
that the players felt themselves particularly drawn to even if they’re not immediately relevant for their character.
mentioned, but not focused on.
Unsetting and Framing Questions (the details of which are found on the next page) can actually work really well
here to get the crew into the same creative headspace, and to provide narrative elements and ideas that can be Alcoholism Mind Control
incorporated into the world as the crew explores. Is there anything in particular the crew wants to see, any place Bullying PC Betrayal
they want to explore? Childhood Abandonment Racism
Classism Rioting
◊ Set an Initial Goal. Something the players can think about before the rst proper session, a particular task they’re
Dental Horror Sexual Assault
trying to accomplish or achievement they’re chasing. For some groups, having this goal be explicitly talked about
Drug Abuse Sexual Content
gives them a story hook with some automatic investment, a seamless road from planning to play. Other groups
Epidemics Slavery
want to be completely surprised while playing in-character - if yours is the latter, skip this particular bit of advice.
Eye Injuries Spiders
◊ Fill in the Crew’s History. In broad strokes and splotches - some events they faced together perhaps, or how they Graphic Gore Starvation
overcame a certain threat. If they’re entirely new to each other, have them talk about what they’re expecting, both Harm to Animals Suicide
from themselves and from their fellow crewmates. Harm to Children Torture
Homophobia, Transphobia
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The Toolbox
Think of the rules of the Wild Words Engine as a set
Directed Conversation
Though in an ideal world the conversation would always
Meta-Conversation
Not everything said during a game will be in character, or
of useful resources, a toolbox that you can dip into to ow smoothly and productively, there will inevitably be even related to the characters and their present situation.
produce the perfect tool for a situation. Over the next few times when the other players need a bit of prompting It’s natural for a game, especially a ction-focused
pages you’ll nd an overview of how dierent parts of or direction. game, to draw players into discussion concerning story
the system can be used as you play. elements, past events, and possible future plans.
This is where you can use conversation as a tool
Using The Conversation rather than simply as a convention. You can shape the
conversation (without railroading your players) by…
Though it might feel like this kind of conversation
should be kept to a minimum (and if it ends up being a
The conversation exists to promote a natural ow of
◊ Introducing a new element or idea to the game. distraction for the entire table, it could be argued that it
ideas, to give players the space they need to engage in
◊ Reminding players of something they might have should), these kind of exchanges can be just as telling as
both in-character and out-of-character creativity.
forgotten or overlooked using an NPC. natural conversation when considering the wants and
Natural Conversation ◊ Suggesting possible actions, or forcing reactions to goals of the crew as a whole.
Though the Firey’s role is to ‘run the game’, that specic events.
If meta-conversation repeatedly brings the table round
doesn’t mean you have to be talking all the time, or ◊ Calling for an action or reaction roll as a prompt.
to a particular plot or element, consider hinting at or
shaping every conversation and event that occurs. Often ◊ Encouraging a discussion about the crew’s goals.
including it in the near future.
the other players speaking to each other in character ◊ Asking a player how their particular character is
is a good sign that they’re engaged not only with feeling, or what they think about a situation.
what they’ve made, but with the situation they nd ◊ Have an element of the scene elicit a reaction from a
themselves in. passenger or the undercrew.
This could be a discussion about what they’re doing The best times to use these techniques are when there’s
next, with players weighing up their options and a lull in the story, or if the current scene feels like it's
trying to decide what makes the most sense for the getting stale or losing a sense of narrative direction.
unfolding narrative of the world. It could be a sharing of
You can also utilize the above techniques as time-savers,
backstories, thoughts, or secrets during downtime, such
pushing for resolution to a scene when you feel the
as a montage or a peaceful leg of a journey. It could even
players have gotten as much out of it as they can and
be a specially requested scene, or something the game
you’re eager for them to experience something else.
just naturally slips into - the discovery of a new element
of the world prompting in-character conversation based In these situations, though it’s important to remember
around thoughts and diering opinions, for example. that while there may be a time limit on your session,
there’s not a clock running on enjoyment - for some
While you can break in and join the conversation here
groups, extended periods of in-character discussion are
(either by speaking through an NPC or with more general
half the fun of being on a wildsailor crew.
questions and prompts), it’s often better to step back
and let these natural conversations play out. Instead of
inserting your own voice, do your best to...
◊ Recognize. These moments are precious.
◊ Understand. What led to this kind of
natural communication?
◊ Plan for the Future. Listen to what these in-character
moments reveal about the wants and motivations of
your players. How can you reinforce or incorporate
these into the narrative?
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"It all happened so fast..." Using Action Rolls Positive and Negative Outcomes
Calling for a roll lets players know that the action they’re While the actual results of a roll are split into Triumph,
The young marauder inclined his taking has weight to it, and that failure in this situation Conict and Disaster, all this really means is that a roll
head absent-mindedly, focused will have consequences. If a character is attempting
something that has no consequences for failure, as a rule
can cause good things, bad things or a mixture of the
two. The following lists are intended to help you as you
on cleaning the leaf-pulp out of his of thumb they shouldn’t roll. work out the eects of a roll on the situation, giving both
pistol. There was a calm in the air, Players Roll Edge + Skill + Advantage When…
mechanical and narrative options to draw from once the
numbers are on the table and the other players look to
the kind of calm that only settles ◊ They attempt an action that’s dicult (convincing you for a description.
once violence has been done. an NPC, climbing a wall), dangerous (engaging in
combat, avoiding a trap) or dramatic (chasing down
Positive
◊ An action goes exactly the way it was planned
a target, sneaking to avoid detection).
"That's usually how a ght goes, ◊ They work on a complex task or project, such as
◊ Not quite what was hoped for, but still good
yeah. Not usually much time for cooking or crafting.
◊
◊
Aid an ally in achieving something
Make future attempts easier
thinking, just a lot of blade and ◊ They want to acquire salvage or specimens.
◊ Make future attempts automatically successful
bullet and back-and-forth." Calling for Reactions ◊ Avoid a negative outcome
Call for a reaction roll when there’s a threat that needs ◊ Gain information or understanding
Pistol cleaned, the marauder set addressing immediately, such as an enemy attack, a
direct question in a heated argument or a trap being
◊
◊
Reveal a secret or gain clues to a mystery
Mark a track (twice if acting with high impact)
it back in its holster and busied sprung. ◊ Gain a resource of some kind
himself with the bodies. There were In some situations one player might not know how
◊
◊
Unexpected healing or relief
Gain a bonus on a future plot-critical roll
pockets to go through, satchels and to react, but another wants their character to step
in and help. This is entirely acceptable if it happens
◊ Deal damage or an eect
sacks to upturn. occasionally, but if it happens too often it might lead to Negative
one player’s character dominating the spotlight. ◊ An action fails to have the desired eect
"How do you keep up with it?" Other Rolls ◊ Exactly the opposite of what was hoped for
◊ Hinder future attempts at related activities
The engineer was shivering. In Dice can be used to determine more than the results of
actions.
◊ A new threat or problem is introduced
shock, most likely, but the blood on Players Roll 1d6 When…
◊
◊
An existing problem becomes far worse
Avoid a positive outcome
his jacket wasn't his. ◊ They take a shift on watch during a journey. ◊ Gain false or inaccurate information
◊ They determine the eectiveness of a friendly NPC’s ◊ Clear a mark on a track (or mark a damaging track)
"How do you... enjoy something like action. ◊ Lose a resource or take damage to an aspect
that? How is that just a... a part of Players Roll a Ship Rating When…
◊
◊
Mark mire or take an injury of some kind
Worsen an existing injury or situation
your day?" ◊ The crew try to avoid or react to a hazard during a
journey.
There was no answer to that. Or The Firey Rolls 1d6 When…
none the poor soul would be happy ◊ Determining the threat level of a watch result during
a journey.
with, at any rate. ◊ An outcome of pure luck is needed, related to the
environment or an ongoing event.
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CHAPTER 8
HAZARDS 126
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wolves eat the worms, and then we Elite hazards have a lot more information to them, giving you as the Firey all the information you'll need to involve
them as the main focus of a scene, encounter, or perhaps even a small arc of a campaign. An elite hazard entry vontains..
eat the wolves, and..." Name & Keywords
"Turn them into fruit?" The The hazard’s name and a few important descriptive keywords.
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Using Hazards
Once you've decided what hazard the crew are going to
Hazard Tracks & Limits
There are two major ways to handle tracks for an
Strategy Tracks
Focused on putting the strategies of the players rst
encounter, you need to gure out how best to use them. encounter with a hazard, and you might nd yourself rather than relying on their damage, this method works
In some situations you can get away with the most using one, the other, or a mixture of the two depending better for crews that approach a hazard as a problem to
simple approach: 'The Lion's Mane levers itself up onto on how your group approaches potentially dangerous be solved rather than an obstacle to be crushed.
the deck out of the waves, rattling menacingly'. Boom, situations. But before you choose which to use, you
When using strategy tracks, decide your limit at the start
the crew have to deal with a Lion's Mane. But there's should set a limit for the encounter.
of an encounter like normal, but don't pre-make any
usually a little more to it than that...
Limits tracks. Instead, wait for the crew to devise and try to
Focus, Actions & Reactions A limit is an overall number of boxes you can split execute a particular strategy and make a track for that
Hazards should have the focus multiple times between a hazard's tracks. The higher the limit you set - the more eective the strategy, the shorter the track.
throughout an encounter, and every time they take it yourself, the longer (and likely harder) the encounter will This allows crews to attempt various approaches at once,
they should be doing something dierent with it. This be. As a general guide... avoiding more specialized crewmembers being left out of
doesn’t always have to force a reaction from one of a particular type of encounter.
◊ A limit of 3-6 boxes will give a quick hazard (a few
the crew - when a hazard takes the focus it could also
good hits or strategic moves will mark all the boxes). Example: Theo's crew go for a few dierent approaches to
be aecting the environment or moving to a new area
◊ A limit of 7-12 boxes will give a more serious hazard the pinwolf's threat, so Theo makes tracks for each of them as
within its location. As a general rule, have a hazard do one
(something that can weather a few blows and has they're discussed. Attacking the Limbs gets 3 boxes, and can
big thing and one small thing for every volley of actions from
more time to harry the crew). be marked by damage. Masking your Scent gets 2 boxes - it's
the crew.
◊ A limit of 13-20 boxes will give you a hazard with a great idea that might give advantage throughout the rest
Damage & Effects some serious staying power (where behaviour or of the combat. Cut the Tongue gets 2 boxes and their overall
Major hazards should be dealing damage and eects abilities change as various tracks are fully marked). goal, Driving it Away, gets 5 boxes.
regularly while they’re active. As a general guide, ◊ A limit of 21 boxes or more should be reserved for
Every time a track lls, represent it with a change in the
intersperse lower levels of damage (1-2) with the leviathans, extremely complex encounters, or
hazard’s behaviour or threat as normal. When a track
occasional hit of 3-4, and once or twice during the re-occurring / multi-stage hazards.
that would naturally end the encounter (such as ‘Driving
encounter have the hazard deal a 5-6 as punishment for
Once you've set your limit for the encounter, choose it Away’ from the example above) or when a number of
a poor tactical decision or a particularly unlucky roll.
whether you're usingDamage tracks or Strategy tracks. boxes equal to the hazard’s limit are lled, the encounter
Do the same kind of thing with eects where you can - is over. This can end an encounter before the limit is
some low-impact eects that are more narrative than
Damage Tracks reached, a reward for clever strategic approaches.
Perfect for crews that love a good ght, these are tied to a
mechanical (such as altering the environment or forcing
a change of position for one of the crew) interspersed
hazard's aspects (and any active quirks). Attacks against Mixing Tracks
the hazard mark boxes on these tracks, and when a track You should always feel free to mix approaches.
with the occasional higher-impact eect. You can also
is fully marked, the hazard loses access to the associated Having a limit helps keep the game moving along at a
hand out lasting injuries from time to time, again usually
aspect. When all boxes are marked, the hazard is defeated good pace, and a mixture of strategy tracks for clever
in response to a botched attempt at evading damage.
(killed, rendered harmless, or driven back, whichever play and damage tracks for going all-in keeps an
Make these huge instances of damage, high-impact is narratively appropriate). Weaker aspects should have encounter dynamic.
eects, and lasting injuries as memorable as they are between 1 and 3 boxes, more durable aspects 3-6.
You might also want to use timer tracks to count up to
rare. A hazard that constantly deals dicult-to-manage
Example: Theo wants to surprise his crew with a pinwolf a particularly devastating attack or event, such as the
damage or eects quickly feels like a slog for all but the
attack. He sets a limit of 12, to make it a serious hazard, then arrival of a new ship full of marauders, the ultimate
most battle-hardened crews.
allocates those boxes to the pinwolf's aspects - Pin Limbs attack of a titanic creature, or the nal rolling thunder
gets 4, Corkscrew Tongue gets 2, Staccato Movement 2 and of a rootquake. When you mark this track, narrate the
Armoured Hide 4. When the crew attack, Theo will mark build-up - this gives the crew time to consider the
damage on these tracks. approaching danger.
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pouches for more chemicals. He Hunt Incautious Sailors: Of all the beasts of the rustling
Quirks
Armoured Hide: The pinwolf’s fur is matted and spiked,
could hear Ro Zan cursing under waves, pinwolves are perhaps the most adept at
understanding and exploiting the habits of wildsailors.
giving it resistance to Keen and Blunt damage.
her breath behind him, see a smear Pinwolf packs will take up residence around shipping
Mottled: The pinwolf’s hide shifts and ickers, giving
it ecient camouage against the rustling waves and
of sap on the decks where she’d routes and reefs, ready to ambush passing ships. Even
lone specimens can engage in this behaviour, sticking
making it hard to keep track of in a combat or chase.
dragged herself back. What kind of close to a new wreck and waiting for the inevitable arrival
Hulking: An alpha specimen. Deals increased damage,
and can bite savagely to inict Serrated damage.
beast took a bite out of an ektus & of dredgers or opportunistic salvagers.
Ravenous: Driven to desperation by hunger and
came back for more? Presence crezzerin combined, the wolf’s tongue, mouth and gullet
Sight: Bursts of uncanny movement. Long are absurdly swollen. Will attempt to swallow prey whole.
Lightning fast the pack charged twitching tongues. Coarse fur and smooth
skin underneath.
Trained: The pinwolf has a collar and barding, marks
of civilization and ownership, but it has returned to the
as one, pointed limbs scraping & Sound: The sharp impacts of their pin-like limbs. wild. Such beasts might be calmed or tamed with a little
skidding over the decks as they Hissing when they’re readying themselves
to attack. Scraping and skittering if they
eort and some appropriate food as a specimen.
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Aspects
Swift-Beating Wings: Allow the thrummingbird to y
with speed and precision. Can knock over targets with CQ
Blunt damage or LR Blast damage as a defence.
Crezzerin Sap: The beak of the thrummingbird drips
with crezzerin, allowing it to inict hallucinations,
searing pain and other, more unusual eects.
Quirks
Destabilisation: The vibrations of the thrummingbird's
wings shake machines and delicate objects apart.
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"Get out of here." Drives sense, mawships nevertheless seem to be able to hunt
other vessels.
An Endless Want: Mawships hunt for whatever they
"No, really, I have! It was out of most need. Some try to abduct crews and press them into
Ratings: Instead of the usual tracks, consider giving
mawships a set of ratings based on their construction.
fuel, listing, could barely even work service, some destroy and salvage other vessels to keep
themselves going, and others simply eat what they can
You could even build them using the ship creation rules
its bite. We scavenged some old from the waves they sail.
for some accuracy, but that isn't technically required.
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The Kjartico
[Medium] Spirit-Obsessed Corsairs
A merciless ardent pirate band that roves across the rustling waves, looking for ships to plunder. They are pirates
in the most classical sense, though their spirit-based culture and methods set them apart from common
marauders. Use Kjartico pirates if you want the crew to face a threat on equal terms - intelligent enemies
with weapons, goals, and a ship of their own.
Drives
Loot and Plunder: The Kjartico will take anything they deem valuable if given the opportunity,
starting with the resources and cargo that trade best in the area.
Maintain Morale: The pirates will retreat after losing enough of their number, but they’ll
denitely bear a grudge.
Presence
Sight: A wooden ship belching sawdust on the horizon. Heavy-coated ardent standing grimly
on deck. A ag ying from a makeshift mast, of a red blade on a white background.
Sound: The buzz of wood being ground down. An oppressive silence. A shouted challenge .
Smell: Fresh sawdust and hot sap. Tobacco smoke.
Taste: Pork, apparently.
Resources
Salvage: Curved Cutlass, Pirate’s Longcoat, Flintlock
Specimens: Pirate’s Skull
Charts: Old Map of the Waves, Pirate Port Journal
Whispers: Deliver or Die
Aspects
Gang: Kjartico pirates attack as a group, and can deal multiple dierent damage types depending on the arms
they carry (Blunt, Keen, and Blast at CQ or LR).
On Two Fronts: Every Kjartico crew has a number of spirit-callers on their roster, able to swiftly throw together
rituals to summon the spirits of marauders long-dead or beasts of the wild. These spirits use the
caller, or in some cases the ship, as a temporary anchor to the world, and will deal Salt
damage at CQ or LR depending on their form.
Quirks
Grim Challenge: The Kjartico are ordered and stoically traditional in their approach to piracy. Their second-in-
command will oer a challenge, a duel of blades to rst blood. If they win, their pirates will swarm the ship to loot,
and will kill any who resist. If that second-in-command is bested, the pirates will withdraw without another word.
Kjartico Ships: Their ships are armoured with thick broadwood, and driven by a jawbox powering a threshing
mulcher at the prow. Broadside cannons are common, dealing massive Blunt or Blast damage at LR.
Phantom Crew: When a Kjartico pirate dies in combat, their crewmates will do the best to recover the body. Whether
they do or don’t, a spirit will rise from the corpse at nightfall.
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whispers as they took their seats. something titanic claws its way through the
Quirks
Crezzerhide: The matted fur of Old Ornail is sticky with
sink. A bristling, curving, claws like a ship’s
“That’s the crew of the Guilty prow. Dark, swift shapes moving through
crezzerin - all CQ attacks made against it deal a mark of
contact Toxin damage to the attacker, unless they have
ame-coloured fur. A network of scars,
Hand,” an old ektus conrmed to punctuated with the blades and hilts of
crezzerin resistance.
her companions. broken weapons.
Consumer: With a successful bite, Old Ornail can
swallow a character whole. Characters swallowed in this
Sound: The calls and yelps of eeing creatures.
way take medium Acid damage every time they perform
A beast the size of a ship, the size The creaking, bending, and snapping of
an action, until they’re free.
of a city, the size of a mountain, a branches and boughs. A throaty chittering
that sounds like an engine turning over.
Squirrel-Lice: Lice the size of dogs crawl amongst Old
tzelicrae signed. Smell: Musk and blood, and the sharp tang of pure
Ornail’s fur, and leap o to nd new targets if their
host is attacked. Bites from these lice deal low Spike or
crezzerin running in rivulets down the
“Takes a part of them every time creature’s fur.
Toxin damage.
they fail, a hundred limbs torn Taste: Like old wounds and lost sailors.
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THE
FOXLOFT
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red against the dull gold of the oak- The Seven Walls
As is common for the wildsea, the precise details of the Foxloft’s past are lost to time, eaten by the roots. But the
leaves, an entire brace of spring- Seven Walls still stand, huge constructions of iron and stone that are sometimes revealed, in part, by rootquakes and
foxes danced in their wake. The canopy-cutting eorts. Tall enough to reach from the hidden ground to the uppermost parts of the tangle, a mysterious
monument to whichever civilization once held these lands. Crews might encounter…
Double-R was by no means slow ◊ A settlement of tents and shacks built atop a sturdy stone barrier
yet still they kept up, leaping and ◊ The grinding screech of blunted saws as a ship skitters over branch-buried metal
◊ Carved Highvin sigils, half-covered in moss, that make the eyes itch slightly if stared at for too long
snapping at dragonies and thrash- Spits of Bone
birds disturbed by the mulcher at Perhaps due to the impressive permanence of the Seven Walls, the ironroots dug particularly deep into the geological
their prow. layers beneath the Foxloft. Rootquakes often dredge up the fossilized bones of strange and unknown creatures, many of
which are lashed, anchored, and colonized despite their bizarre shapes. Do these mark an age before the pre-verdant, a
Maybe not good luck, then, not time before the time before? Crews might encounter…
◊ A port under construction in the eye-socket of an ancient titan’s skull
really. But still a sight to behold. ◊ The rising taste of memories, old even before the world-forest’s arrival
◊ The hollow clack of old bones moving under the inuence of restless spirits
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It was a feeling near-impossible to The Spitskill Tide (Fleet) Tall Mauzer (Port)
shake, a normalcy so normal as to Local Beverage of Choice: Foxtail rum
The Highest-Honoured: 16 true leviathaneers
Local Hobby: Ostentatious bragging
Darkest Secrets: The contents of vault 9036J
be completely abnormal. A Hunting Family city-eet that sails the waves of the A busy network of streets, vaults, and tenements cut
The streets of Tall Mauzer were Spearing Fens, protecting their territory from poachers,
chancers, and ossuary-thieves. Their ships are primarily
painstakingly into the Fourth Wall, Tall Mauzer lives up
to its name - it spreads from the canopy-level to walltop,
built on solid stone, none of that made of reclaimed bone and tar-worked wood cut hundreds of feet of densely decorated stone.
usual subtle shift or sway you straight from the thrash, and most larger ships are
wide, low, and barge-like in construction, allowing for
As a Writling settlement, the signs of pre-verdant wealth
got from even the most tangled tents and shacks on deck. Larger vessels are devoted to
and nery are everywhere, and nothing is truly public
- everything from the elevator platforms to the carved
temple-spits. singular (and impressive) purposes.
faux-cobbles are entered into somebody’s ledgers.
The Endless Feast (Festival) The Expeditionary Council (Leader)
But they shuddered every now In between celebrating hunts, births, deaths, and past
A collection of venerable Writling merchant-tzars,
and then, from the tramping of achievements, it’s actually harder to nd a day without
some kind of celebration. Crews visiting the Spitskill Tide
directing the city’s ocial dredging eorts. Between
a thousand feet or the rumbling will likely be asked to contribute meat and alcohol in good
them, they own at least 51% of all structures making up
Tall Mauzer. The council members are chosen based on the
passage of a cargo-train on the faith, but it’s not strictly required.
nery they wear rather than any intrinsic governing merit.
Mazoro Line. Every Piece (Ship, Chop-Station) Yet the city continues to function…
A legendary chop-station taking up an entire ship, Every
Royal Esterken Wells (Station)
Trains. The thought of them was a Piece isn’t a place hunters need to go to render their
prizes, it’s a place they want to go to admire the artistry.
A station on the Mazoro Line, the highest point of the
tickle of dream-clouded memories The workers of Every Piece take only a single trophy from a
city. The station-yards are heavily guarded thanks to the
vault contents often moved through the area.
in the back of her head, but she rendered piece, usually a particularly impressive bone to add
to their collection. The Tale of the Bottom Dollar (Feature)
shook that off. She knew, from long Bakarato (Ship, Junction and Shadow-Spring) A local legend concerning a sunken Writling salvaging-
years of trying, that the amber had A ship with a lower hull of thick but mostly transparent
ship, said to be carrying the very height of old-world
wealth. Eager goldsighted have combed the waves for many
taken all the certainty away from amber, constantly sluiced with warm salted water. A
place for hunters to drink, duel, and stare down at the
years in search of the Bottom Dollar, and though there have
that period of her past. majesty of the branches below. Drinking and ghting are
been several false claims, its location remains a mystery.
both expected within Bakarato, and the spirits they serve The Vaults (Wonder)
Still though, the throng of Writlings there are particularly potent. A hollowed-out area deep within the Fourth Wall (and
and wildsailors and traders, the A Different Kind of Hunt (Feature) far below the canopy-level), Tall Mauzer has far more
vaults than it does inhabitants. Belltower crabs guard
sound of Low Sour in a hundred Though blood and trophies are the main driving force
behind Hunting Family activity, growing numbers
passageways leading down to the vaults, but are of much
different accents. (especially younger members) have begun to hunt in
sleeker design than those found out on the waves.
order to tame and domesticate beasts rather than eat Tanderich's Picture-House (Cartoika)
The wildness of the waves them. Local foxes are a common target of these eorts. A permanent exhibition of snapographied landscapes
Elders are generally unhappy with this trend, but progress is collected by an eccentric gau, the picture-house's
seemed, for the rst time, less than hard to stop - the Spitskill Tide now hosts some of the nest exhibits are surprisingly eective maps of the distant
all-encompassing. animal training and breeding facilities of the wider waves. waves. 'Donations' are demanded at the door.
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Marrow (Port)
Tallest Tower: 17 ektus stone-throws
Pyremind Population: [REDACTED]
Completely independent of both the Writlings and the Hunting Families, Marrow is a thriving industrial city built into
the alarmingly massive beak of a long-dead leviathan crow. Marrow is renowned across the Foxloft for its gunsmiths,
metalwork, and semi-egalitarian societal structure, as well as for the port's distasteful origins.
Long a stronghold of pirates, a bloody rebellion ousted them to meaner dwellings in the nearby waves and secured the
city’s place as a friendly trade-hub for locals and far-ranging visitors alike.
The Architect King (Leader)
An amberclad ardent, rescued from her dreams and used as a slave-engineer by Marrow’s old pirate gangs. She earned
her freedom, remade herself, and claimed its post-revolution crown, and is well-regarded by the majority of her
citizens (many of whom wear amber aectations in recognition of her reign).The King’s dwellings are actually empty, the
ruler herself away from the port on business so secret even her closest advisors don’t know her location. This fact is kept from the
general population.
Forge Factories (Feature)
The thick bone of Marrow is appreciably reproof, allowing for the construction of forge-factories and traditional
smithies without fear of spreading re. Good relationships with a forge-worker will allow salvaged metals to be reshaped
and puried without much cost.
031 (Workshop)
Owned by an ironbound engineer of considerable skill, specializes in the refurbishment of unusual ships and machinery.
Zero-Three, the ironbound in charge of the workshop, has spread pieces of herself around the entire building. Each acts
semi-autonomously, allowing her to work on a variety of projects at once.
The Colquista (Threat)
The band of pirates ejected from Marrow during the revolution, jealous of its success as a new industrial powerhouse
and still furious over the loss of a good staging ground for their raids. Colquista agents often try (and almost as often
fail) to slither into positions of power within Marrow. The general populace are wise to their ways.
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FIREFLY RESOURCES
Watch Results (Peace) Trade Goods & Cargo
6: A bone-spit daubed with a rudimentary map of the ◊ Dredging Equipment (export): While some, like the tzelicrae and ketra, are naturally suited for trips down into the
surrounding waves. sink and drown to dredge up old salvage, most have to invest in serious protective gear to stay safe.
5: A distant pack of spring-foxes playing in the thrash. ◊ Beast Meat (export): With their seemingly never-sated drive to hunt, the families usually end up with more meat
4: An arconautic swell from somewhere below, than they could ever eat or store. Often salted or dried for travel.
allowing the crew to hear perfectly for a short time. ◊ Finely-Crafted Guns (export): Straight from the forges of Marrow. Blackpowder can be used, but it’s a rarity - most
3: Two companions play-ghting on deck. Marrow-made guns rely on alchemical charges, compressed air or ratchetwork.
2: One of the undercrew shares a tale of the salvagers ◊ Coins and Banknotes (import): Pre-verdant, of course. Writling traders will usually be thrilled to exchange any kind
sent out to nd the Bottom Dollar, and what they of specimen for such salvage.
found instead. ◊ Untested Beasts (import): The Hunting Families are always looking for a new challenge, and bringing a dangerous
1: An excellent view of one of the Seven Walls from a beast from a far-o reach is a great way to pique their interest.
peak of the wavetops. ◊ Ore (import): The curse of Marrow, a city of smelters with no local mines. Luckily, folks will travel for weeks to bring
them material for their forges, and they pay handsomely too.
Watch Results (Order)
6: A Hunting Family vessel pulling up alongside you,
with fresh meat and strong drink to share and Passengers Endemic Hazards
nothing to ask for in return. ◊ A young member of the Hunting Families, a fox- ◊ A huge and varied amount of foxes (see the next page
5: A tallshank marked with Raka Spit script, a hunter’s trainer on their way back from a successful and for details), though they're rarely a direct threat to
poem for prey long-lost. bloodless hunt with a new furred friend. wildsailing crews.
4: A bone-spit archipelago settled by refugees from a ◊ A goldsighted dredger with very specic directions as ◊ Arrow-tongue jikari crawling down from the Spitskill
distant reach. to where she wants to be dropped o. Mesa in search of gourmet prey.
3: A brace of trained foxes pulling a Writling ◊ An old Marrow revolutionary with a huge spiny ◊ Red-tailed gliders snapping insects out of the air, but
pleasure-barge. beard, full of tales of the bad times before the occasionally driven to take on larger prey.
2: An encounter with one of the Bravest Few, atoning Architect King took her throne. ◊ Sailing stones, parts of the Seven Walls that have
for the crime of trophy-theft. ◊ A wordless promenossuary that will leave exactly gained sentience and drifted free in the long years
1: A heavily damaged Hunting Family ship eeing when it wants to. since the Verdancy.
a leviathan. ◊ A group of new Writlings, their clothing drab and ◊ Titanopedes, usually well-trained to follow trading
speckled with only a few coins and book-scraps. channels and Seven Wall rail-lines.
Watch Results (Nature) ◊ A train-driver from the Mazoro line, exiled from ◊ The Whitecollar Snare, a leviathan fox so starkly
6: A coterie of spring-foxes dancing in the wake of
their post due to the death of a titanopede on beautiful that it mazes the mind and turns friend
your ship, a decidedly good omen.
their watch. to foe.
5: A vengeful storm, its lightning striking an insulated
Writling dredging-vessel again and again.
4: A swarm of tiny pocket-foxes spilling up and
over the railings, looking to nab any small items
they can.
3: A rain of teeth.
2: The split banyam-branches and scarred trunks that
point to a recently surfaced leviathan.
1: A Woke-Bone puppet pulling themselves onto the
deck, screaming for help as they are forced to attack.
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???
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◊ Website: thewildsea.co.uk
◊ Twitter: @isaacs_felix
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