Port Gamello is our original setting that our campaign will take place in! It's a crowded, chaotic port city and island, full of intrigue and suspicious characters

TLDR

1) You can't leave Port Gamello

Due to the ongoing war and blockade — you can't leave Port Gamello. This is a game of consequences and pressure, so you'll create a lot of messes, but then you've got to deal with them.

2) Crew is everything

This is a game of factions, political sway, accumulating fortunes, and power dynamics. Every corner of Gamello is some other crew's turf, and your corner is tiny indeed. To survive (or thrive), your crew must grow your claims. This game is as much about your Crew as individual characters.

3) Weird shit is happening in the water

We'll make up a lot of lore together, especially about the occult (this is Blades, after all, a game about crime and ghosts in equal parts). Tie as much of your supernatural, eerie, occult, ghostly descriptions as possible to the ocean — in Gamello, all the strangest things have their origins in the sea, and its unknowable black depths.

Safety

We will send out lines and veils before each individual session, but some general warnings apply for the whole campaign, as these themes will be hard to avoid given the system and setting.

Setting

The game takes place on the hot, crowded, chaotic island of Port Gamello.

Gamello is lush, tropical, and decadent, filled with luxuries and wealth, a cosmopolitan port city where anything can be obtained and ambitious strivers the world over come to make their fortunes. Gamello is also corrupt, crime-ridden, and utterly brimming over with violence, fought over by too many would-be kings and yet governed by one force only — the acquisition of gold. Vibes like Miami, New Orleans, turn-of-the-century Shanghai.

Touchstones: Baccano, Pirates of the Carribean, Guy Ritchie films, Kraken by China Mieville, Peaky Blinders, The Wire

Expect: pirates, mafiosos, sea monsters, trade negotiations, noble houses, slum chase scenes.

Gamello is early industrial (like Doskvol, if you've played Blades). Think the 1870's, with rudimentary firearms, printing presses, simple electrical technology, carriages.

Gamello is actively at war and often blockaded, though in true Gamellian tradition enough money can always still get you anything imported from anywhere.

Due to the ongoing war and blockade — you can't leave Port Gamello. This is a game of consequences and pressure, so you'll create a lot of messes, but then you've got to deal with them. This is a sandbox-y game: I haven't come up with an elaborate plot you must discover over time. Instead, the narrative will emerge from how we as a crew choose to deal with limited resources, enemies, conflict, etc.

Gamello is about neighborhoods and turf