Wildsea sparknotes: The world
Posted on 2025-07-24 by [rctcwyvrn]
core concepts
- treetops are a sea
- land is scarce and valuable
- plant growth is rampant
- open flames are forbidden
- crezzerin corrupts on contact
- economy is barter based
- its a weird weird world
- arconautics (unknown and uncanny, whispers, spirits)
important terminology
- pre-verdant
- things from before the wildsea grew
- prized for benefits they can offer (technology, material, etc.)
- hard to obtain
- ironroot
- foundation of the wildsea, massive trees, mile high
- tallshank
- taller than the ironroots, spread up above the canopy
- spit
- landmass on the surface of the canopy
- temporary in nature
- island
- not in danger of being swallowed by the sea
- tips of mountains, monuments, or other large structures
- heavily colonized, useful resource
- reef
- collection of junk on top/just below the waves
- hotspots for salvage and wildlife
- rift
- hole in the sea that leads down to the roots
- places of study and worship
- crezzerin
- chemical substance concentrated in leaves and tree sap
- drives the wild growth of the wildsea plants and the rapid evolution of the animals
- corrupts on contact, minds warp and forms mutate
sea layers
- skies
- thrash
- top layers of the ironroots
- tangle
- thicker branches below the thrash, where ships rest their hulls onto
- sink
- darker, more dangerous, deeper parts below the tangle
- where all the dangerous stuff lives
- where ships go to die
- drown
- the point of no return
- branches thin out and light goes dark
- darkness-under-eaves
- the roots of the sea and the bones of the old world
- the less said about this place, the better
species
core four species of the new world
- Ardent
- post-verdancy descendants of humans
- Ektus
- tall cactus people
- Gau
- fungal colonies become sentient
- Tzelicrae
- hive mind of thousands of spiders
- inhabit clothes or armor like hermit crabs
rising species
- Ironbound
- souls inhabiting iron and steel machines
- Ketra
- also descendants of humans
- diverged by being trapped underground during the verdancy
- tentacled bodies and self made skeletons
- Mothryn
- short lived, fragile moth creatures
wildsailors
- set off onto the waves for various reasons
- to explore, to salvage, to hunt, to trade, to adventure, to escape
- equipment
- sporescarfs
- barrier against airborne spores
- rope and grapple
- a blade
- sporescarfs
- draws
- freedom
- knowledge
- adventure
- drawbacks
- danger
travel
- charts and maps are highly valued
- everything is constantly in flux
- exchanging such information is highly respected
- wavewalking is highly dangerous
- predators, falling, and crezzerin are all risks
ships
- large chainsaw driven steel machines that ride atop the tangle and cut into the thrash
dangers at sea
- crezzerin
- spores
- some choking, infectious, or hallucinogenic
- the current season
- spring insects, summer storms, rot of autumn
- winter is universally feared and stops everyone from travelling as the waves become brittle and prone to shattering
- flora and fauna
- insects, beasts, and birds
- foxes and wolves
- predatory plants
- cults
- weather and waves
- mires
- mental fatigue from being at sea
- fire
- fire spreads almost infinitely on the wildsea since fuel constantly regrows and is literally everywhere
- extremely dangerous
civilization
- established port towns on solid ground
- rare, large, full of people
- temporary spits on random pieces of ground that rise above the wildsea
- more common, temporary, cramped
- roving fleet colonies, mycosanctums, floating skyports, tallshank branch towns
ports and harbours
- markets
- barter
- scratch is the term for the lowest form of barter, basically just random junk
- a handful of scrap for a drink
- junctions
- places to sleep
- shipyards
- non-essentials
- smokehouses
- since fires are dangerous, smoke-houses are stone buildings
- shadow-springs
- hot springs
- cartoika
- cartographer houses
- chop stations
- meat preparation grill-houses
- smokehouses
food, drink, and cooking
- moving food is highly lucrative
- cooking without fire is hard but there are various methods
- fruits, nuts and berries are the core staples
- vegetables are rare due to the lack of land to farm
- meat from animals and insects are fairly common as well
- fungi and grains for vegetarian protein
- eggs are common
- ale, wine, mead are common drinks
- coffee and tea are possible, though difficult to heat up
- rare delicacies are things like flame roasted meats, or a glass of pure water
culture
- lack of a defined culture across the different spits and ports
- laws
- murder and fires are among the highest crimes
- theft is looked down upon
- scavenging and salvaging are protected activities
- but otherwise its purely based on the peoples and their culture
- different species have wildly different laws and rules
- vices
- smoking, drinks, mood altering drugs
- sports
- target practice, throwing insect nests, blindfolded sparring, races
- music
- a great spectacle that always collects a crowd
- a wide variety of different instruments (pg 23)
technology
- modern technology, yet reliant on old world staples like sharp blades and crossbows due to the lack of industry
- everything is cobbled together out of driftwood and salvaged metal
- supply chains dont exist
- no fire, so no internal combustion or steam power or smelting
- common technologies
- ship mounted chainsaws
- chemical engines
- salvage made clockworks
- chains, ropes, pulleys
- bone carved blades
- crossbows/other string tension weapons
- chemical propulsion firearms
- rare technology
- engines become much stranger, living hives or acid filled maws
- hulls become more stable
- weapons become more dangerous and complex
- communication moves from firebug signals to short range radios and semaphore towers
- engineers are in high demand
- pre-v technology sometimes emerges out of rootquakes, ripe for the salvage
spirituality
- most people are deeply spiritual and believe in the existence of a soul
- debate on what that actually entails
- whispers
- "words with souls"
- words that carry power when spoken
- religion
- organized religion is rare
- small groups isolated to single spits or islands are more common
arconautics
- concentrated weirdness
- some examples of how to gain power
- befriending a weird creature to gain its abilities
- forging an uncanny material into a relic or tool
- using alchemy to extract and ingest the essence of something strange
- incorporating parts of the wilds into yourself
- overcoming a weird injury that should have ended you
- must be trained after the potential is had
- messy, dangerous, painful, unpredictable
- arconauts are rare, most spits would have never seen one in action
- non-wildsailors find that there are easier ways to get "power"
- this is not magic
- everything can be explained, even if it's uncanny
- its an art, a science, an exploration, but not magic