
Clowder & Crest
Leitmotif (D-C-A-G) is the unifier — it works in any key. Per-track mode + acoustic specs let each piece reach for the emotion it actually needs.
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72 songs
3:01

### Game Over / Starvation
Somber, unresolved, Solo fiddle playing a broken version of the guild motif over a distant cittern drone, The lean-to empty, the guild dissolved, But not quite despair — the motif hints at "another town, another chance, " **Mode:** D Aeolian (true minor) — **BPM:** 50 — **Acoustic:** empty cold space, minimal reverb, The guild motif appears broken — only the first three notes (D-C-A), the fourth never arrives, Think: the final page of a story that isn't the final page, ### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:48

### Game Over / Starvation
Somber, unresolved, Solo fiddle playing a broken version of the guild motif over a distant cittern drone, The lean-to empty, the guild dissolved, But not quite despair — the motif hints at "another town, another chance, " **Mode:** D Aeolian (true minor) — **BPM:** 50 — **Acoustic:** empty cold space, minimal reverb, The guild motif appears broken — only the first three notes (D-C-A), the fourth never arrives, Think: the final page of a story that isn't the final page, ### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
0:21

### Rat Plague Resolved / Rival Defeated (stinger)
Victorious, emotional, Full ensemble swell — fiddle leading, lute and cittern in rhythmic support, bodhrán rolls, hand bells at the peak, **20-30 second non-looping stinger, ** **Mode:** D Phrygian → D Mixolydian (the dread breaks into resolution) — **BPM:** 100 — **Acoustic:** large stone hall, full ensemble, heroic reverb, The guild motif sung triumphantly by the whole ensemble, finally landing on its home chord, Think: the resolution of a crisis
### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
0:16

### Rat Plague Resolved / Rival Defeated (stinger)
Victorious, emotional, Full ensemble swell — fiddle leading, lute and cittern in rhythmic support, bodhrán rolls, hand bells at the peak, **20-30 second non-looping stinger, ** **Mode:** D Phrygian → D Mixolydian (the dread breaks into resolution) — **BPM:** 100 — **Acoustic:** large stone hall, full ensemble, heroic reverb, The guild motif sung triumphantly by the whole ensemble, finally landing on its home chord, Think: the resolution of a crisis
### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
0:11

### New Cat Recruited (stinger)
Triumphant, welcoming, Bright fiddle flourish over a full bodhrán and lute ensemble, **15-20 second non-looping stinger, not a full track, ** **Mode:** D Mixolydian — **BPM:** 120 — **Acoustic:** open stone hall, bright reverb, The guild motif played by the full ensemble as a fanfare, Think: a short celebratory flourish when someone new joins the family, ### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
0:09

### New Cat Recruited (stinger)
Triumphant, welcoming, Bright fiddle flourish over a full bodhrán and lute ensemble, **15-20 second non-looping stinger, not a full track, ** **Mode:** D Mixolydian — **BPM:** 120 — **Acoustic:** open stone hall, bright reverb, The guild motif played by the full ensemble as a fanfare, Think: a short celebratory flourish when someone new joins the family, ### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:17

### Merchant Visit
Playful, exotic, Lively tin whistle with hand bells and finger cymbals, A stranger's caravan pulling into town — modal shifts, unusual intervals, spice in the air, **Mode:** D Phrygian dominant (the augmented 2nd gives the "spice from far away" feel) — **BPM:** 115 — **Acoustic:** open tent flap, slightly echoey, The guild motif tips its hat to the visitor — a brief polite phrase nodded between two ensembles, Think: a traveling peddler arriving unexpectedly, bringing goods from far away, ### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:21

### Merchant Visit
Playful, exotic, Lively tin whistle with hand bells and finger cymbals, A stranger's caravan pulling into town — modal shifts, unusual intervals, spice in the air, **Mode:** D Phrygian dominant (the augmented 2nd gives the "spice from far away" feel) — **BPM:** 115 — **Acoustic:** open tent flap, slightly echoey, The guild motif tips its hat to the visitor — a brief polite phrase nodded between two ensembles, Think: a traveling peddler arriving unexpectedly, bringing goods from far away, ### Shared
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:43

### Day End / Reflection
Contemplative, settled, Slow fiddle melody over a held cittern drone, A day finished, good or bad, **Mode:** D Aeolian (true minor, but resolving softly) — **BPM:** 60 — **Acoustic:** small interior, warm close-mic, The guild motif played as a full cadence — the day's story resolving, A natural pause, Think: a journal entry at the end of a long day, before bed, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:18

### Day End / Reflection
Contemplative, settled, Slow fiddle melody over a held cittern drone, A day finished, good or bad, **Mode:** D Aeolian (true minor, but resolving softly) — **BPM:** 60 — **Acoustic:** small interior, warm close-mic, The guild motif played as a full cadence — the day's story resolving, A natural pause, Think: a journal entry at the end of a long day, before bed, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:37

### Bond Conversation (Fire Emblem-style dialogue)
Quiet, emotional, Single lute line with sparse harp punctuation, Two cats who trust each other enough to speak, **Mode:** A Dorian (relative — lifts away from D for emotional contrast) — **BPM:** 70 — **Acoustic:** intimate close-mic, no reverb, The guild motif appears as gentle bell chimes at moments of connection, Think: Fire Emblem's support conversation music reimagined in a medieval-Celtic register, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:59

### Bond Conversation (Fire Emblem-style dialogue)
Quiet, emotional, Single lute line with sparse harp punctuation, Two cats who trust each other enough to speak, **Mode:** A Dorian (relative — lifts away from D for emotional contrast) — **BPM:** 70 — **Acoustic:** intimate close-mic, no reverb, The guild motif appears as gentle bell chimes at moments of connection, Think: Fire Emblem's support conversation music reimagined in a medieval-Celtic register, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:04

### Chapter 7 — The Inquisition
Hushed, watchful, Low chanting cittern drone with occasional cold bell accents, Being judged by an institution, Quiet dread without despair, **Mode:** D Phrygian (ecclesiastical, judgment-coloured) — **BPM:** 55 — **Acoustic:** enormous stone church, very long reverb tail, The guild motif is whispered rather than sung — a half-hidden prayer inside a stone church, Think: candles, incense, and the eyes of every Inquisitor on every cat in the room, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:24

### Chapter 7 — The Inquisition
Hushed, watchful, Low chanting cittern drone with occasional cold bell accents, Being judged by an institution, Quiet dread without despair, **Mode:** D Phrygian (ecclesiastical, judgment-coloured) — **BPM:** 55 — **Acoustic:** enormous stone church, very long reverb tail, The guild motif is whispered rather than sung — a half-hidden prayer inside a stone church, Think: candles, incense, and the eyes of every Inquisitor on every cat in the room, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:18

### Chapter 6 — The Silver Paws (rival)
Proud and defiant, Dueling fiddle lines trading passages over a driving bodhrán, Two guilds measuring each other across a cobblestone square, **Mode:** D Dorian with unresolved B-flat dissonances on the rival's reply — **BPM:** 110 — **Acoustic:** outdoor square, mid air with sharp cobblestone slap, The guild motif stated firmly and answered by an unresolved echo — the Silver Paws reply, No resolution in the track itself, Think: a standoff
### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:38

### Chapter 6 — The Silver Paws (rival)
Proud and defiant, Dueling fiddle lines trading passages over a driving bodhrán, Two guilds measuring each other across a cobblestone square, **Mode:** D Dorian with unresolved B-flat dissonances on the rival's reply — **BPM:** 110 — **Acoustic:** outdoor square, mid air with sharp cobblestone slap, The guild motif stated firmly and answered by an unresolved echo — the Silver Paws reply, No resolution in the track itself, Think: a standoff
### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:09

### Chapter 5 — Established
Warm, settled, Soft lute picking over a gentle bodhrán pulse, The lean-to is now a guildhall, the stray is now a founder, Contentment without complacency, **Mode:** D Dorian — **BPM:** 80 — **Acoustic:** large stone hall, comfortable reverb, The guild motif opens as a confident flourish and recurs as a reassuring refrain, Think: sitting by the hearth after a long winter, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:42

### Chapter 5 — Established
Warm, settled, Soft lute picking over a gentle bodhrán pulse, The lean-to is now a guildhall, the stray is now a founder, Contentment without complacency, **Mode:** D Dorian — **BPM:** 80 — **Acoustic:** large stone hall, comfortable reverb, The guild motif opens as a confident flourish and recurs as a reassuring refrain, Think: sitting by the hearth after a long winter, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:33

### Chapter 3 — The Rat Plague
Urgent, oppressive, Low cittern drone under staccato bodhrán alarm bursts, The town falling, the guild rallying — tension without relief, **Mode:** D Phrygian (the flat-2 gives the siege/dread feel) — **BPM:** 100 — **Acoustic:** muffled, claustrophobic — like inside thick walls during a siege, The guild motif played defiantly on a lone fiddle above the drone, refusing to be swallowed, Think: the sound of something precious under threat, and the peo
### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:37

### Chapter 3 — The Rat Plague
Urgent, oppressive, Low cittern drone under staccato bodhrán alarm bursts, The town falling, the guild rallying — tension without relief, **Mode:** D Phrygian (the flat-2 gives the siege/dread feel) — **BPM:** 100 — **Acoustic:** muffled, claustrophobic — like inside thick walls during a siege, The guild motif played defiantly on a lone fiddle above the drone, refusing to be swallowed, Think: the sound of something precious under threat, and the peo
### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:02

### Chapter 2 — The Crew
Hopeful, warming, Gentle lute melody over a soft bodhrán heartbeat, The sound of "we" replacing "I" — two cats sharing a small meal under a proper roof, Modest triumph, **Mode:** D Aeolian → D Dorian (the track brightens halfway through) — **BPM:** 85 — **Acoustic:** small stone room, intimate, The guild motif played as a duet between fiddle and cittern — no longer solo, Think: the second cat answering the first, finally, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:09

### Chapter 2 — The Crew
Hopeful, warming, Gentle lute melody over a soft bodhrán heartbeat, The sound of "we" replacing "I" — two cats sharing a small meal under a proper roof, Modest triumph, **Mode:** D Aeolian → D Dorian (the track brightens halfway through) — **BPM:** 85 — **Acoustic:** small stone room, intimate, The guild motif played as a duet between fiddle and cittern — no longer solo, Think: the second cat answering the first, finally, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:58

### Operations Hall (room)
Focused, strategic, Steady cittern pulse with a measured lute counterpoint, Maps unrolled, jobs assigned, decisions weighed, **Mode:** D Dorian — **BPM:** 85 — **Acoustic:** medium stone room, modest reverb, The guild motif recurs quietly as a bass line, grounding the thought, Think: a war table by candlelight, but the war is running a guild, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:34

### Operations Hall (room)
Focused, strategic, Steady cittern pulse with a measured lute counterpoint, Maps unrolled, jobs assigned, decisions weighed, **Mode:** D Dorian — **BPM:** 85 — **Acoustic:** medium stone room, modest reverb, The guild motif recurs quietly as a bass line, grounding the thought, Think: a war table by candlelight, but the war is running a guild, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:49

### Kitchen & Pantry (room)
Warm, domestic, Gentle bodhrán pulse like a simmering pot, soft lute melody weaving through, The sound of fish stew and friendship, **Mode:** D Dorian — **BPM:** 80 — **Acoustic:** small kitchen, warm close-mic, The guild motif echoes between lute and tin whistle, Think: a small kitchen in winter with something good on the stove and cats waiting by the door, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:49

### Kitchen & Pantry (room)
Warm, domestic, Gentle bodhrán pulse like a simmering pot, soft lute melody weaving through, The sound of fish stew and friendship, **Mode:** D Dorian — **BPM:** 80 — **Acoustic:** small kitchen, warm close-mic, The guild motif echoes between lute and tin whistle, Think: a small kitchen in winter with something good on the stove and cats waiting by the door, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:18

### Sleeping Quarters (room)
Intimate, restful, Soft harp arpeggios over the quietest possible cittern hum — barely there, more ambience than music, **Mode:** D Dorian — **BPM:** 50 — **Acoustic:** small straw-floored room, dry intimate close-mic, The guild motif appears as a single delicate fiddle phrase at the end, like a lullaby being hummed, Think: moonlight through a small window onto straw bedding, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:30

### Sleeping Quarters (room)
Intimate, restful, Soft harp arpeggios over the quietest possible cittern hum — barely there, more ambience than music, **Mode:** D Dorian — **BPM:** 50 — **Acoustic:** small straw-floored room, dry intimate close-mic, The guild motif appears as a single delicate fiddle phrase at the end, like a lullaby being hummed, Think: moonlight through a small window onto straw bedding, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:53

### Dawn Parapets (ambient variant)
Hopeful, waking, Rising lute arpeggios over held cittern tones, Sunrise on a watchtower — the town stirring below, a new day beginning, **Mode:** D Mixolydian — **BPM:** 75 — **Acoustic:** outdoor stone battlements, mid air, The guild motif rises into the dawn on a bright tin whistle line, Think: first light on stone battlements, cats on the morning watch, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:44

### Dawn Parapets (ambient variant)
Hopeful, waking, Rising lute arpeggios over held cittern tones, Sunrise on a watchtower — the town stirring below, a new day beginning, **Mode:** D Mixolydian — **BPM:** 75 — **Acoustic:** outdoor stone battlements, mid air, The guild motif rises into the dawn on a bright tin whistle line, Think: first light on stone battlements, cats on the morning watch, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:22

### Castle Halls (ambient variant)
Dignified, echoing, Slow cittern drone under a sustained fiddle line, Stone arches, tapestries, footsteps in a long corridor, **Mode:** D Dorian — **BPM:** 65 — **Acoustic:** large stone court, long reverb, The guild motif plays as a distant harp refrain, as if from another room, Think: a medieval court where cats have business, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:52

### Castle Halls (ambient variant)
Dignified, echoing, Slow cittern drone under a sustained fiddle line, Stone arches, tapestries, footsteps in a long corridor, **Mode:** D Dorian — **BPM:** 65 — **Acoustic:** large stone court, long reverb, The guild motif plays as a distant harp refrain, as if from another room, Think: a medieval court where cats have business, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:09

### Town Map — Dusk / Night
Softer, watchful, Slow lute with distant harp accents, Lantern light, empty cobblestones, the day winding down, **Mode:** D Aeolian — **BPM:** 65 — **Acoustic:** empty street at night, wide ambient reverb, The guild motif plays low and quiet on lute, Think: walking home through a town after the crowds have thinned, A fitting contrast to the daytime market track, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:23

### Town Map — Dusk / Night
Softer, watchful, Slow lute with distant harp accents, Lantern light, empty cobblestones, the day winding down, **Mode:** D Aeolian — **BPM:** 65 — **Acoustic:** empty street at night, wide ambient reverb, The guild motif plays low and quiet on lute, Think: walking home through a town after the crowds have thinned, A fitting contrast to the daytime market track, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:51

### Town Map — Market Day
Bustling, cheerful, Lively tin whistle over a plucky lute rhythm with hand drums keeping pace, Merchants haggling, children running, the guild's cats on the job, **Mode:** D Mixolydian — **BPM:** 100 — **Acoustic:** open square, outdoor air, The guild motif surfaces in the cittern bass line as the cats pass through, Think: a walk through a medieval town that knows your name, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:52

### Town Map — Market Day
Bustling, cheerful, Lively tin whistle over a plucky lute rhythm with hand drums keeping pace, Merchants haggling, children running, the guild's cats on the job, **Mode:** D Mixolydian — **BPM:** 100 — **Acoustic:** open square, outdoor air, The guild motif surfaces in the cittern bass line as the cats pass through, Think: a walk through a medieval town that knows your name, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:52

### Guildhall — Main Hub
Warm, unhurried, Gentle lute picking over a soft cittern drone, occasional bodhrán heartbeat, Cats napping, hearth crackling, the day's weight lifted, **Mode:** D Dorian — **BPM:** 72 — **Acoustic:** small stone hall interior, warm reverb, The guild motif plays once softly on lute, as if from memory, Think: a quiet evening inside stone walls while rain falls outside, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:57

### Guildhall — Main Hub
Warm, unhurried, Gentle lute picking over a soft cittern drone, occasional bodhrán heartbeat, Cats napping, hearth crackling, the day's weight lifted, **Mode:** D Dorian — **BPM:** 72 — **Acoustic:** small stone hall interior, warm reverb, The guild motif plays once softly on lute, as if from memory, Think: a quiet evening inside stone walls while rain falls outside, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:52

### Title Screen
Reverent, promising, Held cittern drone with a slow harp arpeggio that rises then settles, The whole "guild identity" distilled — quiet, noble, patient, **Mode:** D Dorian — **BPM:** 60 — **Acoustic:** stone hall, medium reverb, The guild motif rings out clearly at the end as a hand-bell chime, Think: the logo card of a story about finding home, Sits gracefully beneath UI, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:29

### Title Screen
Reverent, promising, Held cittern drone with a slow harp arpeggio that rises then settles, The whole "guild identity" distilled — quiet, noble, patient, **Mode:** D Dorian — **BPM:** 60 — **Acoustic:** stone hall, medium reverb, The guild motif rings out clearly at the end as a hand-bell chime, Think: the logo card of a story about finding home, Sits gracefully beneath UI, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:04

### Prologue — The Storm (intro) - created
Somber, foreboding, Low tin whistle drone over distant bodhrán thunder rolls, Rain on cobblestones — a lone wet wildcat seeking shelter, Sparse, lonely, no hope yet, **Mode:** D Aeolian — **BPM:** 70 — **Acoustic:** open street in heavy rain, distant thunder, The guild motif (D-C-A-G) is born at the end on a single soft harp phrase, like a seed planted, Think: the opening of a fairy tale about a cat who has nothing but tomorrow, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:49

### Prologue — The Storm (intro) - created
Somber, foreboding, Low tin whistle drone over distant bodhrán thunder rolls, Rain on cobblestones — a lone wet wildcat seeking shelter, Sparse, lonely, no hope yet, **Mode:** D Aeolian — **BPM:** 70 — **Acoustic:** open street in heavy rain, distant thunder, The guild motif (D-C-A-G) is born at the end on a single soft harp phrase, like a seed planted, Think: the opening of a fairy tale about a cat who has nothing but tomorrow, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:26

### Courier Run (Auto-Scroller)
Energetic, forward-driving, Fast strummed lute with a running bass line on cittern, Pure momentum — feet pounding cobblestones, **Mode:** D Mixolydian — **BPM:** 140 — **Acoustic:** outdoor street, mid air, The guild motif rides the bass line throughout, Think: medieval parkour, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
1:46

### Courier Run (Auto-Scroller)
Energetic, forward-driving, Fast strummed lute with a running bass line on cittern, Pure momentum — feet pounding cobblestones, **Mode:** D Mixolydian — **BPM:** 140 — **Acoustic:** outdoor street, mid air, The guild motif rides the bass line throughout, Think: medieval parkour, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:19

### Heist (Lock Picking)
Clockwork, mechanical, Ticking woodblock percussion with metallic bell twangs — precise, careful manipulation, **Mode:** D Mixolydian — **BPM:** 105 — **Acoustic:** dry close-mic, metallic, The guild motif clicks out on bell twangs near the loop point, Think: a music box crossed with a medieval clock shop, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:46

### Heist (Lock Picking)
Clockwork, mechanical, Ticking woodblock percussion with metallic bell twangs — precise, careful manipulation, **Mode:** D Mixolydian — **BPM:** 105 — **Acoustic:** dry close-mic, metallic, The guild motif clicks out on bell twangs near the loop point, Think: a music box crossed with a medieval clock shop, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:02

### Scent Trail (Hot/Cold Search)
Mysterious, curious, Pizzicato fiddle with a wandering melody that hesitates and doubles back, **Mode:** D Dorian — **BPM:** 95 — **Acoustic:** cobblestone alley, mid-distance, The guild motif surfaces in pizzicato fragments throughout, Think: detective noir meets medieval cloister, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:30

### Scent Trail (Hot/Cold Search)
Mysterious, curious, Pizzicato fiddle with a wandering melody that hesitates and doubles back, **Mode:** D Dorian — **BPM:** 95 — **Acoustic:** cobblestone alley, mid-distance, The guild motif surfaces in pizzicato fragments throughout, Think: detective noir meets medieval cloister, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
3:18

### Ritual (Simon Says)
Sacred and reverential, Sustained fiddle tones like a choir, gentle bell chimes on each sequence step, Ethereal, solemn, **Mode:** D Dorian — **BPM:** 60 — **Acoustic:** cathedral interior, long reverb tail, The guild motif rings as a four-bell sequence at the loop point, Think: Gregorian chant distilled to its simplest elements, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
2:58

### Ritual (Simon Says)
Sacred and reverential, Sustained fiddle tones like a choir, gentle bell chimes on each sequence step, Ethereal, solemn, **Mode:** D Dorian — **BPM:** 60 — **Acoustic:** cathedral interior, long reverb tail, The guild motif rings as a four-bell sequence at the loop point, Think: Gregorian chant distilled to its simplest elements, ### Shared Block (game sound identity)
Medieval/Celtic acoustic only — no synths, no electric, no vocals, Palette: lute, cittern, fiddle, bodhrán, tin whistle, harp, hand bells (use what fits — sparser is better than crowded), Always include the 4-note guild motif D-C-A-G somewhere — melody, bass line, or bell chime, Each track has its own mode, BPM, and acoustic space — those are specified per-track below, 30-45s seamless loop; final bar thins to 1-2 instruments matching the opening, Leave headroom for SFX
