- Jul 6, 2022
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WELCOME TO WINDCLAN! Within this guide, you'll find everything you need to know about our lovely meadow-bound community, in and out of character. If you haven't already, feel free to join our Discord to chat, plot, or ask any questions you need answered. To learn more about WindClan's development so far, check out the clan history!
WindClan is the group of cats that live primarily on the moor in the northwest corner of the territories. They are the fastest cats out of all the clans—some say they can run as fast as the wind they were named for. They are known for their love of open spaces and hatred of water.
Living so close to the Moonstone and with so little trees or shrubs on their territory, they have a firm belief that StarClan watches most closely over them. They rival only SkyClan with their deep knowledge of Twolegs from seeing them at the Horseplace that borders their land.
With their unmatched speed and relentless battle tactics, the agile WindClanners are invaluable allies and horrifying enemies. Although other clans may be stronger, WindClan will always be the most enduring.
LOOKING TO JOIN?
We welcome each and everyone to WindClan! Whether you've just joined TabbyTales or you're far from new, we want to make this community available to anyone. For character creation, you can visit the Typical WindClanner tab to learn about some common tropes when it comes to WindClan cats.
The most common way to join in-character is to BACKWRITE! Compared to other clans, WindClan doesn't usually accept new joiners, so the easiest way to hop into RP is to introduce a character as if they've always been here. (Not sure how to go about this? Check out the Getting Started Guide!)
As Newleaf crests over the moor, bringing more plentiful prey and herbs in its wake, Scorchstar has decided to loosen the restrictions on the clan's joining policy. Now, kits under 6 moons will be accepted into the clan if found at the borders, as long as they are not sick or injured!
If you have a character that doesn't fit the above criteria, you are always more than welcome to pitch an idea for an unconventional joining! Please message Foxlore on site or on Discord to discuss your thoughts.
ANY OTHER QUESTIONS, COMMENTS, OR SUGGESTIONS? Find us at @foxlore and @bellus, we'd love to chat!
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A stoic, highly guarded cat with a sharp gaze, Scorchstar's trust is difficult to earn and nearly impossible to regain once lost. She is intelligent and logical, and scorns emotional decision-making. Named for the scathing way that she often speaks, for the stripes along her pelt, and for the quickness of her paws. Rarely does she lie, both refreshing and brutal in her unfettered honesty. She is stoic for the most part, but her mood can change just as quickly as the wind across the moor.— quoted from scorchstar's bio, written by foxlore
OUTSIDERS
Generally wary of outsiders, most WindClanners avoid interacting directly with rogues, loners, or kittypets. The exception to this are the barncats at Horseplace, who are—on average—on good terms with WindClan.
RIVERCLAN
RiverClan and WindClan are rarely on good terms. Given their tumultuous past, it's common for either clan to keep one another at arm's length.
THUNDERCLAN
At the moment, WindClan and ThunderClan are allies—or at least as close to allies as Scorchstar is willing to be. Over Leafbare, they made a pact to share Fourtrees as hunting grounds.
SHADOWCLAN
Relations between WindClan and ShadowClan are relatively quiet. Though Sootstar (WindClan's first leader) colluded in secret with a now-exiled ShadowClanner, the clans have since kept their distance from one another, with some cats harboring a grudge over their shared pasts.
SKYCLAN
Since they don't share a border, the most that WindClan and SkyClan interact is during the monthly Gathering. At the moment, this distance has amounted to another ambivalent relationship between clans, keeping them out of conflict with one another.
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Official site maps found here!
TERRITORY OVERVIEW
WindClan claims the northwestern part of the clan-forest. Wedged between the Thunderpath and the Gorge, their territory is largely rolling moorland. The peaty, sandy fields are home to vegetation such as heather, gorse, cottongrass, bracken, moss, and various other grasses. A few thorn trees are scattered here or there, along with a handful of low-growing shrubs and rocks—though the land is largely barren of cover. Rabbit and deer trails wind through the spiny vegetation, providing worn-down paths for WindClanners on patrols, along with several small streams and creeks. On the Horseplace and Thunderpath borders are boundaries of large trees, such as rowan and willow.
The moor is almost hollow with tunnels. Whether they were made by underground streams, other animals, or WindClanners themselves, these tunnels can be used to navigate almost any part of WindClan's territory. Tunnelers are the only cats trained to use the tunnels, and can move through their territory without being seen. However, the tunnels are extremely dangerous for cats who are not trained to traverse them.
COMMON THREATS & COMMON PREY
THREATS
☆ Fox
☆ Badger
☆ Dog
☆ Owl
☆ Hawk
☆ Harrier
☆ Adder
☆ Twoleg
PREY
☆ Hare
☆ Rabbit
☆ Mouse
☆ Lark
☆ Thrush
☆ Ouzel
☆ Blackbird
☆ Plover eggs
☆ Lizard
WindClan's camp is located in a shallow, sandy hollow, surrounded in a dense wall of gorse and heather. This natural dip in the moor makes the camp sheltered from wind, yet vulnerable to attack by anyone that can find it. Cats enter and leave through a heather tunnel in the camp wall.
WARRIOR & APPRENTICE "DENS"
There are no actual dens for warriors and apprentices. Rather, WindClan cats prefer to sleep beneath the open sky, and will build their nests close together near the edges of camp. In bad weather they retreat to burrows made by rabbits, foxes, or badgers.
WindClanners primarily make their nests out of heather, adding in moss and clumps of sheep's wool—if they're lucky enough to find some!
THE NURSERY
A small, comfortable den located under a thick gorse bush, dig out beneath the camp's wall.
ELDER'S DEN
Found at the far end of camp, this is another cozy den sheltered beneath the tangled camp wall; its interior is surrounded in heather and moss.
THE MEDICINE CAT'S DEN
Found inside a dark tunnel that opens into a spacious den underground. Its floor is sandy and cool, and the walls are lined with gorse.
THE FRESHKILL PILE
A collection of prey sitting beneath a flat, jutting stone that protects it from the sun.
THE TALLROCK
This is a tall, dark granite boulder in the center of camp, used by leaders to call meetings. Given its great height, the Tallrock can be used as a lookout post to view beyond the camp walls. The leader has a den behind Tallrock, but they might not always choose to use it.
SUN-WARMED POOL
This small, hidden pool is just west of camp, carved within a stretch of slate and surrounded in rushes. The pool itself is very shallow, only covering a grown cat's paws—but it soaks up the sun's heat during the day, and maintains that heat even through the night, keeping the water endlessly warm. It's a popular place to relax or to clean wounds.
ABANDONED BADGER SETT
South of camp lays a tunnel once home to a badger. Though its original inhabitant is long gone, its den is now used by WindClanners for hunting and shelter. During large-scale bouts of sickness, it's typically used as a quarantine zone.
THE GRAVEYARD
This is where deceased WindClanners are buried. Respectably near camp, this flat expanse of land is surrounded by cracked and scattered rocks. A stone marks each grave, typically placed there by the cat's kin. Other grave-goods—like feathers, pebbles, bones, and other trinkets—are also quite common.
In the past, these grave-stones were collected from the Moonstone to signify the deceased's journey to StarClan, and it was seen as disgraceful not to make the trek to Mothermouth for your kin. However, over time this practice has become less and less common.
Burials are reserved only for WindClanners in good standing—you'd be hard pressed to find a grave for any cat considered a traitor.
OUTLOOK ROCK
In between camp and Fourtrees is a large boulder. Cats that stand atop Outlook Rock can see to all ends of WindClan's territory, making it a crucial defensive spot, as well as a popular place to hang out!
RABBIT'S RUN
Winding through the moors are many paths and runs made by sprinting hares. The longest and thus most well-known of these is the Rabbit Run. It stretches from Outlook Rock all the way to Fourtrees, and is the most common route taken to Gatherings.
This narrow path is made up of flattened grass surrounded by heather, gorse, and scrub. In some areas, the vegetation tangles above the path, creating tunnel-like structures where sunlight can filter through.
Rabbit's Run is often used to train apprentices in speed and stamina when chasing prey, and many WindClanners use it as a "highway" through the heathery moors. It even maintains its shape in Leafbare!
FOURTREES
Named for the four huge oak trees—also known as the Great Oaks—that reside here, Fourtrees stands at the center of the forest territories and serves as the Gathering place for all the clans.
A steep-sided clearing leads to a large, jagged rock surrounded by the Great Oaks. This Great Rock is where the clean leaders look down upon the clans and share news during the Gatherings.
This is a scared location under constant truce, where no blood can be shed.
THE GORGE & THE TWOLEG BRIDGE
Most of the RiverClan border is comprised by a deep, craggy gorge, cut into the earth by the river below. Falling into it means certain death—if not from drowning, then certainly the impact of being swept up by the current and going over the waterfall. For this reason, apprentices are typically forbidden from venturing near the Gorge.
If a cat travels along the Gorge long enough, the land will slowly decline until it's once again flat. Beyond the waterfall and its masses of boulders, WindClan's territory comes to a point beside Fourtrees and ThunderClan. Here, a bridge connects WindClan and RiverClan's territories, covering the deep, rushing waters below.
HORSEPLACE
On the opposite end of the territory, WindClan shares a border with a farm. Chicken, cows, sheep, and horses make their home here—along with a family of Twolegs. A wooden fence separates the farm animals from the cats on the moorland.
The farm has a large barn, supporting an area full of haylofts and an undercover area where the animals are kept. To the side of the barn is a house where a pair of elderly Twolegs live—they often leave out food for the cats that live in their barn.
The barncats living here are usually friendly with WindClan, and enjoy hunting the plentiful mice that inhabit the barn with them.
There's also a small pond here which some herbs grow around—if the medicine cat is willing to venture there.
THE THUNDERPATH
This hard, hot black surface holds an acrid smell, stretching across the entirety of the northeastern border. Monsters use the Thunderpath to travel from place to place, making it dangerous to clan cats, as they are sometimes injured or killed by monsters if they wander near—or dare to cross—the road. Despite this, cats must cross the Thunderpath to travel to Highstones.
Beneath the Thunderpath is a Twoleg-made tunnel through which water sometimes flows, but WindClanners don't typically travel through it.
At the far eastern corner of their territory, the intersection of Thunderpaths create WindClan's border with ShadowClan.
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CLAN OVERVIEW
WindClan prides itself on loyalty and resilience. They are strong-willed, fierce, yet can come across as flighty given their tendency to be hyper-aware of their surroundings. Across the forest, WindClan is the most quick-witted of all the clans, and are tough enough to withstand moons of hardship.
In the past, WindClan was ruled by Sootstar, which gave them a reputation of ruthlessness. Some clans still see WindClanners as callous or untrustworthy to this day.
Similarly, WindClanners have been known to be devout followers of StarClan. Due to sleeping beneath the open sky and being closest to the Moonstone, they often boast of having the strongest connection to the stars. But with the increase of non-clan cats within WindClan's ranks, this clan-wide devoutness has started to waver, with levels of spirituality differing from cat to cat.
MOOR RUNNERS & TUNNELERS
There are two types of warriors within WindClan. Although they share many of the same responsibilities, moor runners and tunnelers serve unique functions for the whole of the clan.
In character, kits are assigned either as moor runners or tunnelers during their apprentice ceremony. Out of character, it's completely up to you what you'd like your character to be, AS LONG as they fit the requirements! Please note that it is EXTREMELY UNLIKELY for a moor runner to ever be made a tunneler; however, the reverse may happen if a tunneler cannot fulfill their duties below ground.
MOOR RUNNERS
The rank closest to a "typical" warrior, moor runners make up the bulk of WindClan. Like warriors in other clans, they stay aboveground and are often tasked with patrolling WindClan's borders, showing face to other clans and outsiders, hunting aboveground prey, and keeping a hawk-like eye over the goings-on aboveground. Without moor runners, the clan would be susceptible to attack from clan cats and predators alike.
TUNNELERS
These cats make up WindClan's small, elite team of unique underground warriors. Only the tiniest, skinniest of WindClanners are able to become tunnelers. They're tasked with the difficult and dangerous job of patrolling and hunting within the moorland tunnels. Without tunnelers, WindClan would be without the bountiful prey hidden underground, especially in leaf-bare. The tunneler guide can be found below.
SIZE DIFFERENCE
While clan cats tend to stand around 9-10" at the shoulder, the average WindClan moor runner tends to be 7-8" tall. In comparison, tunnelers can be no taller than 6-7" in order to fit in the tunnels.
BATTLE SKILLS
WindClanners deploy an array of unique strategies on the battlefield, focusing on their unique speed and agility, both within a team and individually! Here are some of the skills that WindClan apprentices are typically taught:
APPROACH YOUR ENEMY FROM ABOVE
☆ Gain high ground.
↳ Wait for the leader of the patrol to give the Attack Tail Signal.
↳ Charge down your high ground; your enemy will be weakened by having to fight uphill.
ATTACK WITH THE SUN
☆ Attack your enemy with the sun behind you, which should dazzle the enemy and block their view.
KNOW WHERE THE WIND IS COMING FROM
☆ If there is a strong wind, it should blow from behind you; that should hold them back and blur their vision with dust. However, if stalking, make sure the wind is blowing toward you, as it could give away your scent if blowing toward your enemy.
CONCEAL THE SIZE OF YOUR FORCE
☆ Have your attackers in sight from a distance.
↳ There are two options: either you can group your warriors together tightly, making you seem like a small attacking force. Your enemy may become overconfident, which is likely to lead to them making poor strategic decisions. Or, if your warriors spread out single-file, it will seem impossible to pass to advancing enemy warriors and may intimidate them.
↳ Attack the enemy.
ATTACK FROM BOTH SIDES
☆ Attack both ends of your enemy's line, leaving the middle cats to fend on two fronts; this will leave them outflanked, vulnerable, and in disarray.
↳ Attack the rest of the enemies until they run.
KEEP WARRIORS IN RESERVE
☆ Always keep strong, fit warriors to replace injured ones.
FEIGN RETREAT AND AMBUSH
☆ A group of strong cats screech and attack the enemy line.
↳ The group of fit cats retreat; repeat this until the enemy line breaks.
↳ Other warriors, usually tunnelers, jump out of rabbit holes and dips in the ground on the other side of the attackers.
↳ Attack from both fronts until the enemy surrenders.
HUNTING SKILLS
WindClanners are smart, swift, and generally capable of chasing down most moorland prey. Cats can dive into burrows to drive out or hunt rabbits. They can also chase birds, leaping fast enough to deliver a killing bite without needing to stalk their prey.
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UPDATED 03 / 13 / 25
All notes listed here are expected to be followed. Scorchstar is very strict about obeying rules, so disobeying laws will typically result in harsh in-character punishments.
- The Warrior Code is to be followed in its entirety. Though Scorchstar will handle code breakers at her own discretion, it is something that she will take seriously.
[*] - Kits will be apprenticed at 6 moons.
[*] - Moor Runners become warriors at 12 moons. Tunnelers become warriors at 16 moons.
[*] - Apprentices may only leave camp alone with their mentor's permission to accomplish chores and day-to-day apprentice tasks.
[*] - It is the norm in WindClan to train with claws unsheathed. No major harm is to be done to an undeserving clan-mate and any cruelty with claws will be cause for a stern lecture from Scorchstar, but she believes that using claws in practice is the best way to learn to use them in battle.
[*] - WindClan's borders are closed. It will be rare to allow any cats into their clan, and those few are limited to characters with plots approved by Foxlore, or long-term characters from other places.
[*] - Twoleg items are not allowed to be worn. Certain Twoleg items are allowed to be collected (shiny baubles, trinkets, etc.), but collars / bandanas / etc. are not allowed to be kept.
[*] - All cats in WindClan are required to take clan names. In the case of joiners, they are immediately given a clan name upon entry by the clan leader.
[*] - Cross-clan romance is NOT allowed, and any characters that are found to have developed these relationships will be distrusted at best (or exiled at worst), even after the romance is cut off.
- The Warrior Code is to be followed in its entirety. Though Scorchstar will handle code breakers at her own discretion, it is something that she will take seriously.
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