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Wind Wraith is a 146 page hardcover toolkit that you can use to generate your own fantasy post-apocalypse ocean world, complete with scattered islands, factions, ships, and ancient arcane machines.
Play as the descendants of the survivors of a great flood, explorers in a fallen world, as they build and upgrade their ship and crew. Attempt to unravel the mysteries of the past and survive with limited resources. Wind Wraith was made for the old school essentials rule system but can easily be converted to many other rule Systems.
Content Included:
- Quick start island
- Sea generation
- Island generation
- Entomologist class
- Aquatic elf class
- Tyrant generation
- NPC and faction generation
- Ships classes and crews
- Ship combat & exploration
- Arcane constructs and parasites
- Monster generation
- Additional game master Tools
Setting Background:
Few survived the great flood, and most knowledge was lost. Strange new cultures developed scattered across islands, isolated from each other. They hang on by a thin thread of life in this new ocean world. Artifacts and constructs from ages past can no longer be repaired. Many now doubt mortals ever built such things. The gods are dead, and leviathans dwell in the broken and submerged throne rooms of forgotten kings below.
The world is fractured and the sea is divided. Each island has its own microclimate. Survivors are atomized. Cults and factions spring up like relentless mould. A Tyrant has seized power, bringing more islands under heel each year. All those who resist are shipped away to an infamous prison island to be processed into fertilizer.
Metal is rare and wood is costly. Many tools are instead crafted from fish bones. Shells are used as local currency on islands by populations who trust one another. However, most trade is conducted with suspicion and involves bartering resources. Freshwater, being in short supply, has replaced gold as a universal currency. The precious seeds and cattle that survived are treated with reverence. Connection to the other planes of existence was damaged. The new world has yet to be explored or mapped.
Dwarves adopt autarky, isolating themselves and refusing trade or communication. Humans, halflings, goblins, and a scattering of other creatures are interspersed together, using the winds to trade. Pirate crews wait at sea with traps to capture trade ships. Some have resorted to arcane modifications to stave off hunger and thirst. The wood elves were wiped out after the forests died, and aquatic elves have emerged from their coral courts for the first time to take their place. A ship crewed by the dead haunts the waves, sailing under a black rose flag.
A trade hub emerges as the first seed of a new free society in resistance to the Tyrant. Some survivors developd a fear of land and now live their lives at sea in houseboats and floating structures. A small number of dragons survived by mutating themselves into sea creatures. The People of the Deep, uncontacted for an eon by all but the sea elves, see strange divers traveling to the seafloor, searching for sunken resources. Some adapted to this harsh new world by merging with insects. An order of wind mages emerged to assist in explorations under sail. Essential trades like boatbuilding and blacksmithing were preserved by esoteric guild societies which closely guarded their artisanal secrets, making themselves indispensable to those who hold power.
Broken ancient portal rafts far out in uncharted waters are said to lead to the other seas. Many foolish souls have died sailing into the unknown searching for the rafts after filling their heads with too many stories of other seas filled with abundance.
The Book:
- Hardcover with gather sewn binding
- 146 pages
- 100lb matte paper 6 x 9 trim size
- Black and white throughout
- Black end papers
- Black and white headbands
- Printed in Canada
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