- This game is under the Fantasy, Horror & Frontier/Western genres.
- The game system is The Wildsea.
- This game contains mature content.
[The Wildsea] Nightingale Song
To sail upon the Verdency requires a strong will, a strong arm, and a strong desire to see port once again. Sailors upon the Sea of Green seek ...
- To Explore
Some crews sail just to find out whats over the next wave-peak, forever chasing the unknown - there's an endless variety of cultures and creatures on the waves of the wildsea, and even the most dedicated explorers will never exhaust the possibility of new and unexpected encounters.
- To Salvage
Be it wrecks, reefs, or ruins, theres always something of value to be found. Salvagers seek to root out and utilize the scraps that others leave behind, often delving deep beneath the thrash and into eerie, long-forgotten places to do so.
- To Hunt
Whether for the thrill of the chase or the rewards it brings, a large number of wildsailors spend their time hunting - sometimes beasts, sometimes bounties, and sometimes much stranger marks. But a hunter is a hunter, whatever form their prey takes.
- To Trade
Though the economies of the wilds are unstable, merchant crews quickly learn how to identify what a customer needs and get it to them for the right price. These crews tend to focus on diplomacy, politics, and the intricacies of import and export.
- To Adventure
Some would say that any trip out onto the waves is an adventure in itself, but that doesn't stop certain crews from embracing a more thrill-seeking lifestyle. Adventurous crews are as likely to find themselves in a pitched battle against marauders as a friendly wavetop race, as likely to end up scaling cliffsides as brawling in a dockside bar-room.
- To Escape
Not every spit or island is a pleasant place to live, either due to the ravages of the nearby waves or the culture of the place itself. Sometimes the dangers you don't know are preferable to the dangers you do.