︶⊹︶︶⠀୨୧⠀︶︶⊹︶︶⊹︶︶⠀୨୧⠀︶︶⊹︶ A Few Rules: Treat other players with respect always. Characters can have conflict. Players do not. Realistic fur and eye colors at creation unless a trait has been earned through a spin. Do not godmod or control another player's character without their consent. And no mini-modding if you aren't a warrior. The Historian role carries real responsibility— if you take it, show up for the big moments. Merchants are NPCs run by admin. Interact with them freely but remember— trust is earned, not assumed. Moderator applications will open alongside launch. If you want to help shape this world reach out. DISCLAIMER: high ranks will be held for more experienced roleplayers just to help get the roleplay started but in the future as it progresses then hopefully some people that haven't had a high rank can get the opportunity. ︶⊹︶︶⠀୨୧⠀︶︶⊹︶︶⊹︶︶⠀୨୧⠀︶︶⊹︶ How This Roleplay Works: There are no experience points. No leveling system. No predetermined plot you are moving through. There is only the world, your character, and what happens when the two meet. Connections matter here. A friendship made in passing can save a life three lore events later. A rivalry written carefully can reshape a kingdom. A kit who was simply in the right place at the right moment can grow into someone the Historians write about. Lore events will occur. Some will be kingdom-wide. Some will affect all three. Some will begin small and become something no one predicted. Players of any rank can find themselves at the center of something significant. This is intentional. The world is alive. It will change. History will be made and occasionally lost. Merchants will arrive with news from places no one has mapped. Strange things will be whispered about and then, eventually, will stop being whispered. Writing length does not matter here. Though I will encourage 1-3 text bubbles, feel free to stick to just one, or do five. What matters is that you showed up, you were present, and your character was real. I'd recommend that more experienced roleplayers help out newer ones. All interactions can be heartfelt. ︶⊹︶︶⠀୨୧⠀︶︶⊹︶︶⊹︶︶⠀୨୧⠀︶︶⊹︶ Appearance & Design Rules: Creative designs are not just allowed here, but they are celebrated! Every cat in the three kingdoms carries subtle marks of their heritage. Grimmholt cats have antler nubs. Neverfall cats have wing-shaped fur patterning. Tidesfel cats carry faint iridescent scaling. These are soft guidelines, not strict rules, halfbloods, loners, and mixed heritage cats may carry these traits faintly, fully, or not at all. Wing-inspired fur patterns, unique markings, unusual textures are all welcome. Realistic eye and fur colors are the current standard. Fantasy colors and traits are not available at character creation but they can be earned. ︶⊹︶︶⠀୨୧⠀︶︶⊹︶︶⊹︶︶⠀୨୧⠀︶︶⊹︶ Accessories Rules: Butterfly wings, beetle wings, flowers, Vines, shells, pearls, all acceptable. Simply ask me if you aren't certain if an accessories is valid. Some like pearls I might say would need to be obtained in roleplay by going over to Tidesfel territory for example. Non-natural (and a few more unique) accessories, gemstones, tiger's eye, ribbons, frills, are obtainable once a moon through merchants. Occasionally merchants pass through from distant lands. They carry things no kingdom cat could make— frills, veils, dried flower crowns, carved bone jewelry, ribbon and chain and things with no clear name— and these accessories are rare. Getting one means something. Accessory wheel spins will be held regularly. Winners receive a described accessory their character can wear and keep permanently. These wheelspins might have Merchant items, or bone items, or even magical items or a companion. It doesn't do anything but like a small bird or a snake "scarf." Approach merchants with curiosity. Also with caution. Not all of them are entirely trustworthy. Some carry more than goods. Everything has a price. ︶⊹︶︶⠀୨୧⠀︶︶⊹︶︶⊹︶︶⠀୨୧⠀︶︶⊹︶ Lineage Traits & Future Wheel Spins: As the roleplay grows, special trait wheel spins will be introduced. These are rarer than accessory spins and the traits won become a permanent part of your character's design— and can be passed down through bloodlines to future kits, giving families their own legacy markings over time. Traits on the wheel will include things like: Unicorn horns. Ram horns. Antler crowns. Rainbow gradient eyes/metallic eyes/and colorful eyes automaticallyincludes unique pupil shape. Hawk-like talons. Extrodinarioy large tufted ears. Pink or gold/metallic coats. Iridescent markings. And more added as the world grows. Inheriting a trait from a parent is never guaranteed— just possible. This keeps every lineage feeling unique.
~ROLES~ ︶⊹︶︶⠀୨୧⠀︶︶⊹︶︶⊹︶︶⠀୨୧⠀︶︶⊹︶ This is not a experience-points system. There are no levels. Rank is not handed to you, it is built through the connections you make, the choices you take, and whether the right cat was watching when it mattered. Monarch: Ruler of the kingdom. Solo or joint. To hold this role you must be born of royal blood or marry into it. Heirs are chosen, not assumed. Heir: One of the chosen to take on the mantle of Monarch. Prince/Princess/Royal: Descendant of Monarch or married to a descendant of a Monarch, only these cats can take on the Monarch role. Court Jester: Deputy and advisor. The most trusted cat in the kingdom after the Monarch. Do not let the name fool you. Can assume the role of Monarch if no heirs are present Historian: Keeper of memory and lore. They serve the kingdom, not the Monarch. If a major event goes unwitnessed and unrecounted, that history is gone. Forever. Medic: Healer. Herbalist. The cat you hope you never urgently need. Sentinel: Soldier and border guard. The kingdom's edge is their responsibility. Hunter: Dedicated to feeding the kingdom. Quieter than Sentinels. Just as essential. Courtier: The generalist. Skilled in multiple areas, specialized in none, useful in all of them. The backbone of daily kingdom life. Meditator: Counsel and peacemaker across Kingdoms. Reads signs, keeps peace, sits with cats in grief or uncertainty. Page: Apprentice to any role. Assigned a mentor. Learning everything. Kit: Young, unassigned, ward of the kingdom. Somehow always underfoot. Queen: Loner: Unaffiliated. Lives outside all borders. Free, wandering, or perhaps waiting for something. Merchant: Npcs Back to Concept/Interest Check Project: https://scratch.mit.edu/projects/1326211336