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Welcome and Rules

  • A far-flung world of green, full of magic, wonder, and secrets.
  • Welcome to the Wilds...

    The Verdant Wilds is a small island resting among a gray, coldwater sea. It gains its namesake from being mostly forest, with a single tall mountain at its northern end, and a massive ancient tree at its center which can be seen from every part of the island.

    Though pockets of civilization do exist, most of the island is untamed wilderness, and full of hidden wonders for adventurous spirits.

    Feel free to check out the Lore section of this group for more information on the regions and points of interest.
  • When joining the Wilds...

    The island is surrounded on all sides by an ocean so vast, none have crossed it. However, that does not make it inaccessible. The ancient tree at the island's center radiates magic, and its roots stretch into the fabric of reality itself. Sometimes, unstable portals form in its nooks and crannies as a sort-of magical discharge, and Travelers may find themselves in the Wilds if they stumble through one of these portals.

    Once in the Wilds, Travelers will find that the portal has transformed their physical body into something more akin to the Islanders; animals which stand upright on their back-legs and can speak. Perhaps they've taken on the shapes of avian creatures or bats, now able to fly and see long distances or hear very well. Others might become amphibian and able to hold their breath for a very long time. The only common trait they all share is that they can breathe air and survive on land, are bipedal (both plantagrade and digitigrade), and sentient.

    As well, some travelers with breath weapons or telepathic powers may not retain those abilities, while others might. Mythical creatures, such as dragons, might find themselves changed into frilled lizards or birds of prey, or they may take on a completely different form, but retain some aesthetic facet of their original species. For the ones who lose an ability, they often find they've gained another that they didn't have in their world. The tree works in strange ways, and how its magic shapes a Traveler is very individualistic.

    Whatever a Traveler may think of this facet of the Tree's magic, few who have experienced the change would call it malicious. The Tree does not change people into something they would not consent to be, and sometimes, it even transforms them into something closer to what their heart might want, even if their mind is unaware. Most Travelers agree that the change is not wholly unwelcome, even if it can be disorienting and take time to adapt to.
  • About this group...

    Though "Fantasy" can be just about anything, the kind of fantasy which often dominates roleplaying spaces is primarily focused on stories about war, combat, or good versus evil. This group is aiming to be none of those things, instead opting to find other modes of creating conflict and drama that don't rely on excessive violence.

    What we do want to offer are stories about travel, adventure, survival, and friendship. We aim to create scenarios where the tension might come from a shortage of resources, natural disasters, or misunderstandings, and where the tone can be more light and whimsical to better suit the kind of "enchanted forest" vibes we're going for.

    If your brand of fantasy leans more into Studio Ghibli than Tolkien, or if you're just curious and willing to try it out, we welcome you to join us.
  • Rules

    1. Be polite and considerate of others. This is meant to be a place to unwind and go on fantastical hijinks. I don't mind people speaking their minds, but please be mindful of others' comfort level, and try to avoid making people feel unwelcome. If you're unsure of another's comfort level with something you're about to do, it's okay to make an OOC post directly asking the other player(s) if they're okay with it. Remember, communication is key.

    2. This is a Fantasy setting. We do accept characters from other universes so long as they adhere to the transformation mechanic so they can fit into the setting. (This change is only required within the group. I do not require you to fully alter your character everywhere.) However, please make sure your character either is, or can be retooled to fit, a PG13 setting. As well, things like cell phones, phasers, motorized transport, or other sci-fi/modern things wouldn't fit here.

    3. Romance is not a forbidden topic within the group but it is similarly not a group geared for seeking it out. It's fine if two characters are involved, it's fine if some stories are about solving relationship issues, and it's fine (and valid!) to explore queer identity here. But this isn't a space for your traditional romance stories, many of which lend toward problematic depictions of relationships I refuse to perpetuate.

    4. Combat is permitted if all parties consent. However, this setting is not designed to support themes of war or outright violence, unless mentioned in the past or in a character's backstory. As well, conflict may not resolve in the death of a character, even in areas designated as Dangerous without the player's consent. PCs may be injured or otherwise prevented from going further if they encounter something hazardous, but the most that will happen without the player's explicit and affirmed consent otherwise is being sent to the nearest "Safe" area to heal and rest. (This does not mean NPCs cannot die, but it does mean that being a murder-hobo is a no-go here, even toward NPCs.)
  • FAQ

    So, there's no combat at all?

    I wouldn't say "None." There are frequent tests of strength in the Teal Pines, including sparring matches. As well, the Deepwood is not a safe place which might contain hostile creatures, and the Wilds have supernatural phenomena that may need to be confronted with force. That doesn't mean using deadly force though, and I do make a distinction between combat and violence. Subduing a rampaging creature so it doesn't hurt others or itself, or so you can calm it down long enough to heal it, is a different thing from wanton slaughter. The people of the Wilds believe there is rarely a justification to kill, and that conflict is best overcome through other means before daggers and claws come out. Even people who respect brawn over diplomacy would consider a creature to be mad if they think stabbing is good conflict resolution.

    What kind of conflict does exist in the Wilds?

    The Wilds might be full of natural beauty, but it is also subject to the same changing of the seasons as everywhere else. Everyone has mouths to feed, shelters to find or maintain, and preparations to make before the colder seasons. As well, misunderstandings or natural disasters can still leave people short on resources, or even just short on patience! People do still get sick and injured, and, as is the case for most people, nobody truly lasts forever. Grief and loss, stress and anxiety, anger and frustration, longing and hope... These things are still part of everyone's lives and can serve as fine enough groundwork to create stories with conflict, without the need for outright violence.

    Where should my character start?

    Most portals open up in Greenhaven, but characters are actually welcome to start in any of the regions except for Mt. Nimbus or the Deepwood, for lore reasons. You also don't need to feel constrained to your starting area. Feel free to move your character around the world and participate in as many adjacent RPs as you like. As well, your thread isn't locked to the region it was started in either. If you started in the Golden Grove, but your group has traveled to the Teal Pines, there is no requirement to move to the Teal Pines forum. You could globetrot the entire Wilds in a Greenhaven thread, if you wish.

    What kind of character should I use?

    The portal mechanic means a variety of characters are accepted in the Wilds. You have full control over how the portal changes your character, provided that it changes you into something which has lungs, stands upright, and is sentient. They must also be based off an actual extant animal (No dragons, dinosaurs, or heraldry chimeras. Endangered or recently extinct animals are fair game.) and cannot be an insect or fish, for lore reasons. As well, please make sure your character aligns with Rule #3 and isn't too power-creepy.

    Do I need to create a new character/edit my existing character page?

    Not if you don't want to. It might help others in the group interact with your character more seamlessly if you note their transformation somewhere on their profile, especially if you're jumping into a lot of RPs, but only your initial arrival post must make note of the change

    What wouldn't my character be able to do?

    This setting supports magic, so empowered characters are not forbidden. However, anything which might ruin the wonder or mystery for others wouldn't be welcome. Ex: Flight is allowed, whether your character already had it, or optionally changed into a creature which can fly. However, flying to the top of Mt. Nimbus without being buffeted by the strong winds would be a cheap way to achieve what should be a challenge in-universe. As well, being able to 'tame' or otherwise navigate the Deepwood unhindered would take away the feel of what the Deepwood is supposed to be: A dangerous, inhospitable world that would take planning and coordination to traverse. If you worry that your character may have abilities which might break the game, feel free to ask either in the OOC area, or just shoot the Founder a PM.

    Can we play as an Islander/resident?

    I would prefer PCs be Travelers. I might make exceptions in the future, once group members are established and familiar with the lore, but for now, the answer is no.

    Can we play Travelers who are settled/established on the island?

    Similar to the answer above, I would prefer it if Travelers are interested in adventure and discovery, both of the Wilds, and themselves. Plonking your character into the Wilds as having already lived there for several years circumvents the point a little too much for me, so no. Your first post must make it clear that you are a stranger to these lands. This isn't a hard rule, and I will decide what is over the line at my own discretion, but as an example: I consider slumming it in the Teal Pines for a few weeks while you get your bearings to be fine, but conveniently living by the Azure Lake for a few years, with a house and knowledge of the area to be a no-go.

    What does 'Occasional Dice Use' mean?

    It largely depends on which part of the Wilds you're in, but generally, this is meant as a low-stress setting, Sometimes, dice are used to add fun bits of randomness that make scenes more spontaneous. Other times, they determine the outcome of something that is supposed to be difficult and can go either way. What dice are not intended for, however, is making your character incompetent or otherwise nerfing you. I believe freeform RP is best regulated socially, not mechanically, so I will never use dice to outright shut people down. That doesn't mean dice outcomes can't be setbacks, just that when it comes to preserving the lore and intent of the Wilds, I would rather just talk to the players if I think someone is disregarding it (by accident or otherwise) rather than hide behind RNG. Having said that, I want most uses of dice outside of certain biomes to be more like a mystery box than a skill check.

    What was the inspiration for the Wilds?

    When I built this world, its main inspirations were the Humblewood 5e setting, the tabletop RPG Golden Sky Stories, the classic adventure game Wilderness, various Minecraft survival mods such as TerraFirmaCraft, and my own fascination with the natural world. I love stories about survival and living in nature, about overcoming things with patience, forethought, and pragmatism. I also love themes of community and comradery, of natural beauty, and of enduring hardship together. I love scenes of joyful summer days tilling fields, festive nights celebrating under the stars, or quiet, melancholy moments watching the rain. But most of all, I love contemplative stories about trauma, healing, and meaningful connections.

    Was the setting inspired by Redwall?

    While there are some inklings of Redwall in its DNA, I've always thought Redwall, for all its charm, was too violent and focused too much on racial divides for my comfort. It's true that a bear or a badger might be strong-built, a weasel might be slim and spry, and a beaver might be stout and portly, and while this might mean certain jobs are more likely to have certain creatures doing them, it is not a requirement to be born a certain way to be able to do certain things, even if your biology lends you to doing them differently than someone else might. As well, Redwall put too fine a point on someone's species being an indicator of their moral character, and that has always made me feel deeply uncomfortable, even as a child. My fascination with animals as characters comes from different kinds of people working together. Difference is acknowledged, but not rejected or prejudiced. Our actual world is full of diverse people with differing experiences, and I love the power of animal stories to highlight those differences as valid and interesting, instead of only as sources of conflict. Themes of acceptance and comradery land truer when not polluted with some desire to gentrify everyone and everything into a comfortable mold.

    That is to say: Yes, but actually no. It is more accurate to say that this is what I wish Redwall were, so I suppose its hand is felt more in what I would change about it, and less in what I admire.
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