
An 18+ Discord-based RPG that is a mixture between sandbox and campaign elements, making for a character-driven, ever-adapting narrative.
There is no set-end to Ad Infinitum, allowing for characters to be explored throughout all stages of their lives, while also intermixing the elements of dungeons, quests, and guessing to discover your character's archetype.
Join us and share in the cooperative story-telling experience.
Setting
When the night is dark and the winter is cold, what creatures prowl among the howling winds and the raging blizzards?The land of Coedraigtir wasn’t always a permafrost. Decades ago, it was a beautiful celtic broadleaf forest and the land was abundant - but ever since the arrival of the darkest night, the land has reshaped itself to that of stretches of boreal forests and ice. The nights are long, and the winters are even longer. But a new threat looms: the Aun. Giant, white beasts with the ability to take any form they wish. Few get close to one and live to tell the tale. They actively hunt cats who venture out at night without a lantern, and even are known to play tricks on travelers to snuff out their lights. There was only one recorded killing of an Aun, and at this point it has faded to legend.No matter how the native cat colonies have tried to withstand the changing land and the dangerous Aun, survival becomes harder with the passing of each winter. Thus, many colonies of cats who once called Coedraigtir home have long since left.Only two full colonies remained in Coedraigtir, rather than take on the treacherous journey over the ice flows that make up the ocean, the Firesea.Once, this was a land of dragons and wild magic, but now you can feel the magic being sucked away like the ebb of a dying animal. Until, a spark flares within the souls of a select few.Can you uncover the secret of your changing world while taming your spark into an inferno - or will you burn to ashes upon the permafrost?
History
Wyrmwick is the colony by the Firesea. They have lived on the ocean for decades: fishing in the ocean and drinking the water from nearby deltas and deep lakes. Sitting above a thermal pocket, the ground is warmer than the rest of Coedraigtir. And when the permafrost set in and the land changed, they were fortunate enough that the thermal pocket remained.Unlike other areas of Coedraigtir, cats can still dig into the ground in Wyrmwick and warm themselves beneath the thin layer of permafrost deep in the thermal dens. Of course, they cannot dig too deep for fear of hitting the lava chambers, but it’s been the crucial aspect of Wyrmwick keeping them alive.The deep lakes too have been affected by the thermal pocket. While the deltas have frozen, the deep lakes remain unfrozen, providing Wyrmwick with purest, glacier-fed drinking water.While it’s harder now to fish in the ocean, the cats of Wyrmwick have learned to use seal breathing holes in the ice for fishing. And with all the ground rodents taking shelter beneath the permafrost around the thermal pocket, there is a reasonable amount of food to go around. The trees have changed from what they used to be, but they are still climbable.Ultimately, the colony of Wyrmwick suffered the least of all the cat colonies on Coedraigtir. As most all the other colonies departed into the unknown of trying to cross the ice of the Firesea, Wyrmwick remained. They took in any cat from other colonies who wished to stay in the lands of their birth, such families from two former colonies: Winterfort and Moonmire.Three years ago, the other last remaining cat colony of Coedraigtir, Elderhorn suffered the loss of the river that kept them alive. They lived further inland and survived off of a deep river that ran through the boreal forest there. They lived in snow homes that the cats built, since they were unable to dig dens, and many died from exposure. But at least the river provided them fish and water, until the river finally froze all the way through. No longer could they use rocks to break holes through the ice to get into the water.Now, Elderhorn faced the reality that they’d lost their water source to the permafrost. With the few cats they had left in the colony, they regretfully left their forest home and headed towards the Firesea.There, they observed how the cats of Wyrmwick were surviving, and, in what most of Elderhorn saw as an act of incredible shame, their leader, the Taoiseach, bent the metaphorical knee to the leader of Wyrmwick, the Tywysog.From then on, Elderhorn became a part of Wyrmwick. The former-Taoiseach became a follower of the Wyrmwick Tywysog, officially disbanding Elderhorn into the sea-side colony. But the cats of Elderhorn still keep many of their differing traditions alive and some even refuse to mingle with the cats of Wyrmwick, declaring that one day Elderhorn shall rise again under a new Taoiseach.A year ago, tragedy struck Wyrmwick. A horrible plague began to rage through the colony, killing off almost all of the kittens born in that year, as well as a few of the oldest elders. Many families have suffered heavy losses and now, in the wake of the plague dying down, they are trying to rebuild.
Seasons and Climate
Coedraigtir used to have a mild, temperate oceanic climate. Even in the winter, the temperature only ever plunged into deep the negative numbers on the northern peaks of Winterfort and snowfall was not uncommon, but irregular. The land had warm summers and cool winters, and supported many variations in wildlife.But now, the permafrost has drastically altered the climate of Coedraigtir. The temperatures linger below freezing almost year-long, with blizzards and snowfall wracking the land no matter the season. The weather is unpredictable, but the frozen land has one safe haven: the geothermal areas around the volcano Ebonpeak. The volcano has been dormant for centuries, but its warmth is still felt in its thermal pockets beneath Wyrmwick.
Spring: The season of spring begins with the spring equinox and ends with the summer solstice, lasting for about three months. The dawn returns, but nights still last longer than days. The season is marked by migratory birds returning and new animals being born. Temperatures are still freezing, but begin to warm up.
Summer: The season of summer begins with the summer solstice and ends with the autumn equinox, lasting for about three months. The days are longer than the nights at the peak of summer, and temperatures are about as warm as they get in the permafrost. Somedays even reach 0 degrees Celsius.
Autumn: The season of autumn begins with the autumn equinox and ends with the winter solstice, lasting for about three months. The days start to edge closer to being nonexistent, until only a sliver of sun breaks the horizon on the winter solstice, and the temperatures start to plummet.
Winter: The season of winter begins with the winter solstice and ends with the spring equinox, lasting about three months. For the entire season, the lands of Coedraigtir are bathed in darkness. The temperature is also the coldest it ever is, making the season difficult to survive, even for those near Ebonpeak.
Flora and Fauna
The flora and fauna of Coedraigtir used to be varied, but since the permafrost, many native flora and fauna have died off due to the cold and the frozen ground.But among those that still exist are the hardiest of plants, usually centered in the thermal pocket around Ebonpeak, and the various species of evergreen trees.The typical prey animals for cats living in Coedraigtir are the hardy fish and sealife in the Firesea, along with the species of rodents and rabbits that continue to live in the permafrost, and the various species of birds. Some birds remain in the winter while others fly across the Firesea or to the Forbidden Lands for the season and return in spring. Deer and sheep also remain, though they are an unusual meal for the cats of Coedraigtir.As for the predators, there are many starving creatures that will happily make a meal of an unsuspecting cat. Foxes, badgers, birds of prey, bears, weasels, pine martens, wolves and occasionally seals will threaten a cat. Of the sea, orcas may also see cats as prey. And exclusive to the Northern Range are snow leopards.Reptiles and amphibians are rare these days, though they used to live in Coedraigtir prior to the permafrost.
Map

Ebonpeak: The great dormant volcano in the south of Coedraigtir. Even though it hasn't erupted in centuries, the lava flows beneath the volcano keep the southern part of Coedraigtir relatively warm even in the permafrost, leaving Wyrmwick as the last civilization remaining.
The Duskwood: An age-old forest near the center of Coedraiftir that runs alongside the Daystar river. The forest used to have a variety of tree species, but all but evergreens have since perished to the cold. Home to the former colony of Elderhorn.
The Northern Range: A large mountain range on the northern coast of Coedraigtir, and extends further into the Forbidden Lands. Even before the permafrost, these mountains were a harsh, snowy climate that has only gotten worse. Home to the former colony of Winterfort.
Firefly Fen: A former wetland at the eastern-most cape of Coedraigtir. Named for its vibrant wildlife and summer-time fireflies before the permafrost. It was the first place to freeze over completely, and is now nothing but ice. Home to the former colony of Moonmire.
Loch Awyr: A lovely lake and waterfall at the base of Ebonpeak with water as clear as crystal, where you can easily look down and see right to the bottom of the basin. Named for reflecting the sky above. The main water source for those that remain in Coedraigtir, it gives life.
The Daystar: A long river that extends from the Northern Range and ends flowing into the Firesea. The Daystar provided life-giving water to both Winterfort and Elderhorn, but has recently frozen over completely, leading to Elderhorn's departure from the Duskwood.
The Firesea: The ocean that surrounds the landmass of Coedraigtir, named for the color it takes on with the rising sun. It has now frozen for several kilometers around Coedraigtir, with its southern ice extending for quite a ways, leading to many former colonies departing over the ice, searching for new, unfrozen, lands.
The Aun
The Aun are strange, white-furred monsters that have started to wander the land since the permafrost began. Though, some claim to have seen the beasts years before. They are aggressive and will attack any cat out at night without a lantern, and there are instances of Aun also tricking travelers into snuffing out their lights.At this point, very little is known about the Aun, but new heroes will rise to shine a light on this mystery.This page will be added to as the story goes on.
Rules
General Rules
All members must be 18 years or older. If you are under 18, you must wait until 24 hours after your birthday to join the group. Though the group has darker themes of horror, sexual content will not be allowed.
Be respectful of your fellow members.
Please do not carry outside drama into Ad. If you have an issue with another member, bring it up to the admins in your personal ticket.
Please treat admins well. There is a great deal of work that goes into running this group, and even when we mess up we should be treated with patience.
If you are asked to keep something a secret such as archetype guesses, character secrets, or other ic mysteries, you are required to keep it a secret until a GM says otherwise.
The member cap for Ad will be at most 35. 30 for all normal openings with 5 additional overflow slots for anyone wanting to invite a friend to play a kitten in a litter.
Do not god-mode, meta-game, or take in-character feelings out of character.
Nobody will be forced to participate in an event, but a certain level of activity is required to remain a member of Ad. If there's been no activity from you for 4 months, admins will be in contact. Ghosting admin messages for a month in total will result in a kick.
Characters age as 0-5 months being a baby, 6-11 months being a child, 12-17 months being a teenager, and 18+ being an adult. Please have age-appropriate relationships.
Characters will age 3 months ic every ooc 2 months - for aging 18 months a year.
Art theft is not tolerated! If you are caught with stolen/traced art or designs while claiming it as your own, you will be removed from the campaign. Always credit art you did not create.
Generative AI is completely banned.
All prospective members will be required to sign a contract in order to be accepted, acknowledging that you have read the rules and understand the prospective content.
Character Rules
All players will start with a single character, but through litters and character openings in the future, each member is currently allowed up to 5 character slots. These are given on an activity basis, but if you're having a hard time connecting with your character you can always replace them.
When creating a character that is not organically born into the group, you must start them between the ages of 6 months to 12 years. Always age your characters in intervals of 3 months, since that's how time progresses.
All characters will be domestic cats. All domestic breeds and established hybrids are free game. However, some special cases may arise in the future.
All genders and sexualities are permitted. There will not be any discrimination in-character either.
Names must not be derogatory or explicit, otherwise anything goes. There are no first name restrictions in Ad Infinitum. If your character is a member of a pre-established family, their surname must be that name, however.
Characters should have semi-realistic colors and markings, though we allow any eye color. Please ask a mod to check your character design if you are unsure.
'Hair' is allowed within reason, try to avoid hair longer than the shoulders, though manes and braids are allowed.
The maximum height for all cats is 16" (40 cm) at the shoulder and the minimum for adult cats is 5" (13 cm). Kittens are of course allowed to be smaller, but must grow as they age.
Cats can have any accessories that are appropriate to the setting (pre-medieval to medieval). Intricate clothes and leatherwork are not allowed. Feathers are strictly prohibited, as well as any other appropriative accessories.
Physical and mental disabilities are allowed, but please be considerate and do your proper research prior to implementing them on your character.
All different kinds of biomes and colonies are allowed in backstories, just pay mind to the setting of the world. Any other biomes but the permafrost must be from far off the current map.
Litters are allowed in Ad between confirmed mates as well as through consenting accidental encounters or surrogacy. Litters will be limited to no more than three per season, and no more than 8 kittens in total per season. Litters themselves will be rolled to be between 1-6 kittens, with 1-2 and 5-6 being rarer and 3-4 being the most common. In one lifetime, one cat can have no more than 15 kittens.
You are permitted to make npcs from your character's family or backstory into official npcs in the group, but do know that they will be played by the admins instead of yourself.
Magic Rules
Archetypes are not chosen by the players. Instead, they will be assigned by the mods based on your hopes for your character, their personality, history, and themes. When making a character, you will be given the option to block up to three archetypes, while also given the option to state no less than three preferences. Listing one or two preferences for archetypes is not allowed.
Your character will rise into their powers in an event shortly after they enter the group. You will be given hints as to what your archetype may be, and will have unlimited guesses to discover it. Upon guessing correctly, you are able to start playing with your powers right away and choose your level 1 skills and first shapeshifting form.
Shapeshifting forms are not limited to the animals covered in the Skills Document. You can be bugs and any other kind of non-mythical creature as long as you have admin approval and that the animal fits within the themes of your archetype. You can also be animals listed for other archetypes as long as they also fit under your archetype's themes. (Ex: A loon requested for a Forgotten Prisoner character, who's theme is arctic animals, even though they are listed for another archetype.)
All characters have markings beneath their fur that light up when using their archetype skills. Different archetypes have different patterns and colors, but they are mostly customizable within the color and pattern guidelines. The markings encompass the entire body and not just a single area, but can be less busy than others.
Kittens born into the group have a few options regarding archetypes. 1) You can be assigned one as early as 3 months old, based on future plans and personality. 2) They can be assigned randomly and guessed as early as 3 months old. They can also be assigned as early as the litter roll and given out with the information public. 3) You can decide to wait to have your character earn their archetype until they are an adult, and then it will be based more on lived experiences.
Activity Rules
At minimum, members of Ad Infinitum must participate in one event, quest, and/or dungeon every 4 months to prove activity. If you fail to do so, an admin will contact you first in your ticket, then via dms to check in to see if you are still interested in the group. We are happy to run entire events just to get you back into things, and will support you staying in any way we can.
However, if you decide to leave Ad Infinitum, we understand. Your character will not be killed off unless you request it. Instead, they can remain in the setting as an NPC (which you can reclaim if you ever return) or they can cross the Firesea or venture into the Forbidden Lands to remove them from the setting entirely without killing them.
In order to earn more character slots, you must prove that you are active with the character(s) you already have. This must be done through participating in anything that earns you reputation or leveling experience.
Members are permitted to ask for a hiatus, and as long as they maintain contact, they will be exempt from activity requirements while still being permitted to play in events and quests. However, members on hiatus cannot sign up for dungeons and cannot bring in new characters.
Gameplay Rules
Your character can encounter lethal consequences for their actions. Your character will never be killed without your permission, but they can be killed temporarily and then resurrected with consequences depending on the roll. (See Mechanics)
There is no currency system in Ad Infinitum. Your character will rank up and grow in power directly through gameplay and interacting with the story. This can be done through participating in events, completing your seasonal quests, and playing in dungeons.
When dungeons become available, the dm will provide information and a sign-up sheet. You can only enter with one character if you are chosen for the dungeon, and will play them for the duration of the short campaign. For plot-related dungeons dmed by admins, those that are not chosen will have an event alongside the dungeon to participate in instead.
During downtime, your character can explore the world for interesting encounters and to find anything players may have requested ooc. This will always be done between members and staff.
While Ad Infinitum starts out with only one active colony, there will be the opportunity to create your own active colonies, or revive dead ones, in the future with admin approval and enough member-backing. We will let everyone know when the world is suitable enough for this option to become available. Similarly, active colonies may die out and disperse due to plot-related reasons.
Joining
Starting Out
When creating a new character, there are a few things to keep in mind:
Early names are names given by parents if the character is born into a family - this is done due to high infant mortality rate. After surviving three months, they are then given an official name, decided on by the entire family. While parents may continue to call their children the names they gave them, it is considered disrespectful to the family to not use their official name.
Characters not born into a family, such as outlanders or kittens of exiles, will only have their early name. If they join a family, then they will receive an official name decided on by the entire family. If a character leaves a family, they will have their official name stripped of them.
Some character openings may be under special conditions, such as cats encountered in a dungeon or cats specifically planned with plots in mind. Please be aware of any restrictions that may come with each opening and read all information.
When choosing stats, you can assign a 2, 0, -1, and two 1s into whichever stats you want.
Family is incredibly important in Ad Infinitum. Your character can be from one of the ten main families, but must be approved by the admins. You can also create your own families and help them fall or rise to prominence. You will have a first name of your choice and a surname from your family.
If you create a character that is not from any kind of family, or if they were a product of wedlock, then they will not have a surname and will start with negative reputation.
Places for magic information are required on the written application, but when you are just starting out with a new character, none of it will be filled out yet. You will have to wait for your character to be assigned an archetype and then you have to guess correctly.
When creating a new character, you can block up to three archetypes. This means that your character will not get them and has no chance of getting them. You may also list preferences or specify that you don't want a repeat if this is not your first character. However, when listing preferences you must list three, no more no less.
Please keep in mind recent history when writing your character's backstories. However, they do not have to be long and are allowed to be bullet points.
Your character is allowed to come from off the map, whether that be from across the Firesea or from the Forbidden Lands. These characters will automatically start out with renegade points.
If the admins know you from other roleplays, you are not required to submit a roleplay sample.
If you are joining via a litter, or just getting a kitten from a litter, you are not required to write anything for the backstory, since there isn't much of one. But you should be updating bios as time goes on.
When joining, if you like, npcs from your character's backstory can become official npcs that the admins will roleplay, you just need to provide their basic information and a fullbody.
Required Information
The information needed for the written template, all other information is supplementary:
Name:
Name meaning:
Early name: (If not born in a family, same as main name)
Former names/Aliases:
Gender:
Pronouns:
Current age:
Starting Age:
Reputation: (Should be 0 or -10 to +10 depending on backstory and family)
Rank: (Should start with Dim)
Job: (Should start with none)
Archetype: (Should be blank)
Archetype level: (Should be 0)
Skills: (Should start as none)
Shapeshifting forms: (Should start as none)
Stats: (Cool, Sharp, Tough, Charm, Weird)
Height/Weight:
Appearance:
Accessories:
Health:
Family:
Friends:
Enemies:
Love life:
Personality: (At least 3 positive and negative traits, should be a few paragraphs)
History: (Can be bullet points)
Written sample:
Last bio update:
Drawn Application
You are not required to draw your character on the application yourself, but it does have to be either your own art, art you were gifted, or art you paid for. Please keep this up-to-date.
Moves
Moves are the only times when rolls come into play. Other than these following moves, any other kind of actions do not require a roll. You don’t need a roll to follow someone down the street when you aren’t being stealthy, you don’t need a roll to talk to someone when you aren’t trying to convince them to do something they wouldn’t otherwise do, and you don’t need a roll to break into an empty home, etc. Most things can be played out without a roll, but when you do, here are the following actions to take:
Act Under Pressure - An action used for any difficult or dangerous action that aren’t covered by the other moves. For example, trying to climb a tree when you are being chased or trying to land a jump upon the back of a larger, moving creature, etc. Does not require a roll: Climbing a tree under normal circumstances, carrying something mildly heavy but something a cat is capable of already, etc.
Help Out - An action used to help another player do something. If your roll succeeds you get to help them with their task by adding a bonus. For example, helping someone stand after they have lost all their harm points and are nearly unconscious or helping someone push a heavy object they wouldn’t be able to move alone, etc. Does not require a roll: Helping someone up who fell down (still has points left), helping someone open a door that isn’t barricaded, etc.
Investigate a Mystery - An action used to work out what kind of situation you are dealing with, what may be happening, and what could happen. For example, trying to figure out what kind of creature could have killed a cat from its broken body or trying to uncover what happened to a messed up room, etc. Does not require a roll: Checking for blood stains that can be clearly visible, trying to discern a scent you already recognize and have experience with, etc.
Kick Some Ass - An action used when trying to fight someone or something. Mainly used for fighting monsters, but can be used for fighting other cats as well. For example, trying to attack a monster from behind with claws and fangs, trying to hunt an animal larger than a cat that can fight back, etc. Does not require a roll: Swatting someone or any other harmless attacks, play-fighting and creeping up on someone without the intention to deal damage, etc.
Manipulate Someone - An action used to try and get someone to do something for you after you give them some kind of reason, can be for persuasion or deception. For example, trying to trick someone into taking an item of less value than you say it’s worth, trying to get someone to open up about information they wouldn’t be inclined to give, etc. Does not require a roll: Asking an npc to give up information that they would give up willingly, trying to convince an npc that trusts you to do something for you, etc.
Protect Someone - An action used to save a player or NPC from danger. For example, trying to pull a player or npc out of the way of a charging animal or monster, jumping in front of someone to take the blow instead of them, etc. Does not require a roll: Picking up or pushing someone when there’s no danger, jumping in front of someone to take a blow that is not meant to do damage, etc.
Read a Bad Situation - An action used to to work out what dangers are immediately threatening you. For example, trying to discern if you are about to walk right into a trap, trying to listen out for any danger ahead, such as a monster, or trying to do tactical analysis etc. Does not require a roll: Trying to listen ahead for someone or something that isn’t trying to be quiet and is in the immediate area, basic insight such as trying to read the room on a social level, etc.
Use Magic - An action to use a passive, a skill, or enchanted items. For example, an Arcane Trickster trying to catch a bolt of lightning with their lightning-rod, a Murdered King trying to use a skill to make a cat move using their blood powers, etc. Does not require a roll: A Falling Star lighting a torch, an Arcane Trickster harmlessly zapping someone on the rear to get them moving, etc.
Ratings
Ratings are the stats of the player characters and npcs that define how good they are at doing certain things. They define the modifiers for significant moves, and though adult cats start with a distribution of -1, 0, 1, 1, 2, you can earn bonus modifiers later.
Cool - How calm and collected you are. Added to rolls for the Act Under Pressure and Help Out moves.
Tough - How strong and mean you are in a fight. Added to rolls for the Kick Some Ass and Protect Someone moves.
Charm - How pleasant and persuasive you are. Added to rolls for the Manipulate Someone move.
Sharp - How observant you are. Added to rolls for the Investigate a Mystery and Read a Bad Situation moves.
Weird - How attuned to the arcane you are. Added to rolls for the Use Magic move.
The ratings range from -1 to +3.
-1 is bad
0 is average
+1 is good
+2 is really good
+3 is phenomenal
Different Archetypes will bestow the Player with an additional modifier when given:
The Falling Star: +1 Sharp | +1 Weird
The Murdered King: +1 Tough | +1 Charm
The Mad Fool: +1 Charm | +1 Cool
The Forgotten Prisoner: +1 Cool | +1 Sharp
The Lurking Death: +1 Weird | +1 Tough
The Divine Beast: +1 Tough | +1 Sharp
The Lucky Knight: +1 Sharp | +1 Cool
The Chosen Hero: +1 Charm | +1 Weird
The Arcane Trickster: +1 Weird | +1 Charm
The Foretold Fate: +1 Cool | +1 Tough
Rolling
When making a move that requires a roll, you will be required to roll two d6 and add them together, then add the modifier of whatever rating is involved in the action.
For example, rolling to use a magic attack requires two dice, one that reads 1 and the other reads 4, and your Weird stat is a +2, so that is then a 6 and a miss.
Rolling: Act Under Pressure
Act Under Pressure is a +Cool roll, so the Cool modifier will be added to it.
10+ means you succeed in your action
7-9 means you succeed but with some harsher outcome and consequences
1-6 means you missed and things are expected to go wrong
Rolling: Help Out
Help Out is a +Cool roll, so the Cool modifier will be added to it.
10+ means you grant them a +1 to their roll
7-9 means you grant them a +1 to their roll, but also put yourself in danger
1-6 means you fail and expose yourself to danger without helping
Rolling: Investigate a Mystery
Investigate a Mystery is a +Sharp roll, so the Sharp modifier will be added to it.
10+ means you succeed in your action and will get all the information you seek
7-9 means you get part of the information you seek
1-6 means you missed and expose yourself
Rolling: Kick Some Ass
Kick Some Ass is a +Tough roll, so the Tough modifier will be added to it.
10+ means you inflict harm based on degree or weapon with the choice of the following additional options:
You gain the advantage
You inflict terrible harm (+1 harm).
You suffer less harm (-1 harm).
You force them where you want them.
7-9 means you inflict harm based on degree or weapon
1-6 means you missed and things are expected to go wrong
Rolling: Manipulate Someone
Manipulate Someone is a +Charm roll, so the Charm modifier will be added to it.
10+ means you succeed in your action and they will do as you ask
7-9 means they will do as you ask but only for a price
1-6 means you missed and offend them
Rolling: Protect Someone
Protect Someone is a +Tough roll, so the Tough modifier will be added to it.
10+ means you succeed ant take their harm with the choice of the following additional options:
You suffer little harm (-1 harm).
All impending danger is now focused on you.
You inflict harm on the enemy.
You hold the enemy back.
7-9 means you succeed and take their harm
1-6 means you missed and make things worse
Rolling: Read a Bad Situation
Read a Bad Situation is a +Sharp roll, so the Sharp modifier will be added to it.
10+ means you succeed in your action and will get all the information you seek
7-9 means you get part of the information you seek
1-6 means you missed and misread the situation
Rolling: Use Magic
Use Magic is a +Weird roll, so the Weird modifier will be added to it.
10+ means you succeed in your action
7-9 means you succeed but the effect is weakened
1-6 means you missed or loose control of your magic
Harm
Instead of HP, harm is used. When you take harm, you will be informed of how many points of harm you have taken and there may be additional effects from taking harm.Injury severity depends on how much harm you have suffered:
0-3 harm wounds have only minor, short term effects.
4-7 harm wounds are serious and unstable. They will get worse unless treated.
8-harm or more will kill a normal cat.
Note that armor reduces the harm suffered by the number of points it is rated for.
Inflicting harm relies on what source you are using.
Claws and teeth inflict +1 harm
First degree magic attacks inflict +2 harm
Second degree magic attacks inflict +3 harm
Third degree magic attacks inflict +4 harm
Healing
Light 0 harm wounds do not require rolls to fix and will scar or heal based on the player’s decision.
Moderate 1-3 harm wounds can be healed, but will also fade after taking a rest by 1 point.
Serious 4+ harm wounds require treatment and cannot be slept away and will worsen if untreated. Left too long, serious wounds can lead to greater disadvantages in the future.Healing can be done from traditional medicine, which even NPCs can be skilled in, or from healing magic skills which every archetype possesses
-Traditional healing is two straight d6 dice rolls and requires access to herbs
10+ reduces by 3 harm points
7-9 reduces by 1 harm point
1-6 inflicts 1 harm, making things worse
Luck
Every player has a certain amount of Luck that they can call on in emergencies. Your playbook has a Luck counter that keeps track of how much is left.
You can choose to mark off a point of Luck in return for a lucky break.
Specifically, when you spend a point of Luck, you can choose one of these:
Decrease a wound you just suffered to 0-harm.
After you roll, retroactively change the result to a 12.
You only get a limited supply of Luck before you start to accumulate misfortune.
Everytime you use your luck, you gain +1 in misfortune.The Lucky Knight archetype specifically has an option to reduce a roll to a coin flip between a 12 and a 0, and for every time they do so, they accumulate a +1 luck or +1 misfortune.
Resurrection
A character who has taken the maximum amount of harm can be taken out of the current roleplay with significant injury to your character. Your characters will never be killed against your will, but if you want to get back in the action right away, you can have your character experience a temporary death and other players can come together to resurrect you. This requires no degree of skill, just another character with an archetype, even if they are only at level 1.When you return to life, roll -Weird (so subtract three if you have +3 Weird, add one for -1 Weird, etc.). The weirder you are, the weirder it is when you come back from the dead.
On a 10+, you have changed only a little, and that is up to the player.
On a 7-9, choose one of these:
You come back a little bit broken (memory loss, stressed, disconnected).
You come back a little different. Add 1 to one rating (max +3) and subtract 1 from another (min -2).
You come back very different. You change archetype and reset.
Your revival satisfies an ancient prophecy.
Something comes back with you (e.g. a possessing spirit, a slain monster is revived, an ancient evil is released), but it's not a pressing danger, for now.
You, or the one who brought you back, owes a favour to a powerful monster.
On a miss, choose one of these:
You come back broken (soulless, tortured, depressive).
You come back with a debilitating injury.
Your revival satisfies an ancient, dark, and terrible prophecy.
Something comes back with you (e.g. a possessing spirit, a slain monster is revived, an ancient evil is released). It is an immediate and pressing danger.
You, or the one who brought you back, owes a huge debt (soul, firstborn, ten years of servitude, etc.) to a powerful spirit, monster, or demon.
Dungeons
Dungeons are small campaigns run in a separate server by designated DMs and helpers. Some may be related to the main story and thus run by admins while others can be run entirely by members, with an admin to supervise.Dungeons can take place anywhere, and when a new one opens up so will the sign-ups. Players can only sign up one character for a dungeon. The DM will then select their limited party and open up the dungeon server for both the players and other members to spectate.To propose a dungeon, create a google doc detailing the plot and course of action for the dungeon for admin approval.
Cards
Markings
When a character uses their powers, strange glowing markings according to their archetypes emerge. They span the length of the character's entire body, and vary wildly between players. However, parts that will always light up are the chest and the eyes.Markings are completely customizable aside from the color and some of the body parts that will light up. Markings can be minimal or extensive, but must span the entire body either way. Glowing eyes and glowing chests must always be part of the design, and each archetype has its own color. Within that color, shades can range from character to character.
The Falling Star: Red
The Murdered King: Orange
The Mad Fool: Green
The Forgotten Prisoner: Pale Blue
The Lurking Death: Purple
The Divine Beast: Pink
The Lucky Knight: White
The Chosen Hero: Yellow
The Arcane Trickster: Teal
The Foretold Fate: Dark Blue
Leveling
Leveling up is based on experience, and experience is gained through participating in events, dungeons, and quests. You will always be told how much exp you have earned and how much farther you have to go to the next level.
The details of what is earned in each level is available on the Skills Document.
The Falling Star
Fallen from grace, brilliant as it streaks across the sky
UPRIGHT: Hope, Purpose, Introspection, Inner guidance, Soul-searching
REVERSED: Loneliness, Loss, Isolation, Despair, Disconnection
FIRE | SENSES | INVISIBILITY
This archetype embodies a powerful loss in one’s life. It could be a loss of self, of purpose, or even a loved one - with everywhere to fall and nowhere to rise, the path of a Falling Star is a lonely and difficult one. But with hope and perseverance, a Falling Star can find their purpose once more and the Falling Star can recover from their disconnection, isolation, and despair to soul-search and forge a new path.
The Murdered King
The bitter taste of betrayal fresh upon the tongue
UPRIGHT: Innocence, Beginnings, Warmth, Spontaneity, Positivity
REVERSED: Recklessness, Learned cruelty, Inner child, Holding back, Madness
EARTH | SURVIVAL | BLOOD
This archetype embodies both domination over and dependency on others, and the fallout that comes afterwards. A Murdered King may experience a life-changing betrayal or break from their normal from whence they have been plunged into instability and resentment, suffering in the structured society they built. But from the bottom, there’s plenty of room to climb, and the Murdered Kings can rise once more.
The Mad Fool
Twisted innocence and a bloodied white cloth
UPRIGHT: Innocence, Beginnings, Warmth, Spontaneity, Positivity
REVERSED: Recklessness, Learned cruelty, Inner child, Holding back, Madness
NATURE | VOID | RENDING
This archetype embodies the loss of innocence and reprisal for reckless behavior. From their new beginnings, the Mad Fools hit snag after snag in the adventure known as life. Thus leading to broken dreams and the death of kindness. Mad Fools can recover their lost whimsy and heal their inner child, or they can sink further into madness and isolation. But perhaps, they may make the world a bit brighter for the next little fool.
The Forgotten Prisoner
Chains of the mind or chains of the flesh, it is a binding all the same
UPRIGHT: New perspectives, Letting go, Balance, Patience, Dedication
REVERSED: Resistance, Stagnation, Indecision, Imbalance, Fear of sacrifice
ICE | PROJECTION | ELDRITCH
This archetype embodies the powerlessness one may experience in life when agency is taken from them. Forgotten Prisoners can also struggle with being indecisive in their life, letting opportunities pass them by. When their patience makes the world pass them by, they can learn to let go of whatever is keeping them stagnating. Take on a new perspective, and find a new balance or learn to live like new.
The Lurking Death
Ever encroaching, always a few steps behind
UPRIGHT: Endings, Change, Transformations, Awakening, Revelations
REVERSED: Averting disaster, Fear of change, Resistance to change, Inevitability, Decay
SHADOWS | ALCHEMY | BLIGHT
This archetype embodies the great fear of change and doing whatever it takes to attempt to avoid disaster. The Lurking Deaths can be comfortable in the status quo, but the world around them is ever changing. Change catches up to them sooner or later, and they can either allow the transformations with grace and awaken to their true potential, or suffer a grave upheaval. Everything ends.
The Divine Beast
Tempered in chains and blessed from above, the beast stands strong
UPRIGHT: Courage, Control, Determination, Success, Compassion
REVERSED: Inner strength, Self doubt, Raw emotion, Opposition, Lack of direction
ROCK | ENCHANTMENTS | FORCE
This archetype embodies strength, courage, and success. Divine Beasts can also be prone to raw emotion and letting their passions drive them too far, which can lead to self-doubt, opposition, and loss of direction. But with willpower and determination, Divine Beasts can rise to the occasion. Not all are strong physically either, sometimes a Divine Beast embodies a profound inner strength and deep compassion for others.
The Lucky Knight
Living life always by the flip of a coin
UPRIGHT: Good fortune, Justice, Truth, Cause and effect, Cycles
REVERSED: Bad luck, Unfairness, Dishonesty, Loss of control, Breaking cycles
AIR | POISON | MEMORY
This archetype embodies truth, honor, and luck, or the loss of it. While oftentimes they experience good luck and many victories, the Lucky Knights can hit low points like everyone else. They can perpetuate the cycle, or they can decide to break the wheel. Justice is strong in their hearts, though their own personal definitions of justice can vary. And if you are following your principles, are you truly dishonest?
The Chosen Hero
Great hero, chosen from on high, thy burden could level a mountain
UPRIGHT: Accomplishment, Travel, Inner calling, Absolution, Fulfillment
REVERSED: Doubt, Ignoring the call, Delays, Seeking personal closure, Self loathing
LIGHT | DIMENSIONS | ENHANCEMENTS
This archetype embodies the strength of character, the goodness within, and what happens when the self is ignored for the greater good. Life is a journey, and none know it better than the Chosen Hero. They are called to a higher purpose, the protectors of all. But when do they have time to take care of themselves? Such dehumanization leads to self-doubt, which can break down what self they have left - but the pieces are there.
The Arcane Trickster
Holders of a font of power, the world in the palm of your paws
UPRIGHT: Talent, Manifestation, Power, Harmony, Choices
REVERSED: Trickery, Illusions, Disharmony, Being out of touch, Untapped talents
LIGHTNING | CONTROL | ILLUSIONS
This archetype embodies talent and power, and how it plays into relationships. Arcane Tricksters have a great deal of natural talent, especially with all things arcane. They can be an inspiration to all or they can leave their talent untapped and dormant. Tricksters can be just as stoic in relationships, inhibiting themselves and others. To love another, they must first come to let themselves be who they are meant to be.
The Foretold Fate
With the spin of a wheel, the life is decided
UPRIGHT: Restriction, Attachment, Fear of the future, Anxiety, Intuition
REVERSED: Release of fear, Repressed emotions, Detachment, Confusion, Exploring dark thoughts
WATER | DISCORD | SCRYING
This archetype embodies the restriction of a fate already foretold and fear and anxiety that can bring. Though fate may be an illusion of a pre-destined path, it nonetheless breeds deep confusion and inner turmoil. Fates may lash out by rejecting their path and they can try to lead complete opposite lives. Although they possess a supreme intuition, the crushing pressure of their fate can destroy them from within.
Colonies
Active Colonies
Past Colonies
Elderhorn | Winterfort | Moonmire
Families
Family and generational lines have always been important to all the colonies of Coedraigtir. Families live together even long after their children grow up in multi-generational homes. They are all expected to live united under one family name. When an arranged marriage is made, one of the partners will take on the family name of the other (gender does not determine which name is taken) and go to live in their family unit.The reputation of the family itself is determined by its current members and past history, but any player within a family can work to define their own legacy. Just know that it will affect the rest of the family’s standing within the colonies of Coedraigtir.Naming traditions are usually kept within families for first names in addition to the family name they already share. For instance, a family with themes of tree names is likely to name their own kittens after trees too. However, some parents may of course deviate from this.Arranged marriage is a common practice within Coedraigtir. Sometimes there are love matches and other times they are purely for the benefit of both families, since each marriage comes with a dowry trade from both sides. Gender is not important in arranged marriages, and as long as the sexualities align, it is accepted.Love matches can also be made by one party asking to join the other family with their beloved, which can be rejected or denied by the head of the family.Anything outside of an arranged marriage or approved love match is frowned upon, but not punishable. The action will bring shame not only to the individual, but to the family name they fall under.When a cat is banished from a family for whatever reason, their family name is revoked and they will go only by their first name until they are either accepted back, brought into another family, or create one of their own.Kittens born under no family name will have much harder lives in the colonies without the support of a whole family unit.Since the permafrost, it has become more common for family lines to die out completely, and others are on the verge of dying out. With fewer cats within the family unit helping it to prosper, whether or not other families may be willing to help them will entirely depend on their family history if they cannot make a name for themselves.There are no monarchies in Coedraigtir, but there are the ruling families at any given time.In Wyrmwick, that would be the family of the current reigning Tywysog. And in Elderhorn, it was the family of the Taoiseach. These families are highly regarded, and while the heir may be chosen from one of the families already in power, the leader may bestow the title of heir to anyone they deem worthy, even if they are from another family, or a lesser ranking family.Thus, even the lowest ranking families may rise into power.
Religon
The colonies had many gods once, ones they believed governed all aspects of their world. But most of their names have been forgotten with the permafrost setting in. It is whispered that they all perished against the god of winter - but even the god of winter’s name is lost now.All that remains is Fortune.It is only by luck that any cats have survived to the current day, so she is the only one cats continue to pray to.Fortune is a fickle mistress and even though some may dedicate their entire lives to praying to her, they may meet nothing but misfortune.But the ultimate misfortune is death.As long as you live, Fortune is on your side.
Reputation
Everyone starts out with a blank slate of zero reputation. However, depending on your character’s background, you may start out with up to 10 reputation, or as little as -10 reputation.Reputation manifests not as a linear scale but as points going into either a paragon reputation or a renegade reputation. Either reputation, upon reaching a certain goalpost, will be able to earn you rank-ups and prestige. The context of that prestige is the only thing that changes, for the better or for the worse.However, characters who aren’t heroes of virtue can still rise throughout the ranks in Ad. If you want your character’s reputation to linger around neutral, that is also an option. You can balance paragon points with renegade points, and be rewarded for the overall points you have collected.
Backgrounds that may raise base reputation:
Hailing from one of the ten ancient families.
Being born into the leader’s family.
Being born into the family of a prominent character.
Backgrounds that may lower base reputation:
Being an outlander with no family name.
Being born from an outlander or an unwedded union.
Being born into the family of a traitor.
Ranking
Within each colony, there are various different jobs that cats can take on in order to help their family rise, and also, of course, support their colony. Elderhorn had their own jobs that were suited to their forest, but since coming to Wyrmwick they have adapted into the system by the Firesea.All cats, young and old, start off with no rank and no job. In order to rise in rank, they choose a job and then attempt to raise or lower their reputation. Whether they are a paragon or a renegade, enough notoriety, good or bad, will help them rise through the ranks.Cats will not rank without the players' request, even if they have enough reputation.
To view the ranks and jobs of active colonies, please see the colony pages.Ranking reputation requirements:
First Rank-up: 15 total reputation gain
Second Rank-up: 30 total reputation gain
Third Rank-up: 50 total reputation gain
Fourth Rank-up: 75 total reputation gain
Fifth Rank-up: 100 total reputation gain
Wyrmwick
Said to have a founder who rode upon a dragon, Wyrmwick was named for that very tale. With their ideal location, Wyrmwick has withstood the test of time against all odds. Located atop a thermal pocket beneath the great volcano Ebonpeak and sitting right at the shore of the Firesea, their territory encompasses much of the still-livable areas of Coedraigtir. Thus, they have become the hub location for all felines still living in the area, or the last place a cat sees before they leave to cross the Firesea.
Founded by the ancient families Machen, Firth, and Moore, it is now home to the remains of all the ancient families. But the Wyrmwick three are still the most highly regarded.
Ranks and Jobs
The ranks of Wyrmwick, from the top to the very bottom, are:
Tywysog - The leader of Wyrmwick, selected by the previous leader of Wyrmwick after an exhaustive selection process that includes tournaments, contests, and various quests.
Etifedd - The heir of Wyrmwick, chosen by the Tywysog.
Cyngor - Council members of cats from the most prominent families in Wyrmwick. They advise the Tywysog and are hand-picked by the Tywysog themself.
Brigen - The heads of each of the different jobs within Wyrmwick, with at most one or two of each job. These are chosen by vote of popularity from the voices of the people.
Hynaf - The higher ranking members of each job. Given higher honors and often entrusted with teaching the children of the greater Wyrmwick families.
Arthraw - The mid-ranking cats of each job and the general teachers of all other children and adults looking to join their ranks.
Isaf - The lowest ranking cats of each job, newly-graduated or those still in training, are just above the jobless.
Dim - Those without a job that have yet to make any great strides in their reputation.
Plentyn - The youth of the colony, taken care of by their families.
Hynafol - The elderly of the colony, taken care of by their families, or by the whole colony if they retired as an honored elder.
Iygota - The lowest creatures in Wyrmwick, cats punished for some reason or another. Some may even be kept in prisons.
The jobs cover a few different necessary aspects of colony life, including:
Dragoons - The warrior class trained to attack and defend against attacks. They learn with both claws and weapons, but learning how to fight and protect aren’t the only aspects of their learning. They are specifically taught by the outriders as well for information on the Aun, and then are taught how to fight one if need be. +1 Tough
Anglers - The anglers are the cats who provide food for Wyrmwick. They are taught to catch fish in the ocean and lake, taught how to listen and dig for rodents beneath the earth, and taught how to climb trees in order to pursue aerial prey, so they are not limited to fish. They are quick, insightful, and observant. +1 Sharp
Apothecaries - The healer class trained to provide medical support for all the members of Wyrmwick. They learn with the few herbs that manage to grow in the thermal pocket around Wyrmwick to become skilled in traditional medicine. Some have attempted to harness magic to heal, but it’s risky. +1 Cool
Bards - The diplomats, entertainers, and history recorders of Wyrmwick. The bards are the backbone that keeps society together with their songs, poems, and stories. However, they have also been known to be involved in the political climate of the colonies. Traditionally used for spying. +1 Charm
Outriders - The scouts of Wyrmwick known for bravely venturing far from the colony to learn about the outside world. They are the most learned about the Aun, as they have the most contact with them. The outriders are few, for the risk of death is the highest in this profession. Many never return. +1 Weird
Laws
The laws that govern Wyrmwick. Any cat who breaks the law will face retribution.
Honor your family. Family comes first, always respect your elders and act in the best interests of your kin. Do not cheat on your partner and do not seek someone outside of marriage. All unions must be blessed or orchestrated by the family head.
Take your Lantern. When leaving the colony, always take your lantern with you, even if you do not believe you will be caught in the dark.
Do not Steal. We all strive to survive the everlasting winter. To take from another is to potentially kill them.
Killing is Prohibited. Murder is punishable by death. Any cat who is suspected of murder is owed a fair trial before punishment.
A Fair Duel. Should you have a disagreement with another cat, you are obliged to challenge them to a duel to settle it. Killing is permitted only in duels.
Wild Magic. Should you encounter wild magic, you must report it to the Tywysog immediately. To hide or covet it for yourself is a slight against all survivors.
Do not Cheat. Fortune is who decides who lives or dies, to try and take fortune into your own paws is to cheat against other survivors.
Do not Strain Resources. All litters must be approved by the Tywysog to make sure the population of Wyrmwick can support new life. In worst cases, disobeying can result in exile.
Kill Only to Eat. Respect the lives beneath you, for we are all survivors under Fortune. Take life only for your survival.
Outlanders must Contribute. If you come from outside Wyrmwick, you are required to take a job as soon as you are able to do to.
Births and Burials
When two cats approach the Tywysog to gain permission to have a litter of kittens, there is cause for great celebration when they are born. However, with the harsh climate, it has become uncommon for entire litters to survive their first three months. Kittens will not receive their official names until they turn three months old, named by the entire family. For those first three months though, the parents may give them little nicknames or leave them nameless.
Cats with newborn kittens are given the best prey and protected day and night, so long as they have good reputation.
When the kittens turn three months old, they are named by their families in front of the entire colony and introduced to everyone as official members of Wyrmwick. They conclude the day with a banquet and celebration by bonfire light.When cats die, either by old age or other circumstances, their bodies are not buried or left anywhere to rot. Instead, they are burned on a pyre, followed by a funeral lead by their family.
Rite of Passage
When a cat grows to six months old, they are officially eligible to start choosing a job. But first, they have to complete the rite of passage. Any cat who refuses to undergo the rite may be prevented from taking on a job and will be restricted from going up in rank, and their reputation will suffer for it.The cat attempting the rite will be sent off from Wyrmwick alone with a crude metal bucket. They must venture to the base of Ebonpeak and fill the bucket with burning coals to bring home to warm the hearths. The bucket needs to be at least more than halfway full and the cat needs to carry it back all on their own. This is symbolic of bringing home the fire to benefit the home, as well as expose the young to the dragon's heat. The cats who finish their rite of passage will be given a scar in a simple design somewhere on their body which is then washed in ash.They will then gain reputation and be allowed to take on a job.
Tournament of the Heir
When the current Tywysog grows to the age of nine years and still has not named an heir, it is time for the tournament to begin. Every family is expected to put forth at least four champions from their lineage to compete, but even those with outlander origins are allowed to enter the tournament.
There are three rounds, each one eliminating participants that don't make the cut until only one remains. The tests are decided by the current reigning Tywysog, and are usually meant to be tests of attributes, but can be anything that the leader wishes to impart onto their heir.
The winner is not always named heir, for the Tywysog gets the final say, but they must choose from the finalists.If an heir dies before the Tywysog does, then a new tournament must be held and a new heir named.
When the Tywysog dies and the heir ascends, their family becomes the new reigning family of Wyrmwick.
Families
Machen | Firth | Moore
Machen
The proud founding family of Wyrmwick, the first leaders of the sea-side colony and the current leaders. Their heraldry depicts a black dragon with blades to represent their long history of being dragoons. They are the most-well respected family in Wyrmwick, being incredible protectors of the colony as well as a long line of strong leaders.
Family History
The Machen family was founded by Gwladus Machen, the leader of all the family founders and the most well-respected cat in her time. Not only was she the founder of the Machen family, but she was the first Tywysog of Wyrmwick who led the Machen family to be powerful and swift dragoons.
She disappeared at the same time all the other founders did, but her life left its mark on Coedraigtir, and the Machen family has been held in the highest regard ever since.For centuries, the Machen family predominantly led Wyrmwick, with only a few breaks in their reign. When the permafrost hit, they were applauded for their handling of the situation, calling all sub-colonies back to the main village for protection against the Aun. They personally took on the adjustments to guarding the village perimeter and are the family rumored to be responsible for the singular Aun kill in all of Coedraigtir history.In more recent times, the Machens have held Wyrmwick together through the past decades of other colonies joining and the winters getting harsher and harsher. They did not suffer too much to the plague in the last year, though they did loose all their litters too, they still have decent numbers. Their family shows no signs of dying out anytime soon.
Relationship
From birth, Machen kittens are special. Holding off on giving them their official names until three months is more of a formality, for it's unlikely for a Machen to die before their third month. Still, their parents will typically give them their early names after past heroes. It is an honor for female kittens to be given the Gwladus name at birth. The official names that the family gives them later will vary still, however.When raising young Machens, the family expects a great deal from their youth. In Wyrmwick, they will be treated with highest respect and get only the best teachers. They are all expected to pass their rite of passage with flying colors, and even be back from Ebonpeak within the day. The Machens expect nothing less than success.Upon reaching adulthood, Machens are expected to be dragoons and to continue the family legacy. They will not force an aroace cat into an arranged marriage, but the family will start looking for a match for everyone else. All cats marrying into the family are expected to take the Machen name.
Public Opinion
As expected, the public opinion of the Machens is phenomenal. They are strong leaders and talented dragoons, so as long as the individual Machens maintain the expected temperament, there's little to complain about.
However, some Wyrmwick cats as of late are annoyed with the Tywysog for allowing Elderhorn cats to separate themselves from the others.
Traditions
Some variations of Wyrmwick traditions that the Machens take on are:
Bathed in Ash. When Machen kittens are born, they will have ash from the volcano smeared between their ears. This marks them as a Machen, a dragon. Their parents then give them the early name of dragons or heroes.
Grand Pyre. When a Machen dies, their funeral pyre is far more extensive than any other citizen of Wyrmwick. Their pyre is built higher, and is sometimes made in the shape of a dragon if they were especially prominent.
Dragon Scars. When Machens pass their rite, they are expected to get their scar design in the shape of fire, a dragon, or of that similar theme. While other designs are allowed in the family, it would be frowned upon by the elders.
Dragoons. All Machens are expected to take on job training as soon as possible, and are expected to be dragoons.
Important Figures
The most important members of the Machen family, past and current:
Gwladus. Founder, first Tywysog. Deceased after a mysterious disappearance.
Lucian. Gwladus's son, expedition member. Deceased after a mysterious disappearance.
Alis. Previous head of the family, deceased after catching the plague.
Glynn. Honored elder of the family, retired dragoon. Alive.
Arianwen. The current Tywysog and head of the family. Alive.
Gruffydd. Arianwen's brother, strict dragoon teacher. Alive.
Hefina. Arianwen's sister, legendary dragoon known as the black dragon. Alive.
Lowri. Arianwen's sister, assumed deceased after she went missing.
Siors. Gruffydd's son, rising star of the family and talented dragoon. Alive.
Siwan. Gruffydd's daughter, rising star of the family and talented dragoon. Alive.
Tegan. Gruffydd's daughter, family disappointment. Alive.
Rhodri. Disgraced family member who went back on an arranged marriage. Alive.
Ceiros. Hefina's treasured daughter, and her protege. Alive.
Nesta. Siwan's adopted daughter. Alive.
Arvil. Grandson of Hefina, the black dragon. Prospective heir. Alive.
Firth
One of the first families of Wyrmwick. They've only ever been the reigning family of the sea-side colony a few times, and prefer to heal. Their heraldry depicts a snow leopard with its tail held over its head with a wreath of laurels. They have long stood for peace, which coincides with their family tradition of being apothecaries.
Family History
The Firth family was founded by Aneirin Firth, a former knight who had faced many battles in his time. He retired from fighting in his later years and started the family tradition of herbalism. They were the first apothecaries in Wyrmwick, and have always produced the best medicines and potions.
He disappeared at the same time all the other founders did, but his legacy left its mark on Coedraigtir and the Firths continue to be trusted healers.During the centuries of Wyrmwick's existance, the Firths have only become the reigning family a few times, and those reigns have been peaceful ones led by Firths of great wisdom and kindness. When the permafrost hit, the Firths lost their gardens and had to save all that remained of their plants that were vulnerable to cold by drying and storing them. They can no longer garden outside, so they have become experts at foraging for the surviving plants.In more recent times, the Firths continue to be the best apothecaries in Wyrmwick, and were the main healers during the plague. Unfortunately, they suffered heavy losses because of the exposure, in addition to loosing all their kittens. The Firth family has shrunk, just like their gardens, and so expectations have risen for those that remain.
Relationship
When Firth kittens are born, it is custom for the parents to name their kittens after plants for their early family name. Common names include Sage, Thistle, Moss, etc. Upon their third month, they will be given an official name by the entire family and that may or may not be a plant, so those will still vary.When raising young Firths, the family gets the perks of being an ancient family in Wyrmwick, and so the young cats will have access to the best teachers, second only to the Machens. They are, of course, expected to pass their rite of passage as early as possible, which is in line with all other prominent families, but they will not push kittens who don't think they can do it yet. Sometimes they will take kittens out to walk them the distance to Ebonpeak to calm their nerves.Upon reaching adulthood, Firths are expected to be apothecaries and continue the family practice. They aren't immediate when getting their young adults into arranged marriages, but will still be looking into prospects for them.
Public Opinion
The Firths are not usually popular when it comes to potential heir picks, but as healers their reputation is near-flawless. They are often regarded as the best healers in all of Coedraigtir, and the only ones currently with consistent access to herbs in the warmer months, thanks to Ebonpeak.
Some outsiders may disapprove of the tendency the Firths have of leaning towards peaceful options.
Traditions
Some variations of Wyrmwick traditions that the Firths take on are:
Herbal Incense. When Firth kittens are born, if the season permits, small amounts of herbs will be slowly burned in their hearth. These herbs are said to have the benefit of sharpening the kittens' minds and encouraging good health.
Leaves on the Branches. When building a burial pyre for a Firth, they will purposefully not strip the branches of leaves, or rather pine needles. The Firth will have their final farewell alongside all parts of the plant.
Plant Scars. When Firths pass their rite, they are expected to get their scar design in the shape of a leaf or flower of any kind of plant, or of that similar theme. Other designs are allowed, however, and will not be held against them.
Apothecaries. All Firths are expected to take on job training as soon as possible, and are expected to be apothecaries.
Important Figures
The most important members of the Firth family, past and current:
Aneirin. Founder. Deceased after a mysterious disappearance.
Aoife. Aneirin's granddaughter, expedition member. Deceased after a mysterious disappearance.
Mared. Previous head of the family, deceased after being attacked by a wolf.
Illtyd. Current head of the family and council member. Alive.
Iago. Illtyd's brother, a little strange, but a good healer. Alive.
Gwynfor. Illtyd's brother, assumed deceased after he went missing.
Maya. Married into the family. Lost her husband and children, unsure of her place. Alive.
Eurwen. Illtyd's daughter, best healer in Wyrmwick, married to Deiniol. Alive.
Fflur. Illtyd's daughter, quiet hermit, depressed after failing to save her sister. Alive.
Enid. Youngest child of Illtyd, deceased after catching the plague.
Moore
One of the first families of Wyrmwick. Rarely the reigning family, though they seem to be becoming more popular now. Their heraldry depicts a sockeye salmon mid-jump out of the water, which is a symbol of wisdom. They are a family of bards, and have always been popular performers. Albeit also suspicious ones.
Family History
The Moore family was founded by Morcant Moore, a talented but reclusive novelist. He was hardly fit to be a bard, but approved of his children starting the family tradition, all while writing songs, poetry, and books behind the scenes. The Moores were the first bards in Wyrmwick, and have always been popular for that reason.
He disappeared at the same time all the other founders did, but his legacy left its mark on Coedraigtir and the Moores continue to be famed bards.Over the centuries of Wyrmwick's existence, the Moores have only been the reigning family a couple times. Although they are popular and nobody doubts their knowledge, bards are rarely trustworthy and rarely granted any real power. When the permafrost hit, the Moores didn't loose much, as they didn't leave the main settlement of Wyrmwick anyway and only gained more and more admirers as Wyrmwick's population grew from other colonies merging.In more recent times, the Moores continue to be the best bards in Wyrmwick, though they stopped all performances during the plague and quarantined away in their dens. Because of this, the Moores did not suffer many losses during the plague, retaining many of their young and elders while others perished outside their dens.
Relationship
When Moore kittens are born, the early names that the parents give them are usually from poetry, songs, and even the sea. It's not uncommon for Moores to carry early names of sea animals, such as Puffin, Seal, etc. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Moores, the family gets the perks of being an ancient family in Wyrmwick, so the young cats will have access to the best teachers, alongside the Firths and second only to the Machens. They are expected to pass their rite as soon as possible with little exceptions. They consider failure a disgrace to the family, but will give their kittens every advantage they can. It's rumored some parents may even cheat by following the kittens on their rite.Upon reaching adulthood, Moores are expected to be bards and continue the family legacy, although they will also allow fishers or private novelists in honor of their founder, Morcant, who despised being in the public eye. They then attempt to raise their young in station through arranged marriage.
Public Opinion
The Moores have always had a tumultuous reputation in Wyrmwick. Their performances are popular, but they are as sneaky as bards come. But they have risen in popularity lately among the those who hold their allegiance to Wyrmwick. Lately, they've been pushing for a tournament of the heir to be held.
Still, it's hard to shake off the distrust many hold towards the family of bards, especially when they wield their influence like a weapon.
Traditions
Some variations of Wyrmwick traditions that the Moores take on are:
A Bed of Scales. When Moore kittens are born, their nest will be lined with swaths of fish scales on silk, modeled after the salmon that is the symbol of the Moores. This is said to bring the kittens the wisdom expected of a Moore.
A Performance for the Ages. Moores do not go quietly into the dark. When the funeral pyre is lit, every member of the Moore family is expected to play their instruments, sing their songs, and read their poetry to celebrate the life of their family member.
Song Scars. When Moores pass their rite, there are a variety of scar designs they can choose from, such as bird themed ones, fish themed ones, or even more abstract song-related themes. To disregard this tradition is to disregard your Moore name.
Bards. The Moores are expected to become bards, but are also permitted to be fishers or novelists. A Moore is encouraged to take a job as soon as possible, but they are allowed to take their time.
Important Figures
The most important members of the Moore family, past and current:
Morcant. Founder. Deceased after a mysterious disappearance.
Cerys. Ffion's mother, honored elder of the family. Dislikes her son. Alive.
Ffion. Current head of the family and council member. Alive.
Ceri. Ffion's sister, gentle teacher mourning her wife who was killed by an Aun. Alive.
Cadogan. Ffion's brother, stoic novelist who lives as a shut-in. Alive.
Osian. Ffion's son, famed singer and beloved by all. Alive.
Folant. Ffion's son, troubled black sheep of the family. Alive.
Iefan. Ceri's son, deceased after charging into battle alongside his mother against an Aun.
Ivor. Ceri's son, rising star of the family despite a momentary fall from grace. Alive.
Lleucu. Ceri's disgraced daughter after she became a dragoon. Alive.
Mair. Cadogan's daughter, one half of a lost twin. Alive.
Shadowtackle. Missing twin, disappeared during their rite. Alive.
Olwen & Yorath. Treasured surviving youth of the family. Alive.
Elderhorn
Named for the tale of the white stag with antlers that reached for the sun, Elderhorn was a reclusive colony that lived deep within the Duskwood. They were given life by the Daystar, the largest river in Coedraigtir. But in recent memory, the Daystar has finally frozen over, leaving Elderhorn stranded in the Duskwood. It seemed they would be the last colony to cross the Firesea, until their Taoiseach bent the knee to Wyrmwick, combining their colonies so the proud felines could continue to live in their homeland. Their old jobs were Rangers, Hunters, Herbalists, Artisans, and Outriders.
Founded by the ancient families Urian, Keelan, and Leyshon.
Traditions
Although Elderhorn has fallen, some of their former members still partake in the old traditions.
Tree Astrology. When a litter of kittens are born, their birthdate and month corresponds to a species of tree with a defining personality. Most of these trees have perished by now, but Elderhorn kept the tradition. Kittens used to be presented to the colony adorned with leaves from their tree, but now they have only pictures.
Burying. Those of Elderhorn would bury their dead before the permafrost froze the land beneath their feet. Now, they are able to bury bodies around the warm ground near Ebonpeak, but before they would just leave the bodies out for forest predators as a way of letting the dead return to the earth that way.
Rite of Passage. Back in the Duskwood, the youth of Elderhorn would be required to venture into the forest to engage in a solo hunt, often times without any official training. They would then be required to bring back a piece of prey at least half their body size. Many would bring back rabbits and hares. They then keep a trophy of their first hunt.
Weaving. The Elderhorn tradition of weaving helped them make their nests in the brush back in the Duskwood, and their technique is still taught to this day. They create the most sturdy scarfs using their secret methods and tight weaving.
Families
Urian | Keelan | Leyshon
Urian
One of the first families of Elderhorn. They have never been the reigning family of any colony, for they instead prefer to travel the land as outriders, learning wild magic, magical beasts, and all about the world of Coedraigtir. Their heraldry is a snowy owl in fight with holly clutched in its talons. They are well-known among all colonies and well-respected.
Family History
The Urian family was founded by Tuathflaith Urian, a traveler that was loved by all. She was known to have traveler to ever corner of Coedraigtir and even into the Forbidden Lands, which were not forbidden back then. The Urians were the first outriders in Coedraigtir, and even though they've been all over, their home has always been Elderhorn.
They disappeared at the same time all the other founders did, but their legacy left its mark on Coedraigtir and the Urians continue to be the most well-known outriders.For centuries, the Urians have never been interested in reigning over a colony, nor have they made any real political moves to spread their influence. Instead, their knowledge and kindness has done that for them. Everyone knows the Urians to be the kindest ancient family, concerned for the little people. When the permafrost hit, their travels did not cease. They helped small colonies evacuate and studied the Aun while making sure resources are distributed to those who need it.In more recent times, the Urians continue to be kindly outriders, just with far less little colonies to visit on their travels. Their family has always been small, and they were hit hard by the plague. All but one of their kittens died in their dens, thick with sickness. Now even smaller, the family is desperate for new life to fight extinction.
Relationship
When Urian kittens are born, the early names that are given to them are usually the names of travelers that their parents met on their journeys. The parents may also give the kittens names of things that they study, such as different animal species, etc. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Urians, the family gets the perks of being an ancient family in Elderhorn, so the young cats will have access to the best teachers, alongside the Leyshons and second only to the Keelans. They often get hunting training before undergoing their rite, for their parents will regularly take the kittens out on day trips and start teaching them survival tactics young. Young Urians will know the Duskwood where they perform their rite.Upon reaching adulthood, Urians are expected to become outriders with the rest of the family, but should their hearts desire to be closer to home, the family will not begrudge them. They are the least likely family to set up arranged marriages, instead encouraging their young cats to go out and find love for themselves.
Public Opinion
The Urians are the most popular family with the smallfolk, as they are the most involved with outside colonies and are always the ones to ensure cats from smaller families have the resources they need to survive. They are even known to be kind to outsiders and those who have been born with little luck in Fortune's eye.
With the other founding families, however, the Urians are not popular for the way they refuse arranged marriages.
Traditions
Some variations of Elderhorn traditions that the Urians take on are:
Spring Birthdays. Urian kittens are usually planned to come into the world in the spring, corresponding to the tree astrology of Ash, Alder, Willow, or Hawthorn. These trees herald creativity, discovery, intelligence, and curiosity respectively.
Natural Burial. When Urians die, they are buried in the ground without any kind of separation from the earth like a box. They know animals may dig up the corpses, but it is all part of allowing the body to return to the earth.
Rabbit Feet. When undergoing the rite or passage, the best token an Urian can receive is lucky rabbit feet. Thus, most Urians venture out on their rite to hunt down a rabbit, kill it, and bring it back to Elderhorn to feed their family and get their token.
Outriders. The Urians are expected to follow the family tradition of becoming outriders as soon as possible and travel the land, but they are allowed to consider another career that would keep them closer to home.
Important Figures
The most important members of the Urian family, past and current:
Tuathflaith. Founder. Deceased after a mysterious disappearance.
Ronan. Previous head of the family, deceased after catching the plague.
Sloane. Current head of the family. Alive.
Séamus. Sloane's brother, homebody and steward of the family. Alive.
Fiadh. Sloane's sibling. Alive.
Ulick. Séamus's son, renowned traveler who has a great deal of medical knowledge. Alive.
Aoibheann. Séamus's daughter, fiercly protective of her one remaining kitten. Alive.
Éabha. Séamus's daughter, family hermit who spends most time out of Wyrmwick. Alive.
Túathal. Miracle survivor, saved by his mother taking him all the way to the Duskwood. Alive.
Keelan
The proud founding family of Elderhorn, the first leaders of the forest colony and were the current leaders before they disbanded. Their heraldry depicts a white stag with an intricate crown of antlers with bunches of rowanberries tucked in the tines. They were a family of crafters, known especially for their unique weaving technique.
Family History
The Keelan family was founded by RÃan Keelan, a brilliant crafter with the deftest of paws who was especially skilled with weaving and woodworking. He was not only the founder of the Keelan family, but the first Taoiseach of Elderhorn and the one that founded the forest colony in the Duskwood. They were the first artisans as well.
He disappeared at the same time all the other founders did, but his legacy left its mark on Coedraigtir and the Keelans continue to be the most talented artisans.For centuries, the Keelans have led Elderhorn on and off, being the more peaceful family to lead Elderhorn. When the permafrost hit, they started crafting more woolen scarfs and cloaks to keep cats warm with the brutal temperature change. Their weaving technique adapted to become even warmer, adding fur insulation. They remained in the Duskwood for as long as they could, but with the distance from Ebonpeak it was only a matter of time until they had to relocate the colony.In more recent times, the Keelans have become the family known for bending the knee to Wyrmwick. Their proud colony now resents the family for their peaceful ways, and they have fallen to the least influential of all ancient families. They suffered from the plague like the others, loosing all their kittens and most of their elderly.
Relationship
When Keelan kittens are born, their early names are usually forest-related, like plant names or being named after small forest creatures. Some common names are tree or bush names, such as Rowan, Juniper, Ash, Alder, etc. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Keelans, the family gets the perks of being an ancient family in Elderhorn, so the young cats will have access to the best teachers in the colony, and they still do out of respect for the elders. They are the least likely family to be taught hunting before the young Keelans undergo their rite, for kittens start learning crafting techniques early instead of hunting. Though, they are still taught about the different areas of the Duskwood.Upon reaching adulthood, Keelans are expected to follow the family traditions and become artisans, but since that isn't a job in Wyrmwick it's become more of a hobby. They are not required to get a job in the new colony, but it is recommended. When making arranged marriages, they are well-known for giving gifts to the other family.
Public Opinion
The Keelans used to be well respected as the most prominent family in Elderhorn, and not to mention the founders, but now they are regarded lower than any other of the ancient families. They gave up on the Duskwood and their people by joining with Wyrmwick, harming Elderhorn pride.
The youth of the family long to restore their family back to prominence in the eyes of other Elderhorn natives.
Traditions
Some variations of Elderhorn traditions that the Keelans take on are:
Summer Birthdays. Keelan kittens are usually planned to come into the world in the summer, corresponding to the tree astrology of Oak, Holly, Hazel, and Vine. These trees herald justice, nobility, knowledge, and adaptability respectively.
Coffins. When Keelans die, they craft small coffins out of wood (traditionally the wood of their birth tree) and bury their loved ones beneath the earth in those coffins to protect the bodies after death. The coffins are intricately carved by their loved ones.
Squirrel Tails. When undergoing the rite of passage, the best token a Keelan can receive is a luxurious squirrel tail. Thus, most Keelans venture out on their rite to hunt down a squirrel, kill it, and bring it back to Elderhorn to feed their family and get their token.
Artisans. The Keelans are expected to follow the family tradition of becoming artisans, but because that isn't a job in Wyrmwick they often go jobless to craft full-time or take on any other job and craft as a hobby.
Important Figures
The most important members of the Keelan family, past and current:
RÃan. Founder, first Taoiseach. Deceased after a mysterious disappearance.
Gimmick. RÃan's nephew, expedition member. Deceased after a mysterious disappearance.
Alannah. Lorcan's mother, deceased after refusing to leave the Duskwood.
Lorcan. Former Taoiseach and head of the family. Alive.
Dympna. Lorcan's sister, favored child of Alannah. Alive.
Colm. Lorcan's brother, cheated on his wife with an outsider. Deceased from poisoning.
Kyran. Lorcan's son, trying to restore the family's good name. Undermines his father. Alive.
Saoirse. Colm's trueborn daughter, expert weaver. Alive.
Finbarr. Colm's trueborn son, expert woodworker. Alive.
Fintan. Colm's bastard son. Alive.
Leyshon
One of the first families of Elderhorn. In constant competition with the Keelans for the position of Taoiseach and the reigning family of Elderhorn. Their heraldry is a giant wolf with a spear held between its jaws. They are well-renowned for their hunting skills, especially when they'd venture as an entire family hunting party searching for big game.
Family History
The Leyshon family was founded by Muireen Leyshon, the most famous hunter of her time who was even rumored to have taken down elk all by herself, somehow. With this courageous hunter in Elderhorn, no-one ever went hungry, setting up the Leyshon family for a great deal of lasting popularity.
She disappeared at the same time all the other founders did, but her legacy left its mark on Coedraigtir and the Leyshons continue to be the most famous hunters.For centuries, the Leyshons have been in constant competition with the Keelans for the position of reigning family in Elderhorn, sharing it about half and half over the years. When the permafrost hit, their role as hunters became even more important as starvation began to set in. They strove to keep Elderhorn fed during this time, setting out on entire family outings with traps and spears to take down large game together, boosting their popularity.In more recent times, the Leyshons have become the most popular Elderhorn family, since most have lingering resentment for the Keelans and how they ended their reign. They continued to hunt through the plague, earning the admiration of everyone, even the most hard-headed Wyrmwick cats. They too had their losses, though.
Relationship
When Leyshon kittens are born, their early names are typically animal based, usually parents prefer to name their kittens after powerful predators, hoping they will survive. Some common names are Wolf, Elk, etc. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Leyshons, the family gets the perks of being an ancient family in Elderhorn, so the young cats will have access to the best teachers in the colony. They are taught hunting techniques from the moment they are able to stand, and so they have the biggest advantage during their rite. But also the most pressure to succeed. A true Leyshon would never fail their rite, and if one were to have trouble with hunting, it would mean great trouble for that cat.Upon reaching adulthood, Leyshons are expected to become hunters with no exceptions. They are still adjusting to hunting outside of the Duskwood. They are required to start training for their job as soon as they pass their rite at six months old, and to be full rank by adulthood. They are then soon set into arranged marriages to gain political advantage.
Public Opinion
The Leyshons are the currently most powerful of the Elderhorn families, even though they were not the original founders of the colony, after the Keelans' disgrace. The public opinion is positive, even with non-Elderhorn cats in Wyrmwick. They are currently striving to restore the pride of Elderhorn and potentially reinstate the colony.
However, some think the Leyshons are going a bit too far and getting overly ambitious. They are also pushing their young cats hard to succeed.
Traditions
Some variations of Elderhorn traditions that the Leyshons take on are:
Autumn & Winter Birthdays. Leyshon kittens are usually planned to come into the world in the autumn and winter, despite the harsh season. This corresponds to the tree astrology of Ivy, Reed, Elder, Birch, and Rowan. These trees herald charisma, willpower, resilience, ambition and keen thinking respectively.
Cremation. When Leyshons die, they will burn the body in a small cave and collect the ashes into a little clay urn. The urn will be painted by loved ones and then buried beneath the earth. This practice prevents all defilement by wild animals or other cats.
Weasel Teeth. When undergoing the rite of passage, the best token a Leyshon can receive is a set of sharp weasel teeth. Thus, most Leyshons venture out on their rite to hunt down a powerful weasel to prove their worth, bring it back to feed their family and get their token.
Hunters. Without fail, the Leyshons are expected to follow the family tradition of becoming hunters, or anglers in Wyrmwick but they call themselves hunters, with the goal of one day returning to the Duskwood. Not becoming a hunter could potentially mean banishment from the family.
Important Figures
The most important members of the Leyshon family, past and current:
Muireen. Founder. Deceased after a mysterious disappearance.
Neve. Tiernan's mother. A kind-hearted soul known as "Granny" to her family. Alive.
Tiernan. Current head of the family. Alive.
Siobhán. Tiernan's sister and mother of Ismund, talented hunter. Alive.
Aisling. Tiernan's sister, legendary hunter known as the golden wolf. Alive.
Niall. Tiernan's brother, deceased after trying to take on a fox during his rite.
Moira. Tiernan's eldest daughter with a gentle heart, cares for animals instead of killing. Alive.
Odran. Tiernan's son, assumed deceased after he went missing.
Nuala. Tiernan's youngest daughter, rising star of the family. Alive.
Ismund. Siobhán's son, on thin ice after having a child with an unknown cat. Alive.
Lupa. Siobhán's daughter, talented hunter. Alive.
Atreyu. Tiernan's grandson, Odran's son. Held to a high bar. Alive.
Caoimhe. Ismund's child of unknown origin. Feared due to their similarities to Auns. Alive.
Winterfort
Home to the sturdiest of felines on Coedraigtir, Winterfort made their home in the mountains of the Northern Range. They are the most adapted to the permafrost, for they were already well-acquainted with snow, ice, and freezing temperatures. Still, their home became unlivable first when the permafrost hit, and thus they have been in Wyrmwick the longest. They engage in ice-fishing along with mountain hunting, and are generally stronger than other cats. Winterfort was named after the intricate cave system in their mountain. Their old jobs were Sentinels, Trappers, Medics, Blacksmiths, and Outriders.
Founded by the ancient families Foulkes and Pendry.
Traditions
Although Winterfort has fallen, some of their former members still partake in the old traditions.
Ravenkin. When a new litter of kittens are born, they must be introduced to the family's unkindness of ravens. The birds would then either accept the kittens into the family or reject them. It's uncommon, but when kittens are rejected by the birds the family either abandons them or continues to raise the kittens, to their own reputation's detriment.
Sky Burial. When a cat in Winterfort dies, their body is carried to the top of the mountain by their families. From there, they are given last rites in their final resting place and left for the predators to consume or the elements to take. While this may seem harsh to some, it is symbolic of a final return to the earth.
Rite of Passage. The youth of Winterfort, when they are old enough to undertake the rite of passage, are each given a raven chick and told to teach the little one to fly without any help. This is both a bonding experience for cat and raven as well as a proving of compassion and teaching skill.
Crabbing. Winterfort has a special way of making crab traps and breaking the ice to set them, along with a tradition to toss back crabs that are too small with a little fish in their claws. They have taught some of this to everyone for necessity, but still keep their own trapmaking secrets.
Families
Foulkes | Pendry
Foulkes
The proud founding family of Winterfort, the first leaders of the mountain colony and were the current leaders before they disbanded. Their heraldry depicts a seal with its nose in the air in front of a mountain. They are well-known for being fierce sentinels of their mountain home, and focus mostly on defense and protection.
Family History
The Foulkes family was founded by Eivor Foulkes, a powerful sentinel who was the final survivor of her family and built back the Foulkes name from ground up. She was not only the founder of the Foulkes family, but the first Jarl of Winterfort and the one that founded the mountain colony in the Northern Range. They were the first Winterfort sentinels.
She disappeared at the same time all the other founders did, but her legacy left its mark on Coedraigtir and the Foulkes continue to be the strongest sentinels the land has ever seen.For centuries, the Foulkes have led Winterfort as the predominantly reigning family. When the permafrost hit, they guarded their mountain as well as they could, but when it became unlivable they made the hard decision to be the first to join with Wyrmwick. Due to the loyalty they inspired among their people, they lost little reputation for this change, and have since risen to be faithful protectors of the sea-side colony.In more recent times, the Foulkes have protected Wyrmwick fiercely, even in harshest winters where the sun never rises. They continued their vigilance during the plague, loosing their elders and kittens like most of the other families. They even lost their ancient former family head, the grandchild of the last Jarl.
Relationship
When Foulkes kittens are born, their early names are typically mountain or winter-related as a respectful nod to their former home in the Northern Range. Some common names include Beartooth, Bighorn, Snow, etc. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Foulkes, the family gets the perks of being an ancient family in Winterfort, so the young cats will have access to the best teachers in the colony. They are taught how to hold a sword and shield early and spend a great deal of time with the family's unkindness of ravens, learning their behaviors to give them an advantage for their rite. A rite that they are expected to pass as soon as possible.Upon reaching adulthood, Foulkes are expected to get a job as soon as they pass their rite and become sentinels, or rather dragoons, as is the job in Wyrmwick. However, they will always lean more towards defense than offense as dragoons. To continue the strong blood of Winterfort, they are then usually placed in arranged marriages with families from the mountain colony.
Public Opinion
The Foulkes are good, reliable cats that everyone in Wyrmwick appreciates. Should Winterfort ever rise to prominence again, there's little doubt who should lead them, and it's the Foulkes. They are respected for their adaptation to the permafrost with their thick pelts and powerful bodies.
Some may see the Foulkes as being too sullen, stubborn, and stoic, but nobody can deny that they are protectors at heart.
Traditions
Some variations of Winterfort traditions that the Foulkes take on are:
Bird Scent. When Foulkes kittens are born and then expected to be introduced to the family's unkindness of ravens, the parents' ravens will nest among the kittens to introduce raven scent upon them early. This makes the other family ravens more likely to accept the kittens.
High Point. When a Foulkes dies, their family chooses the highest point on the mountain that they can reach. In Wyrmwick, this tradition is carried out by taking their deceased to the highest cliff and leaving the body for the earth to retake.
Mountain Flying. Young Foulkes undergoing the rite of passage are taken to the mountains or any other high points nearby to train their ravens in flying, ensuring that they will be well-used to both extreme temperatures and high altitudes.
Sentinels. All Foulkes are expected to honor the family traditions of Winterfort sentinels by taking up the shield of the dragoons in Wyrmwick. While some may prefer to fight offensively, it is in the family's nature to be on the defensive.
Important Figures
The most important members of the Foulkes family, past and current:
Eivor. Founder, first Jarl. Deceased after a mysterious disappearance.
Bjartr. Grandchild of the last Jarl, former head of the family. Deceased from the plague.
Sindri. Current head of the family and council member. Alive
Bjǫrn. Sindri's brother, famous protector. Assumed deceased after he went missing.
Balder. Sindri's brother. Survived a bear attack once. Alive.
Vragi. Sindri's son. Hero known as the Bright Seal. Alive.
Snorri. Bjǫrn's son. Best spearsman in the family, renowned teacher. Alive.
Katla. Bjǫrn's daughter. Clever. Most known for tricking the bear that attacked her uncle. Alive.
Ingi. Bjǫrn's son. Assumed deceased after he went missing with his father.
Pendry
One of the first families of Winterfort. They have occasionally been the reigning family over the colony's lifetime, but preferred the life of fishing. Their heraldry is a red crab standing between two crossed spears of ice. They are renowned fishers well-known specifically for their talent in making crab traps and ice fishing.
Family History
The Pendry family was founded by Hjalmarr Pendry, a tactical and haunted cat who enjoyed fishing in his spare time. From there, his kittens and grandkittens then caught on. They made their home in Winterfort of the mountain range by the northern coast of Coedraigtir as the first dedicated family of fisher-cats.
He disappeared at the same time all the other founders did, but his legacy left its mark on Coedraigtir and the Pendrys continue to be the most talented fisher-cats in the land.For centuries, the Pendrys have been the leading fishers in Coedraigtir keeping the mountain colony of Winterfort fed on crabs, fish, and other shellfish. They have occasionally been the reigning family of Winterfort, but not often and usually in times of famine. When the permafrost hit, they honed their ice fishing skills and started placing their crab traps in seal breathing holes. Adaptable and resilient, they are still the best fishers in Coedraigtir.In more recent times, the Pendrys suffered heavy losses during the plague. They lost two whole litters in the first couple weeks to the sickness, and the parents soon after to grief. Along with the deaths of their elders, this has diminished the numbers of the Pendry family, and they are eager to rebuild after the plague.
Relationship
When Pendry kittens are born, their early names are typically based around sea-life like crabs, shrimps, clams, and other small shellfish that the Pendry family fishes for. But they are also known for naming their kittens after past family members. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Pendrys, the family gets the perks of being an ancient family of Winterfort, so the young cats will have access to the best teachers in the colony, second only to the Foulkes. They are encouraged to take their time with their rite, learning about their raven chick and spending time together just bonding and sharing fishing time. Little fish always gets served to the ravens.Upon reaching adulthood, Pendrys are expected to start training for fishing job if they haven't already. In Wyrmwick, this is done by being apprenticed to other Winterfort cats who are skilled in fishing specifically. Arranged marriages are typically assigned young, though they do not get married until the pair are of age, of course.
Public Opinion
The Pendrys long for their mountain home, but they have made a temporary home in Wyrmwick. They bring in great fishing hauls, undaunted by the permafrost, and have taught cats how to open the shells of clams and crack the exoskeleton of crabs, even sharing some tips for making their specialty crab traps.
However, that isn't always enough for some, and the Pendrys insistence on clinging to some family secrets has divided them from ungrateful others.
Traditions
Some variations of Winterfort traditions that the Pendrys take on are:
Bird Bait. When Pendry kittens are born and then expected to be introduced to the family's unkindness of ravens, they will be rubbed down in bugs and pieces of fish to smell like the ravens' food. This makes the family ravens more likely to accept the kittens.
Low Point. When a Pendry dies, their family chooses the lowest point on the mountain nearest to the ocean. In Wyrmwick, this tradition is carried out by taking their deceased right to the icy shore and leaving the body for the earth to retake.
Sea Flying. Young Pendrys undergoing the rite of passage are taken to the coast or any other low points nearby water to train their ravens in flying, ensuring that they will be used to flying near land and fishing.
Trappers. All Pendrys are expected to become trappers to honor the family traditions of Winterfort crabbing. In Wyrmwick, this is the angler job and they will ice fish with their family skills to trap shellfish and fish at seal breathing holes.
Important Figures
The most important members of the Pendry family, past and current:
Hjalmarr. Founder. Deceased after a mysterious disappearance.
Renate. Hjalmarr's daughter, expedition member. Deceased after a mysterious disappearance.
Gyða. GrÃmhildr's mother, former head of the family. Deceased after catching the plague.
GrÃmhildr. Current head of the famiy and council member. Alive.
Fólki. GrÃmhildr's brother and excellent crabber. Assumed deceased after he went missing.
Erlingr. GrÃmhildr's brother. Deceased due to grief after losing his second litter.
Gunvald. GrÃmhildr's son, rising star of the family. Keeps putting off marriage. Alive.
Stáli. Fólki's son. Deceased due to grief after losing his daughter and mate to the plague.
Kolr. Fólki's son. Well-known fishing mentor. Quiet and pensive. Alive.
Búi. Erlingr's daughter. Best young fisher-cat in the family. Alive.
Moonmire
Fen of the unicorn, historically Moonmire has always been deeply entrenched in wild magic. As the most magical of all cats in Coedraigtir, they felt like they had a special connection to the otherworld and a supernatural race known as the Aos SÃ who lived in the faerie mounds. Their marsh home was the first water to freeze when the permafrost set in, and without any drinking water from the fen they turned to the Daystar. When they lost all access to the ground, they had no choice but to leave the Firefly Fen and make a new home in Wyrmwick. Their old jobs were Knights, Scouts, Druids, Messengers, and Outriders.
Founded by the ancient families Bevan and Trahern.
Traditions
Although Moonmire has fallen, some of their former members still partake in the old traditions.
Changelings. When kittens are born in Moonmire, they are each given a small charm made by their parents to ward away being swapped with a changeling. The hearth in their den is always kept lit and for the first few months, the kittens must always be supervised, even when asleep. The whole family will rub their scents all over the kittens each morning and each night.
Cairns. When a cat from Moonmire has passed, their mortal possessions will be gathered to be placed into a cairn alongside the body. Those who loved the cat in life will also prepare gifts to go into the cairn, to belong to the deceased in the next world. The cairn is then built around them, piled high with stones and laid to rest by the cliffs.
Rite of Passage. When a Moonmire cat comes of age, they are able to travel out into the fen on their own to leave an offering by a faerie mound for the Aos SÃ. If they approve of the gift, then the cat will be given a blessing of wild magic to carry into their future. But if the gift is not good enough, then they will be punished with a nasty trick.
Highland Games. In the summertime, a common activity of Moonmire used to be setting up various tests of strength and games on the highlands near the cliffs. Cats would them compete for various prizes and, of course, a massive jump in reputation should they win.
Families
Bevan | Trahern
Bevan
The proud founding family of Moonmire, the first leaders of the fen colony and were the current leaders before they disbanded. Their heraldry depicts a red fox carrying a dead vole with mallow accents. They had extensive herb knowledge back in their marshy home as well as being spiritual leaders of Moonmire.
Family History
The Bevan family was founded by Aileas Bevan, a wise and cunning druid who was deeply concerned with the wellbeing of the people. She was not only the founder of the Bevan family, but the first Chieftain of Moonmire and the one that founded the marsh colony on the Firefly Fen. They were the first druids of Moonmire.
She disappeared at the same time all the other founders did, but her legacy left its mark on Coedraigtir and the Bevans continue to be the most spiritual cats in the land.For centuries, the Bevans have been the leading druids in Coedraigtir and the most popular of all reigning families in Moonmire, as they are blessed by wild magic and a beacon of hope for all faithful. When the permafrost hit, most of their fen herbs were the first to die and they had to venture towards the highlands more and more. Eventually, the mire froze and they had no choice but to join with Wyrmwick like Winterfort had.In more recent times, the Bevans have gained the forgiveness of other Moonmire cats for bending the knee, continuing to be the most spiritual cats communing with Fortune. They had just as many losses during the plague as the other families had, if not more so due to treating other cats for their ills, including the child of their last Chieftain.
Relationship
When Bevan kittens are born, their early names are chosen based around small fen plants and animals and other names themed around the natural world. They can also be named after creatures of folklore, but it's generally seen as bad luck. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Bevans, the family gets the perks of being an ancient family of Moonmire, so the young cats will have access to the best teachers in the colony. When it comes to the rite, oftentimes parents will recommend gifts that their kittens may bring to the mounds and help them learn how to make flower crowns. This helps them to improve their skills before making the official gift to present.Upon reaching adulthood, the Bevans do not force all young cats to become druids, or apothecaries in Wyrmwick. Instead, they encourage free-will both in the future of their careers and in their love life. Although, they will set up arranged marriages if some of their youth are not having much luck in love.
Public Opinion
Despite having given up their colony as the Keelans had, the Bevans never faced the same backlash due to the trust that the Moonmire cats had for them. And also, they made up for it by continuing to provide spiritual guidance for them and ensuring they they continue to stay on Fortune's good side.
There are few who hold resentment towards the Bevans, though some may find their keen interest in politics unnerving.
Traditions
Some variations of Moonmire traditions that the Bevans take on are:
Herbal Charms. When Bevan kittens are born, their parents will make herbal charms out of rowan, nettles, vervain, and dill to keep the changelings away, for those are plants that the faeries dislike. This protects them from being swapped by the mischievous creatures.
Grassy Cairns. When Bevans die and cairns are built, the family would pack mud into the cracks of the stones and plant grass seeds in the earth. Eventually, they could become like mounds themselves, but this practice can no longer be done on the cliffs due to the permafrost.
Flower Crowns. Young Bevans undergoing their rite of passage are taught how to weave flower crowns that they may present to the mounds. The more colorful, the better. Flowers are hard to come by in the winters, and other herbs may be used instead.
Druids. The Bevans have a long family history of being druids, both healers and spiritual leaders. Now they adjust to being apothecaries in Wyrmwick, but young Bevans are not required to take this path.
Important Figures
The most important members of the Bevan family, past and current:
Aileas. Founder, first Chieftain. Deceased after a mysterious disappearance.
Barabol. Islay's mother, former head of the family. Honored elder. Alive.
Islay. Current head of the family and council member. Alive.
Callum. Islay's brother. Excellent teacher. Deceased after freezing to death.
Dermid. Islay's brother. Hero known as the Sly Fox. Assumed deceased after he went missing.
Artair. Islay's son. Patient and jolly teacher. Wise and spiritual. Alive.
Ealar. Islay's younger son. Deceased after catching the plague.
Senga. Callum's child, rising star of the family. Alive.
Ninian. Dermid's son. Quiet hermit of the family who rarely leaves the dens. Alive.
Mairead. Dermid's daughter. Killed mysteriously during her Rite.
Torquil. Artair's son, rising star of the family. Alive.
Trahern
One of the first families of Moonmire, and have been the reigning family a few times, though it's rumored they gained power through suspicious circumstances. Their heraldry is a pine marten with nettle accents. They are most well-known for their history as spies and potentially assassins, though they publically were more of messangers.
Family History
The Trahern family was founded by Bhaltair Trahern, a sneaky and sinister cat who was always a little too interested in political intrigue. The Traherns became the first messengers, spreading all sorts of gossip around Coedraigtir as well as being traveling minstrels, and made their home in Moonmire.
He disappeared at the same time all the other founders did, but his legacy left its mark on Coedraigtir and the Traherns continue to deliver messages throughout the land.For centuries, the Traherns have occasionally butted heads with the Bevans, taking the position of chieftain for themselves, usually through sinister means, and are generally seen as the eeriest family. When the permafrost hit, their messengers became fewer as colonies shrank and left the land via the Firesea. At least they could still deliver messages to Wyrmwick and Elderhorn for a time. Now, with everyone together, messages have slowed significantly.In more recent times, the Traherns continue to be shady and far too interested in politics, though they have little chance of taking Wyrmwick. The plague took their kittens and oldest elders like it did most of the other families, but they suspiciously didn't have as many losses as the hardest hit families. Many rumors of unfair advantages circle around the young Traherns.
Relationship
When Trahern kittens are born, their early names are typically based around themes of locations on the map or places of yore, though they've also taken to naming their young after the Aun, which is in poor taste. Upon reaching their third month, the kittens will be given their official name by the entire family, and these names vary wildly.When raising young Traherns, the family gets the perks of being an ancient family of Moonmire, so the young cats will have access to the best teachers in the colony, second only to the Bevans. When it comes to the rite, kittens are trained to sing and dance from a young age in the hopes that they may impress the faeries. Though wild magic gifts are hard to come by now, at least no punishment is passing the rite.Upon reaching adulthood, the Traherns are quite strict about making sure their members follow the family tradition of being messengers, or bards in Wyrmwick. They are quickly pushed into arranged marriages with the hopes to marry into greater influence and political standing.
Public Opinion
The Traherns have few friends among both the smallfolk and the other ancient families for their back-handed ways, though they are still respected for carrying messages swiftly where they need to be taken. There are few cats faster than a Trahern. Still, they have a nasty habit of coming across dirty family secrets and using them as blackmail.
Nobody in their right minds would consider the typical Trahern a potential leader for a colony, but at least they aren't as disliked as the Keelans right now.
Traditions
Some variations of Moonmire traditions that the Traherns take on are:
Iron Charms. When Trahern kittens are born, their parents will make charms out of iron to keep the changelings away, for the faeries dislike that metal. This protects them from being swapped by the mischievous creatures.
Sturdy Cairns. When Traherns die and cairns are built, the family will poor molten iron into the cracks of the stones. This keeps the stones together and protects the cairn from being destroyed and their loved ones from being robbed. They are still able to do this on the cliffs.
Gifts of Dance. Trahern kittens are taught to sing and dance early as their gifts to the faerie mounds during their rites. Their own parents will coach them, but when they go on to do their rite they must remember all the words and steps on their own.
Messengers. The Traherns were officially messengers and traveling performers, but also spies and assassins. All young Traherns are expected to follow in their footsteps by becoming bards in Wyrmwick without exception.
Important Figures
The most important members of the Trahern family, past and current:
Bhaltair. Founder. Deceased after a mysterious disappearance.
Saorlaith. Bhaltair's granddaughter, expedition member. Deceased after a mysterious disappearance.
Maisie. Taskill's mother. former head of the family. Deceased after catching the plague.
Taskill. Current head of the family. Alive.
Mòr. Taskill's sister. Talented teacher of the family. Alive
Kerr. Taskill's brother. Swift-runner with the most travel experience. Alive.
Teasag. Taskill's disgraced daughter after supposedly murdering her husband. Alive.
Sawney. Taskill's son, rising star of the family. Alive.
Lachlan. Mòr's son. Disappointment of the family. Alive.
About the Admins
CROW
He/him
Hello, I'm Crow, the main founder of Ad Infinitum! This is a total passion project, and currently a side project as I focus most energy on running the campaign Paradise Parade. I am shy and autistic, and I mess up with communication sometimes, but I genuinely try to do my best with modding, and I love coming up with stories!MICAH
They/he
I’m a passionate enthusiast of various tabletop RPGs, screaming into the void, roleplaying cats and collecting dice—my collection is over 1,000 now! I am also passionate about VBA coding, and digging into the nitty-gritty of mechanics to figure them out, as well as design them.
Ultimately, what brings me the most joy is collaborating with my friend on a project that represents our shared passions during our free time. It’s been an amazing experience, and I’m excited for what lies ahead!
Credits
The overarching story is created by me, Crow, but this group would not be possible without the help of my co-founder Micah, who is responsible for the logo, emblems, and heraldry. Special thanks to Dab, who made the app art and banner, and Ellis, who made the arcana cards for the archetypes.The setting, magic, and plot for Ad Infinitum are inspired by a story I made when I was a teenager, tarot cards, and Metaphor: ReFantazio. Along with Irish, Welsh, Scottish, and Nordic cultures for the colonies and family traditions. The mechanics are taken directly from Monster of the Week.And a final thank you to the beta testers and members of PrP for helping me bounce ideas off of them and answering my questions. Thank you all <3