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Created page with "{{NightcatsHeader}} <div class="nightcats-theme"> = Nightcats = ''A Sword-and-Sorcery Setting of Jungles, Ruins, River Kingdoms, and Ancient Dread'' ''Nightcats'' is a world of steaming jungles, half-buried cities, forgotten gods, venomous courts, savage rivers, and old stones that remember too much. It is a setting of desperate expeditions, moonlit blades, painted idols, crumbling temples, and ancient evils that sleep lightly beneath the roots of the world. Heroes i..."
 
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= Nightcats =
= Nightcats =


''A Sword-and-Sorcery Setting of Jungles, Ruins, River Kingdoms, and Ancient Dread''
''A Sword-and-Sorcery Setting of Jungles, Ruins, River Kingdoms, and Ancient Dread for '' Barbarians of Lemuria


''Nightcats'' is a world of steaming jungles, half-buried cities, forgotten gods, venomous courts, savage rivers, and old stones that remember too much. It is a setting of desperate expeditions, moonlit blades, painted idols, crumbling temples, and ancient evils that sleep lightly beneath the roots of the world.
''Nightcats'' is a world of steaming jungles, fallen cities, half-swallowed roads, river kingdoms, painted idols, moonlit blades, and old stones that remember too much. It is a setting of ambush, treasure, betrayal, temple-robbing, and desperate courage in places where civilization is narrow and the wilderness is vast.


Heroes in ''Nightcats'' are not wandering farm boys or chosen ones. They are thieves, scouts, mercenaries, hunters, dancers, caravan guards, pirates, priests, exiles, and tomb-robbers—capable, dangerous people already in motion when play begins.
At its heart lies '''Jhelum''', a hot and dangerous land of great rivers, crowded cities, jungle frontiers, and ancient powers. Beyond its roads and courts stretches a green immensity filled with beasts, ruins, forgotten shrines, and things older than memory.


In Jhelum, civilization clings to riverbanks, jungle roads, and old walls while the green world presses in from every side. Sorcery is feared, the gods are many, and treasure is almost always cursed.
And within Jhelum’s margins broods the setting’s greatest and most terrible landmark: the '''[[Sea of Blood]]'''. Vast, inland, and red as a wound beneath the sun, it is both trade road and menace, a barbaric inland sea whose waters touch pirate ports, old kingdoms, ruined shores, and secrets better left drowned. The Sea of Blood is one of the great horizons of the setting—beautiful, infamous, and never wholly safe.
 
''Nightcats'' are not farm boys awaiting destiny. They are already in motion when play begins: scouts, thieves, priests, mercenaries, caravan guards, hunters, dancers, sailors, exiles, pirates, and tomb robbers. They are capable people thrown into danger, avarice, splendour, and dread.


== Start Here ==
== Start Here ==


* [[Character Creation]]
* [[Nightcats Character Creation|Character Creation]]
* [[Careers]]
* [[Nightcats Careers|Careers]]
* [[Boons]]
* [[Nightcats Boons|Boons]]
* [[Flaws]]
* [[Nightcats Flaws|Flaws]]
* [[Name Generators]]
* [[Nightcats Name Generators|Name Generators]]
* [[Peoples]]
* [[Nightcats Peoples|Peoples]]


== Setting Overview ==
== The Setting ==


* [[Peoples of Jhelum]]
* [[Jhelum]]
* [[Sea of Blood]]
* [[Customs of Jhelum]]
* [[Customs of Jhelum]]
* [[Sorcery and Divinity in Jhelum]]
* [[Nightcats Magic and Divinity|Magic and Divinity]]
* [[Nightcats Tools]]
* [[Nightcats Tools|Nightcats Tools]]
* [[:Category:Nightcats Locations|Locations]]
* [[:Category:Nightcats Organizations|Organizations]]


== Adventures and Play ==
== Adventures and Play ==


''Nightcats'' is built for bold, fast-moving sword-and-sorcery play:
''Nightcats'' is built for bold, fast-moving sword-and-sorcery adventure:
* jungle expeditions
* jungle expeditions
* temple robberies
* temple robberies
* river journeys
* river journeys
* pirate voyages on the Sea of Blood
* court intrigues
* court intrigues
* betrayals and vendettas
* feuds, vendettas, and betrayals
* desperate fights in torchlight
* torchlit battles in forgotten places
* strange cults and older things beneath the earth
* cults, sorcerers, and older things beneath the earth


== Tone and Inspirations ==
== Tone and Inspirations ==


The tone of ''Nightcats'' draws on classic sword-and-sorcery, jungle adventure fiction, ancient Indian influences, lost-world romance, and pulp danger. It is a setting of beauty and menace, where splendor and brutality sit side by side.
The tone of ''Nightcats'' draws on classic sword-and-sorcery, jungle adventure fiction, lost-world romance, and Indian-inspired antiquity. It is a world of splendour and menace, where gold glitters in ruined sanctuaries, kings rule behind carved walls, the jungle swallows empires, and the gods are never entirely absent.


== Browse Nightcats ==
== Browse Nightcats ==
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* [[:Category:Nightcats Organizations|Organizations]]
* [[:Category:Nightcats Organizations|Organizations]]
* [[:Category:Nightcats]]
* [[:Category:Nightcats]]
* [[:Category:Characters]]
* [[:Category:Settings|Settings]]
* [[:Category:Locations]]
* [[:Category:Organizations]]


== Current State ==
== Current State ==


The ''Nightcats'' section of the Codex is under active expansion as material is migrated, revised, and brought into its new structure.
The ''Nightcats'' section of the Codex is under active expansion as material is migrated, revised, and reorganized into its new form.


</div>
</div>
[[Category:Nightcats]]
[[Category:Nightcats]]
[[Category:Settings]]
[[Category:Settings]]

Revision as of 15:18, 23 March 2026

Nightcats
Nightcats


Nightcats

A Sword-and-Sorcery Setting of Jungles, Ruins, River Kingdoms, and Ancient Dread for Barbarians of Lemuria

Nightcats is a world of steaming jungles, fallen cities, half-swallowed roads, river kingdoms, painted idols, moonlit blades, and old stones that remember too much. It is a setting of ambush, treasure, betrayal, temple-robbing, and desperate courage in places where civilization is narrow and the wilderness is vast.

At its heart lies Jhelum, a hot and dangerous land of great rivers, crowded cities, jungle frontiers, and ancient powers. Beyond its roads and courts stretches a green immensity filled with beasts, ruins, forgotten shrines, and things older than memory.

And within Jhelum’s margins broods the setting’s greatest and most terrible landmark: the Sea of Blood. Vast, inland, and red as a wound beneath the sun, it is both trade road and menace, a barbaric inland sea whose waters touch pirate ports, old kingdoms, ruined shores, and secrets better left drowned. The Sea of Blood is one of the great horizons of the setting—beautiful, infamous, and never wholly safe.

Nightcats are not farm boys awaiting destiny. They are already in motion when play begins: scouts, thieves, priests, mercenaries, caravan guards, hunters, dancers, sailors, exiles, pirates, and tomb robbers. They are capable people thrown into danger, avarice, splendour, and dread.

Start Here

The Setting

Adventures and Play

Nightcats is built for bold, fast-moving sword-and-sorcery adventure:

  • jungle expeditions
  • temple robberies
  • river journeys
  • pirate voyages on the Sea of Blood
  • court intrigues
  • feuds, vendettas, and betrayals
  • torchlit battles in forgotten places
  • cults, sorcerers, and older things beneath the earth

Tone and Inspirations

The tone of Nightcats draws on classic sword-and-sorcery, jungle adventure fiction, lost-world romance, and Indian-inspired antiquity. It is a world of splendour and menace, where gold glitters in ruined sanctuaries, kings rule behind carved walls, the jungle swallows empires, and the gods are never entirely absent.

Browse Nightcats

Current State

The Nightcats section of the Codex is under active expansion as material is migrated, revised, and reorganized into its new form.