// THE PREMISE
What this world is
The first folk, the humans, are gone. Animal-folk have spread across the world in their place. The Gilded Coast invites you to enter that world through a character whose nature helps shape how you imagine the adventure.
Choose a strong wolf-folk or bear-folk, a wise raven-folk, a mystical stag-folk, or another animal that interests you. Start with who they are and what they want, then decide where their fantasy story should begin.
// PLAY PROFILE
What this world plays like
Begin by choosing your animal-folk character and a reason to venture out. A desire to explore, prove yourself, or find a place to belong can give the opening a clear direction without deciding the whole story in advance.
You could make the adventure about courage, curiosity, or the contrast between how your character looks and who they hope to become. Choose one immediate aim for the opening, and leave room to discover what lies beyond it.
// 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.
BEFORE YOU ENTER
Choose a first decision
Start with a person you want to meet, a place you want to see, or a problem you want to understand. You make choices through written actions and read the Narrator's response. The people and places above introduce this world; they do not promise a fixed sequence of scenes.
Completed turns save to your account. Review the latest scene and the relevant in-game information when returning. Check current access and Spark allowances before a longer session, and use the player guide for help with saves, artwork, possessions, and other supported features.
Profile updated .
CHECK ACCESS AND SPARK COSTS · CHOOSE A CHARACTER BEFORE PLAY
