Clauses
Clauses are divided between gameplay rules and random rolls that determine various outcomes of your Clan, making the survival of reaching Moon 1200 more difficult than playing without the additional restrictions. Listed below are two types of clauses: locked clauses and elective clauses.
Locked clauses are required to complete this challenge while elective clauses are optional addons.
For clauses that have a randomized outcome, you can find the generator for quick outcomes here. Otherwise, all you will need is a twenty-sided die (1d20) to determine the outcomes should you want to manually complete them.
Locked Clauses
- Focus Clause: At the start of every year, change the warrior's den focus.
- 1-2: Business as Usual
- 3-4: Feeding the Clan
- 5-6: Assisting with Herb Gathering
- 7-8: Threatening Outsiders
- 9-10: Entreating with Outsiders
- 11-12: Resting and Recovering
- 13-14: Sabotaging other Clans
- 15-16: Helping Other Clans
- 17-18: Raiding Other Clans
- 19-20: Hoarding Resources
- Message Clause: At the start of every year, decide what type of message the ancestors sent to the medicine cat at their half-moon meeting. Use this generator to determine what the message is about.
- 1-5: Prophecy
- 6-10: Omen
- 11-15: Vision
- 16-20: Dream
- Life Clause: Every moon, roll for whether the leader loses none, one or a few lives.
- 1-5: Leader loses two lives.
- 6-10: Leader loses one life.
- 11-20: Leader does not lose a life.
- Mediator Clause: Every moon, all mediators must either mediate or sabotage a relationship.
- Gathering Clause: Every moon, the Clan must attend the Gathering. Randomize the inter-Clan interaction and the type of attitude the leader takes.
- Interaction
- 1-5: Rival Clan
- 6-15: Neutral Clan
- 16-20: Allied Clan
- Attitude
- 1-10: Provoke/Antagonize
- 11-20: Befriend/Praise
- Ranking Clause: There must always be at least one medicine cat and mediator in the Clan. Selecting from the warrior and warrior's apprentice ranks:
- 1-10: Select random warrior.
- 11-20: Select random apprentice.
- Newborn Clause: The health status of newborn kittens that either are born or join the Clan.
- 1-10: Newborn dies of weakness or is stillborn.
- Rename them Unnamed Kitten and kill them.
- 11-20: Newborn lives through birth.
- Do not change their name and keep them as is.
- Kitten Clause: Survival of kittens between one to five moons.
- 1-10: Kitten dies of weakness.
- Manually kill the kitten.
- 11-20: Kitten lives another moon.
- Ailment Clause: Whether a cat dies from a severe illness or injury. Continue until you have to manually kill them or the system heals them. Severe illnesses are redcough, greencough, kittencough, seizure, and severe injuries are head damage, and a broken back.
- 1-10: Cat dies from sickness or injury.
- 11-20: Cats survives another moon.
- Elder Clause: After reaching one hundred moons, check if a Clancat dies of old age or lives another moon.
- 1-10: Dies of old age.
- 11-20: Lives another moon.
- Patrol Clause: Send all your experienced warriors out on border patrols by themselves, always proceeding unless they:
- Are expecting but can still perform their duties.
Send them out alone on a training patrol.
Are training an apprentice.
Send them out on a training patrol with their apprentice.
Have less than one hundred exp.
Send them out alone on a training patrol.
Newcomer Clause: When an outsider joins, have them go on a border patrol alone regardless of their experience unless they are:
- An expecting or nursing queen.
- An apprentice.
- Are sick or injured.
Apprentice Clause: Send all your apprentices out on training patrols with their mentor. If their mentor is unavailable (such as being sick, injured, expecting or missing) then assign them a temporary mentor.
Assessment Clause: Recently graduated warriors must go on a border patrol alone.
Recruitment Clause: An outsider can only be invited once. If they reject the offer or the Clan is unable to locate them, they must be driven off or hunted down. Continue either hunting them down or driving them off until you are successful or they are brought into the Clan.
- 1-10: Hunt down
- 11-20: Drive off
Elective Clauses
- Interest Clause: Upon turning twenty-four moons, determine if a cat wishes to have a mate and kits.
- 1-10: Does not want a mate or have kits.
- 11-20: Wants to have a mate and have kits.
- Prefix Clause: Cats can only take one prefix. Once a Clancat has taken that prefix, it cannot be used by any other cat.
- Suffix Clause: Kittens and apprentices earn their full name after dying. Apprentices will earn the suffix of their mentor after graduating.
- Culture Clause: Create a list of the skills and traits that the Clan deems as social values or social taboos, enforcing this by either rank classification/status or eligibility to stay in Clan.
- Queen Clause: If a queen stays a permanent queen or returns to their duties.
- 1-10: Becomes a permanent queen.
- 11-20: Returns to their duties.
- Do not switch role to mediator.
- Judgement Clause: The type of law that is broken and severity of punishment when a cat has a codebreaking event.
- Classification:
- 1-2: Social Law
- Enforced social behaviors and privileges.
- 3-4: Religious Law
- Spiritual practices and ways of worship.
- 5-6: External Law
- External relations and outsider stigmas.
- 7-8: Traditional Law
- Cultural rituals and historical celebrations.
- 9-10: Familial Law
- Family dynamics and kinships.
- 11-12: Criminal Law
- Code breaking and criminal acts.
- 13-14: Ranking Law
- Duties and responsibilities of a rank.
- 15-16: Moral Law
- Moral beliefs and societal values.
- 17-18: Safety Law
- Territorial protection and resource gathering.
- 19-20: Enforcement Law
- Administration, interpretation or alteration of the laws.
- Enforcement:
- 1-2: Immediate Execution
- Cat is killed for breaking a law.
- 3-4: Permanent Exilement
- Cat is permanently exiled from Clan.
- 5-6: Temporary Banishment
- Cat is temporarily exiled for 1d20 moons.
- 7-8: Camp Confinement
- Cat cannot patrol for 1d20 moons.
- 9-10: Permanent Demotion
- 11-12: Temporary Demotion
- Change rank of cat for 1d20 moons.
- 13-14: Social Offense
- Cat is ostracized by Clanmates but remains unaffected.
- 15-16: Questionable Offense
- Cat's actions are overlooked despite breaking law.
- 17-18: False Accusation
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- Cat is falsely accused of breaking a law.
- 19-20: Overlooked Offense
- Cat is ignored and not punished for breaking a law.
- Loyalty Clause: The allegiance of a cat when they are lost, caught outside the borders, meet with a cat from outside the Clan or think they are not meant to be in the Clan.
- 1-10: Cat leaves the Clan.
- Change cat to either a loner, kittypet, rogue or other Clan (mark as "rogue" if not on dev version).
- 11-20: Cat stays in the Clan.
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- Do not change the cat's status.
- Adoption Clause: Whenever an abandoned or orphaned kitten joins the Clan, they must be adopted by a Clancat who cannot perform their duties until the kitten becomes an apprentice.
- Path Clause: Decide the future rank of a newborn kitten either randomly or by skill interest.
- 1-4: Medicine Cat
- 5-9: Mediator
- 10-20: Warrior
- Trial Clause: When a Clancat dies, excluding any kittens, determine whether they remain StarClan or are sent to the Dark Forest. Automatically send exiled Clancats to the Dark Forest.
- 1-10: Send to the Dark Forest.
- 11-20: Keep in StarClan.
- Origin Clause: If a cat of outsider or half Clan roots has a physical appearance similar to a living cat who could have given birth to them/sired them, make them the unknown second parent.
- Otherwise, always create the other parent, adding them into the other Clan’s save as a member or an outsider.
- Depopulation Clause: Once there are three pages of living cats, generate the type of mass extinction event then randomize who dies during a mass extinction event here. Continue this every moon until you get to two pages of cats.
- 1-5: Mass Illness
- 6-10: Natural Disaster
- 11-15: Rival Clan Camp Ambush
- 16-20: Rogue Camp Ambush
- Encounter Clause: After encountering and surviving an encounter with a wild animal, code in a scar they earned from the encounter.