The Wildsea - Edges, Skills & Languages Reference
The Wildsea Reference
Edges, Skills, and Languages
Edges
- Grace
- Agility, balance, precision, stealth, and graceful movement.
- Iron
- Strength, toughness, endurance, determination, and physical resilience.
- Instinct
- Awareness, intuition, perception, reflexes, and reading danger.
- Sharps
- Reasoning, planning, deduction, memory, and technical knowledge.
- Teeth
- Ferocity, aggression, intimidation, courage, and raw passion.
- Tides
- Seafaring expertise, navigation, survival, and understanding the Wildsea.
Skills
- Break
- Destroy barriers, force entry, or demolish obstacles.
- Cook
- Prepare food, preserve supplies, and create restorative meals.
- Delve
- Explore dangerous ruins, caves, and forgotten places.
- Hunt
- Track, stalk, capture, and kill dangerous prey.
- Ironwork
- Forge, shape, and repair metal equipment.
- Outwit
- Solve puzzles, devise clever plans, and think around problems.
- Perform
- Entertain, inspire, distract, or influence through artistic expression.
- Repair
- Fix equipment, patch vessels, and maintain machinery.
- Rig
- Operate ships, sails, ropes, engines, and shipboard systems.
- Scavenge
- Find useful materials, salvage valuable components, and search efficiently.
- Scramble
- Climb, leap, swing, and traverse difficult terrain.
- Shoot
- Use ranged weapons with accuracy and control.
- Study
- Research, investigate, identify, and analyze information.
- Sway
- Persuade, negotiate, deceive, or influence others.
- Tend
- Heal injuries, care for companions, and provide medical aid.
- Wavewalk
- Travel safely across the living canopy and survive the hazards of the Wildsea.
Languages
- Low Sour
- A mongrel language that has developed in the years since
the shattered post-Verdancy cultures started making
contact with each other. Low Sour is the closest thing to a
‘common tongue’ on the waves, and doesn't come with any
particular lore or cultural knowledge besides what every
wildsailor would know about the world they live in.
- Cthonic
- An ancient human language, once split into thousands
of unique dialects spoken by different groups of ardent
survivors and now slowly merging into one true tongue
again. Lore might include the details of ancient human
rituals and spirit-knowledge, as well as cultural information
on the ardent.
- Saprekk
- The thick, rolling tongue of the ektus, almost entirely
unchanged despite hundreds of years of development
on the wild waves. For non-ektus to have learned even
a smattering of Saprekk is often seen as a great mark of
respect. Lore might include tales of deserts, heat, and winds,
as well as cultural information on the ektus.
- Gaudimm
- A chemical language of subtle twitches and soft clicks
used by the gau. Though the structure and grammar
are surprisingly easy to learn, pheromonal bursts are
required to communicate complex concepts. Lore might
include detailed knowledge of caves, tunnels, and the
progression of rot, as well as cultural information on the gau.
- Knock
- The hissing, chittering voice of the tzelicrae hive-minds.
Many of the sounds are impossible for a single mouth
to form, so most outsiders that learn Knock speak a
simplified form, relying partly on gesture. Lore might
include a deeper understanding of insects and arachnid
habits, as well as cultural information on the tzelicrae.
- Brasstongue
- A clipped and precise language used by experienced
traders, adapted from the punch-cards of ancient
ordinators. Knowledge of Brasstongue is likely to garner
respect among merchants and grifters. Lore might include
cargo routes and tales of great sales or negotiation tactics.
- Raka Spit
- The rapid patter of hunting-families and leviathaneers,
known for its incredible depth of descriptive words.
Lore might include facts about the beasts and
birds of the waves, and great conquests of
hunters across the wilds.
- Lyre-Bite
- The lilting tongue of poets
and songwriters across the
wild waves, well-suited to
performances and long-form
poetry. Lore might include
ancient pre-verdant songs and
a deeper understanding
of whispers.
- Old Hand
- An entirely gesture-based
language with no spoken
component, perfect for those
naturally quiet types. Old Hand has
existed since before the Verdancy,
and has changed remarkably little despite the
passage of years. Lore might include expansive
descriptions of long-lost relics.
- Signalling
- An unspoken code broadcast with flags, flares,
or signal-lamps, often known by experienced
travellers, military types and smugglers. Relies
partly on colour. Lore might include information
on various ships, weather types, and
seagoing hazards.
- Highvin
- Exceedingly difficult to master, Highvin is a primarily
written language often found on old pre-verdant ruins.
Usually understood by scholars, antiquarians, and
treasure-hunters. Lore might include details of the pre-
verdant times, though always fragmentary.