Eric (
overbringer) wrote2023-07-16 04:35 pm
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Inheritors of the Dark
300 years ago, this world was not too different from yours. Technological civilizations sprawled across it's surface and warred and traded and grew and died in ways that we would find familiar. The hardy Humans, the strong Ektus, the clever Mothryn. They all had their cities and empires and kingdoms and republics and armies.
Then the Verdancy happened, and in a few short years, it all came to an end.
Fueled by the strange mutagenic chemical called crezzerin, the plant life of the world went into overdrive. The oceans were drained and the cities buried beneath the roots of mighty ironwood trees as their trunks stretched thousands of feet into the skies, burying the world in a sea of green. Only the tallest mountains and mesa still poke their peaks up above the boughs of the Ironwoods, and the survivors of the Verdancy who fled to those safe havens fared little better. They escaped the tide of vegetation only to face exposure and starvation without supplies. Probably 99% of the world's population died off.
But 1% survived, and over the past 300 years they have started to remaster this wildly different world. They built cities on the few bits of solid ground that remained, and in the branches of the mile tall ironwoods where the trunks felt stable enough. They learned how to survive in a world where plant life is the undisputed master of the world. They learned to fear fire, to avoid crezzerin poisoning, to scavenge remains of the pre-Verdent (Pre-V) world when the growth of the ironwoods brought them up to the light, to fear the darkness-under-eaves.
And they learned how to make Wavecutters; Mighty ships designed to sail the treetops of the ironwoods, which were now what people thought of as the sea rather than any bodies of salt water from the Pre-V world. Dragged along by massive chainsaw blades along the bottom of the hull, cutting a swath of destruction through the green wavetops that grew back in a few hours, these ships became the most reliable way to travel between the otherwise isolated communities of the Verdancy. Travel by foot was technically possible, as the trees were densely packed enough that would could in theory climb from branch to branch as far as you needed to go. But the sea is a dangerous place, crezzerin having mutated the wildlife from the old world into new dangerous forms. The sea is full of monsters, animal fungal or plant. It is full of ghosts, of the old world or of lost sailors. It is full of mysteries.
You might even call it a Wildsea.

Inheritors of the Dark is a campaign premise set in the Wildsea setting of my own creation. When a leafcutter crew find a relic from the PreV world that fuses itself to their ship, they find themselves the target of a mysterious organization with unknown origins or goals. These mysterious adversaries will do anything to reclaim what they lost, and will suffer no witnesses to their plans. If you want any hope of getting out of this alive, find out what they’re up to and where they came from!
If this sounds rad as fuck to you, here's what to do:
At the very soonest, this would start after Quinn’s Godbreakers campaign ends.
Then the Verdancy happened, and in a few short years, it all came to an end.
Fueled by the strange mutagenic chemical called crezzerin, the plant life of the world went into overdrive. The oceans were drained and the cities buried beneath the roots of mighty ironwood trees as their trunks stretched thousands of feet into the skies, burying the world in a sea of green. Only the tallest mountains and mesa still poke their peaks up above the boughs of the Ironwoods, and the survivors of the Verdancy who fled to those safe havens fared little better. They escaped the tide of vegetation only to face exposure and starvation without supplies. Probably 99% of the world's population died off.
But 1% survived, and over the past 300 years they have started to remaster this wildly different world. They built cities on the few bits of solid ground that remained, and in the branches of the mile tall ironwoods where the trunks felt stable enough. They learned how to survive in a world where plant life is the undisputed master of the world. They learned to fear fire, to avoid crezzerin poisoning, to scavenge remains of the pre-Verdent (Pre-V) world when the growth of the ironwoods brought them up to the light, to fear the darkness-under-eaves.
And they learned how to make Wavecutters; Mighty ships designed to sail the treetops of the ironwoods, which were now what people thought of as the sea rather than any bodies of salt water from the Pre-V world. Dragged along by massive chainsaw blades along the bottom of the hull, cutting a swath of destruction through the green wavetops that grew back in a few hours, these ships became the most reliable way to travel between the otherwise isolated communities of the Verdancy. Travel by foot was technically possible, as the trees were densely packed enough that would could in theory climb from branch to branch as far as you needed to go. But the sea is a dangerous place, crezzerin having mutated the wildlife from the old world into new dangerous forms. The sea is full of monsters, animal fungal or plant. It is full of ghosts, of the old world or of lost sailors. It is full of mysteries.
You might even call it a Wildsea.

Inheritors of the Dark is a campaign premise set in the Wildsea setting of my own creation. When a leafcutter crew find a relic from the PreV world that fuses itself to their ship, they find themselves the target of a mysterious organization with unknown origins or goals. These mysterious adversaries will do anything to reclaim what they lost, and will suffer no witnesses to their plans. If you want any hope of getting out of this alive, find out what they’re up to and where they came from!
If this sounds rad as fuck to you, here's what to do:
- If you don't have the rules already, click here for the free version and give them a gander
- Respond to this plurk telling me who you are and that you're interested
- If you want to be IN THE GAME then maybe throw down a few character concepts
- Also maybe throw down any themes or setting aspects that you're interested in exploring. The wildsea in my head still has room for a lot more stuff.
- If you don't feel like you have the time or inclination for being a player, you can also sign up for the SECRET COUNCIL, in which case I will bounce ideas off of you in private plurks.
- Tell me about an interesting plant from OUR world. If you want.
At the very soonest, this would start after Quinn’s Godbreakers campaign ends.