Whiskers: Difference between revisions

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|Thoughtful
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Revision as of 20:32, 16 December 2025

Whiskers are the clever, ingenious mice that act as the colonists of your islands. They inhabit the archipelago after arriving by ship, and build, mantain, and operate its buildings.

Whiskers are historically a working class under the Claws Empire, which is ruled by cats. At the time of Whiskerwood, Whiskers can be either in favor of the Claws Monarchy or rebellious, and their political leanings impact the fate of your colony and if it stays under the cats' thumbs or declares independence.

Education

  • Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.
  • Craftsmanship - Provides an educated Whisker that is more productive at their craft.
    • Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.
    • Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.
  • Scholarly - Educates a Whisker to research technology in the Research Lab.

Traits

Trait Description
Can't Smell No negative thoughts from pollution
Compassionate Does not expect as much for themselves but grows incredibly sad at the death of others
Considerate Does not get offended at Rude comments
Content Has learned to be more content with their current circumstances
Diligent This Whisker works very hard
Gifted Teacher This Whisker can teach others more quickly
Healthy Highly resistant to illness or injury
Heavy Eater Eats one more food per meal
Inquisitive Always asking questions. Learns faster at school
Light Eater Eats one less food per meal
Loner Unhappy if working or sleeping with others
Masochist Is happy to perform hard labor
Monarchist Naturally loyal to the Claws
My Pace This Whisker works at their own pace
Nosey Cares deeply about others yet sometimes asks rude questions
Optimist Chance to double the effect of positive thoughts
Patient Does not see what all the rushing is about, enjoys smelling the roses and appreciating life (-10 move speed)
Perfectionist This Whisker cares deeply about perfect execution (-10 Production Speed)
Pessimist Chance to double the effect of negative thoughts
Rebellious More likely to say rebellious things or repeat such rumours
Rude Chance to make passing Whiskers unhappy
Sickly Less resistant to cold and illness
Slow This Whisker doesn't walk very fast (-15 move speed)
Snores Annoys other Whiskers sleeping in the same home
Strong Shoulders +2 carry capacity
Swift +15 move speed
Thoughtful Their brain is constantly thinking. More likely to have positive and negative thoughts
Unsafe Worker Wears out industrial machinery faster
Warm Core Extra resistant to cold temperatures
Weak This Whisker cannot lift very much (-2 carry capacity)
Weak Knees Strongly dislikes heavy labor and is more likely to get hurt