// THE PREMISE
What this world is
The first folk (humans) are gone, and now animal-folk have spread across the world. Play as a strong wolf-folk or bear-folk, the wise raven-folk or the mystical stag-folk. Or pick a new animal and carve a fantasy adventure of your own.
// PLAY PROFILE
What this world plays like
Pride of the Gilded Sun and Sovereignty of the Coiled Throne set the terms of life in The Gilded Coast. The pressure between them decides whose roads stay open, whose coin is good, and whose names get spoken in public.
Your first turns find you between Tide-Reach and The Salty Net Inn, close enough to overhear both, far enough that nobody yet expects you to take a side.
// FACTIONS IN MOTION
Principal factions
A powerful and expansionist kingdom of Lion-folk controlling the Gilded Coast. They wield economic power through their monopoly on Sun-Quartz and military might through their disciplined warrior prides, enforcing a rigid interpretation of the Great Harmony that places their totem at the apex.
The ancient and secretive Serpent-folk kingdom ruling from the swamps of the Serpentine Heart. Their power is subtle, based on control of Deep-Venom, masterful alchemy, and a network of spies that extends into every rival court. They see themselves as the true arbiters of the world's balance.
A sprawling merchant guild dominated by pragmatic Raven-folk and resourceful Fox-folk. They control nearly all trade along the major rivers, paying tribute to the Barons while smuggling untaxed goods and selling information to the highest bidder.
A loose confederation of nomadic Wolf-folk packs from the northern mountains. Bound by fierce pack loyalty, they are pragmatic survivors who hunt the great beasts of the tundra and conduct seasonal raids on the northern territories of the landed kingdoms.
A hunted heretical sect that believes the Great Awakening was a curse that severed them from a superior First Folk past. They seek 'purification' by excavating First Folk ruins for forbidden knowledge, often recklessly triggering the psychic horrors of the Mnemonic Cysts in their fanaticism.
// SITES OF RECORD
Places that matter
A small, hardy fishing village nestled along the Fanged Coast, known for its resilience against the coastal storms and the lingering influence of the Whispering Madness. A day's journey south from your current position.
A sturdy, squat building with a sign depicting a leaping salmon. A hub for local fishermen and travelers.
A small, herb-scented shack by the docks in Tide-Reach, home to Mirellia Shell-Mender, the local healer.
A cluster of specialized forges in Tide-Reach, burning with chemical heat, used for rendering whale oil, hardening coral, and other unique processes. Their owners are insular and protective of their trade secrets.
An ancient, moss-covered shrine deep in the eastern Murkwood, its spiritual essence choked by the surrounding blight.
// WHY IT HOLDS UP
Why The Gilded Coast holds up over a long run
The factions, characters, and places on this page are live state the world tracks, not prose written once and forgotten. What you do changes them: what you own, who owes you, who has forgiven you and who has not.
Supported state persists between sessions. Leave for a week and the scene holds; come back and catch-up can resolve relevant elapsed changes. An established promise can remain available for a later consequence, though the Narrator may still phrase a smaller detail loosely.
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