Songs we Sing

by GenTrigger

"This is an old world, and 'Wake' was not its first name."

Songs we Sing is a tabletop roleplaying game using the Powered by the Apocalypse system about a new world that's sprung from an old one, where crumbling skyscrapers now house deities - spirits who represent ideas and objects.Players take on the role of the remaining kin of humanity who seek truths within the ruins, as well as carve their own truth upon the world.

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About Songs we Sing

Songs we Sing is a game about exploring the urban decay of a lost time. Awakening things that sleep, and living in a world of overgrown cities, and flooded subways. During these journeys you'll meet strange people and stranger deities, while learning how to wield a magical power called "songs".This game uses the powered by the apocalypse system to create dynamic, narratively driven adventures.


WAKE

The world of Wake is about the people who survive in separated communities drifting aimlessly through a world that's full of strange beasts, ancient automata, and mysterious deities.People make their homes among the ruins of overgrown cities long abandoned. They scavenge the ruins for useful artifacts and lost knowledge, but have also begun rebuilding their own little societies to try and create a stable foothold where the old world obviously failed.The deities are beings created by the willpower of humans. They are ideas given form when given a name, like a contract being signed to give it power. They have created their own societies and families among Wake, at times copying the way humans live, and at others finding a seemingly non-sensical way of living, though you'll also find humans who do the same.


KIN

The kin of man are those of us who carry the human spirit forward. We are inheritors of a world with ancestors who seem like strangers to us now.

Humans are the eldest of kin, keeping the form of our ancestors and flourishing in these dangerous lands thanks to their bonds with one another.

Reveries are an all female kin. They are born from humans and the goddess of dreams. Reveries are most known for their cloud-like hair, which allows them to fly. They also have a deep link with the world of dreams.

Auditors are beastkin from the wilds of wake. Created by the goddess of the hunt as a mixture of a human’s soul, and the soul of a beast, which allows them to shift between both forms.

Armatures are mortal souls trapped within mechanical bodies. Crafted by the old world as tools when the population began to wane at the end of days, they now awaken to a much different time.

Non-Condoners
are the souls of those slain during the old wars. They’ve reformed from the mud into slug-like beings who wear armor of the old world like shells.

Collectives
are the shattered fragments of human souls, reformed into small individual sentient lizard-like beings. They work together in micro-communities to form a single person.

Imps
are imprints of human souls found upon objects. When awoken, they turn into a horned human, which still retains a few traits from their inanimate form.

The Lost
are humans who traded their lives in faustian deals with deities to become part deity themselves. Now The Lost wander between the two worlds of mortals and deities.

Gigs

There are jobs in Wake that need someone who can stand against, or at least survive wild beasts, persistent automatons, and the willful deities.

Knights are powerful fighters of Wake who have taken the power of a deity into their body by consuming it.

Alchemists are scholars and scientists who study the workings of songs througout Wake. The field is vast and complicated, but this poses a satisfying challenge to the studious.

Couriers are part mail carriers, and part scouts, learning about the land and its secrets through first hand experience using cunning, know-how and an unquenchable thirst for what's beyond the horizon.

Orators are masked storytellers who value the living oral history of Wake. They are deeply curious and incredibly dramatic, making them troublesome fonts of knowledge.

Gossipers are the clergy and followers of deities, passing around the message and good name of their patron in return for divine power.

Merchants are artisans, peddlars, and engineers who take the gathering of goods and materials into their own hands using the secrets they’ve divined from their wares.

Tailors are seamsters and caretakers of Wake. called witches by some, they pass down old methods of weaving songs through thread, and can reattach even an arm if they act fast enough.

Fools are actors and performers, who take on roles to entertain and deceive. They seem to be all flash, but they know the most direct paths to the hearts of others.