I wanted to give a quick overview of the different AUs/projects/rewrites that are going on here!
Clans of the Wild AU/Rewrite: An AU up to Po3, and then a rewrite of Omen of the Stars as well as A Vision of Shadows (renamed Clans of the Wild), which is treated as an epilogue arc.
Features: Hollystar, Hawkfrost redemption arc, and Brambleflower and Squirrelflight’s litter of 5 (Aldershade, Sparkstorm, Goldbreeze, Hawkpool, and Redcloud) changing Clan culture.
Tag: Clans of the Wild
Twin Flames Rewrite: A rewrite of the whole series with the premise that Rusty and Princess are the two kittypets that join WindClan as apprentices early on in Onestar’s Confession; Princess (Wildpaw) ends up in ThunderClan after WindClan is driven from the moors, and Rusty (Firepaw) remains in WindClan.
Features: Wildflame and Sandstar as lesbians, Firestar adopting and raising Onewhisker and Smoke’s kits (Squirrel, Leaf, and Dark), and Power of Four, where each Clan gets a prophesied cat.
Tag: Twin Flames Rewrite
Reincarnation AU: An AU in which StarClan is dedicated to keeping the river of fate running smoothly, and Tigerclaw just keeps tossing boulders into it.
Features: Squirrelflight and Leafpool are Redtail and Spottedleaf reincarnated, and Hollyleaf is reincarnated Hawkfrost.
Tag: Reincarnation AU
Tundra Colonies: An extremely self-indulgent semi-warriors-ification of the Barbie and the Magic of Pegasus.
Features: Fun politics! Magic and lesbians! Wildblaze, who is so tired and doesn’t want to be here!
Tag: Tundra Colonies
Path of the Clans: A Powered by the Apocalypse Warriors table-top roleplaying game I’m developing. Let me know if you want the handbook!
Features: A reputation system and a 2d6-based game.
Tag: Path of the Clans
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Hey! Do you like Warriors and TRPGs?
Well, I’ve been working on a Warriors TTRPG called Path of the Clans! It uses the Powered by the Apocalypse system (uses 2d6) and is intended to be as customizable or non-customizable as you’d like. I’m hoping to release version 1.0 soon, and I want to know what people are looking for in this kind of game. Feel free to message me directly or add some thoughts in a reblog.
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Verily, the Lasombra stand as chieftains and seers, monarchs and sages, warriors and holy men. They weigh with care who merits the Embrace, yet show no mercy to those of their ilk who prove unworthy. Indeed, the sole menace to the dominion of clan Lasombra may well be clan Lasombra itself. Montano, eldest childe of Lasombra, now governs from the distant Castle of Shadows in Sicily, his rule extending as a shadow over his Sire's troubled repose, haunted by visions of darkness and the Abyss.
Deep-rooted in religious fervor, perchance due to their profound affinity with shadows, many among the Clan tread the Path of Heaven. This fervent piety kindles strife within the Clan, turning their gaze inward. In Iberia, the Shadow Reconquista rages—a clash between Christian and Muslim Cainites, dividing the Clan. Its echoes reverberate far beyond Iberia, ensnaring distant allies. Christian Lasombra within the Church rally resources for Christian forces, whilst Muslim brethren seek alliances, especially with the Assamites. They implore their Jewish kin to join their cause, for fear of dire reprisal should Christians seize power in Iberia.
Yet, the schism without mirrors the schism within. The Cainite Heresy festers within the Church, a heretical cult dominated by Lasombra priests and bishops. These apostates claim Cainites, marked by God, akin to angelic beings, with the Curse of Caine sanctifying them. Naturally, even non-Christian Lasombra decry this doctrine as blasphemy, striving to expunge such heresy wherever it takes root.
Moniker: Magisters
Visage: The Clan of Shadows boasts a diverse assembly, with members hailing from Spanish, Italian, Jewish, North African, or Arabian lineages. Most Lasombra garb themselves in opulent attire, bedecked in silks from the Orient, sumptuous French brocades, or the resplendent fabrics of Arabia. Even those within the Church, though it eschews worldly riches, often don regal vestments befitting their high station.
Refuge and Quarry: Some affluent Lasombra opt to dwell amidst their familial estates, masking their true nature to retain control over their holdings. Here, they find ample sustenance amidst kin, servants, and retainers. Others, averse to the complications of concealment amongst throngs of mortals, establish solitary abodes of opulence, sacrificing convenience for secrecy and security. Some adherents of the Cainite Heresy feed upon their congregants, veiling their actions as sacred rites. Nonetheless, such practices demand utmost discretion, lest they incur the wrath of more orthodox Christian Lasombra.
The Embrace: Lasombra often select their progeny from among the affluent, powerful, or politically astute. Yet, Magisters may equally embrace those of humble origins, whose ambition and intellect shine bright. Birth alone cannot gauge one's mettle or capacity for leadership.
Clan Disciplines: Dominate, Obtenebration, Potence
Weaknesses: Lasombra cast no reflection in reflective surfaces, rendering it arduous to conceal their supernatural essence from mortals. Moreover, they recoil from bright light, suffering additional harm from sunlight.
Organization: Within the Clan exists the Amici Noctis, the Friends of Night—an exclusive fraternity admitting only those who have proven their worth to the Clan. Presiding over the Courts of Blood, the Amici Noctis grants leave for Amaranth, serving as the final arbiter of its application. Unsanctioned Amaranth invites swift retribution, as decreed by the Amici Noctis. Predominant in central Europe, Montano staunchly opposes the Friends of Night, forbidding their presence in Sicily and the Castle of Shadows. In Iberia, the Shadow Reconquista impedes the Amici Noctis's authority, rendering it powerless to quell the discord.
Stereotypes:
High Clans: A meaningless distinction, espoused by the equally pointless. Our ascendancy stems from merit, not lineage. Their classification as High or Low speaks volumes of their discernment.
Low Clans: Let other High Clans spurn them. Only a fool rejects a valuable asset or indispensable ally.
Assamites: More akin are we to the Children of Haqim than to most others. Let prejudice blind others. They are honorable and worthy allies.
Ventrue: The Scions misconstrue power and position, to their detriment. Let them pursue lofty ambitions; it renders them pliable.
Followers of Set: Let them strive to revive worship of their defunct deity. Time marches on, and those who resist progress are trampled beneath its stride.
Tzimisce: Godless pagans, one and all. They spurned the chance to forsake their heathen ways. While we acknowledge their might, we cannot place our trust in them.
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So what do your leaders do all day? In the cannon clans it seems like they just sit around at camp all day and let the deputies do all of the work. Until the plot needs them anyway.
Leaders are given 9 lives for a very important purpose; they are supposed to live as their Clanmates do, understand them, and guide them as shining examples of what a warrior should be.
A leader who's inaccessible is considered a failure. Clans can't do anything about this until ASC and it's rare to begin with, but their clan WILL get upset about it.
Patrolling, sparring, hunting, and even cooking are all things a leader should be doing. Is it still very high-pressure? Yes. Ultimate authority rests on them.
So what's a deputy for?
Busywork. Day-to-day decisions that would prevent a leader from actually engaging with clan life. Setting up patrols, gathering news, settling small disputes, etc.
You could consider them a very authoritative secretary. If a Clan is being TOTALLY run by its deputy, that's a problem. If a Clan is BARELY being run by its deputy, that is also a problem.
So, expect to see cats like Firestar just around more often. It's not shocking to see him return from patrol or a little walk, carrying a mouse or two.
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