Death is as powerful a weapon
as it is an easy escape.
Heroes can pass into legends,
legends into myths.
Myths fuel new heroes.
—The last recorded words of the Black Axe, Champion of the Mouse Guard
A game based on the comics by David Petersen. I recommend them to anyone as they a great books to read. I'm also incorporating aspects from the RPG game created by Luke Crane, the guy who did The Burning Wheel. While I like The Burning Wheel it isn't one of my favorite systems. This will be done in the normal forum format, without dice and simply a continuation of storyline between players.
Mouse Guard takes place in a world where humanity doesn't exist, and many animals are sentient. Players take on the role of a mouse hero struggling against the wild, the seasons, and his own mouse nature.
The Mouse Guard "Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail."
- Mouse Proverb
In the not too distant past, mice lived in tiny tree hollows, under logs, in stone cracks and other wayward, forgotten places. They lived scattered across the wild without community or support. They were hunted by predators, subject to harsh weather, and had few supplies to sustain them in the face of calamity. In fact, these mice were far more likely to perish from depredation, exposure, illness or starvation than live a long, prosperous life. Against the overwhelming forces of nature, a few disparate groups made a stand. They staked a claim on a handful of safe patches of wilderness. As word of these safe havens traveled, other mice flocked to them. The most famous settlement grew quickly from a hiding place to an outpost
to a fortification and finally to a citadel—fortified walls surrounding a prosperous town, defended by a dedicated guard. This place is now called Lockhaven, and it is the center of what is known as the Mouse Territories.
As Lockhaven became more and more secure, its guardians reached out to other settlements. At first, the Lockhavenites tried to bring everyone they found back to the safety of their city. Many came, but many also would not. Other communities, perhaps less safe but still prosperous, had formed in the wild. They were reluctant to leave what they had begun, despite their precarious position. There was a debate within the ranks of Lockhaven’s guardians. What to do about these other settlements? Should they be forcibly moved? Should they be abandoned? In the end, the guardians decided there was only one true answer: Lockhaven must use her strength to defend and support these communities. All mice must prosper or all mice will fail.
Therefore, these guardians struck out to the distant settlements, marking paths and noting which directions gave them more cover, better viewpoints and quicker routes. These brave, selfless mice quickly became known as the Mouse Guard. As their numbers grew and their protection was extended and came to be relied upon, the far-flung settlements did indeed prosper.
In the wilds between the settlements, all mice agree, the Mouse Guard is the law. But, in the mouse towns, the Guard only has as much authority as that town’s government allows. Most settlements welcome guardmice but many defer to their own lawmice and protectors. Some places even force visiting guardmice to turn over their weapons at the gates of their settlement. The Guard is responsible for its own survival as an organization. While it is supported by various towns with gifts and donations, it takes no tithes or taxes. The Mouse Guard undertakes its duties as sacred obligations. If every mouse in the Territories turned their back on them, these selfless guardians would still spend their last breath defending and protecting them.
The Guard's Oath
The following is the oath that all mice must swear when they are inducted into the ranks of the Guard.
We as Guard offer all
that we are to protect the sanctity
of our species, the freedom of
our kin, and the honor of our
ancestors. With knowledge,
sword, and shield, we do these
deeds, never putting a lone
mouse above the needs of all, or
the desire of self above another.
We strive for no less than to
serve the greatest good.
The Duties of the Mouse Guard "Send any mouse to do the job,
it may or may not be done.
Ask the Guard to do the task,
even death cannot prevent it from completion."
- Mouse Proverb
Patrolling
The Guard never know when they will be needed or where, so the Guard patrol the known paths and visit towns to offer their services. Patrols are meant to survey the Territories and keep the Guard circulating between the settlements. Guardmice often spend more time away from Lockhaven than in it. They live in the open country. They stay for short visits at settlements before moving on. A patrol will normally have a route it follows or an itinerary left at Lockhaven so the gate-watch of Lockhaven can keep tabs on it.
Pathfinding and Clearing
Weather and growth can make a once passable and safe route unusable. The Guard clears paths for mice and makes them less inviting for predators.
Trail Blazing
There are times when new trails and paths need to be made. The Guard sends out mice to not only make the path, but make sure it meets a standard: Paths should provide cover, plenty of places to hide, access to food and water, etc.
Delivering Mail
Messages from heads of town, the Guard’s Matriarch or common townsmice need to be delivered. Because there are few means of communication between the settlements, the Guard will carry messages from a town they are leaving to a town they plan on visiting next. They usually do not head to a settlement specifically to deliver a message unless it’s vitally important.
Escorting
It is the Guard’s duty to ensure safe passage from one settlement to another. The journeys can take several days, so the guardmice must keep watch overnight and be able to forage for food if necessary. Most often they’re escorting shipments of goods, but sometimes guardmice will lead mice to other settlements—dignitaries, mice who perform services or just mice wanting to visit another settlement.
Weather Watching
While on patrol, it’s the guardmouse’s job to keep a close eye on the weather. He’s to report any dangerous signs to the nearest settlement, so that all can be prepared for bad weather. The Guard knows that when bad weather comes, there is more chance of trouble.
Hunting Predators
The Guard must deal with the animals who threaten mice. This can mean hunting predators, killing their young or ruining their burrows. There have been times in the Guard’s past (most recently the Winter War of 1149) when the Guard declared war on a species. In ‘49, a weasel overlord set his sights on invading the Territories. He wanted to capture the mice and breed them for food. Gwendolyn, the current Matriarch of the Guard, felt that a full-scale war was needed to drive the weasels out of the Territories. It was a hard-won victory.
Rescuing Mice
It falls on the Guard’s shoulders to help out or rescue mice who have gotten into trouble out in the wild. Regular mice are not well-trained enough to be in the open for long, so rescue missions are fairly common.
Meditation Disputes
Some governors, mayors and councilmice will call on guardmice to act as mediators and arbiters in disputes between their towns.
Maintaining the Scent Border
The Scent Border is a rough line across the southwest and northeast borders of the Territories. Along these borders, the Guard pour a specially brewed mixture that simulates the scent wolves and other animals use to mark territory. The sciencemice of Sprucetuck brew an odd concoction to create a scent that the wolves and foxes tend to respect. It is not completely effective, but it works well enough to keep most large predators out of the Territories. The Guard completely repours it twice a year and performs minor maintenance throughout the year.
The Territories "Our place in the world:
Should it be as small as we stand, or as large as we desire?
A question only answered by our willingness to find out."
—from a speech made by Talor, last mouse to journey east from Wolfepointe
The Wilderness
Any land outside of a settlement is considered the Wilderness and is under the watch of the Mouse Guard. The Wilderness is made up of different different regions, but generally speaking it is mostly forest.The forest of the Territories grows so thick during the summer, the canopy prevents the rays of the sun from reaching the forest floor. It’s cool, humid and dim beneath the forest boughs. Blackberries, raspberries and dewberries grow wild throughout the Territories. These plants hold delicious fruit in the summer, but their stems are covered with prickles and thorns. Many animals—like hares, deer and birds—feed on these berries. This attracts predators, of course. But one predator in particular is attracted to thorns and brambles: the shrike. This bird uses thorns and spines to impale its prey. It’s very gruesome! During the autumn, the forest floor is littered with heavy leaf cover. It provides excellent protection for mice. They can travel under leaf cover through burrowed tunnels. However, they must beware of ground-dwelling predators, like snakes.
The majority of the land of the Territories, if not forest, is rocky. Shale, hematite and granite formations burst through the forest floor, creating rough travel and lots of hiding places for predator and prey alike. There are a few bald patches of ground in the Territories, where there’s no grass, no tree cover and no rock formations. The open ground is covered in moss and scrub or hard-packed earth. In winter, the meadows, brambles, lakes and clearings all become open ground—they’re covered in snow and ice.
There are three main inland bodies of water in the Territories. Together, these three lakes essentially create the eastern border of the mouse lands. Mice don’t often have cause to venture out into the open water because it’s dangerous, and they aren’t suited to waterborne adventures. Uncounted streams crisscross the Territories. Some run to the shore, some run to the lakes, others run into the Darkheather or Wild Country. The land of the Territories turns to swamp on the eastern shores of the lakes. The swamps are shallow and thick with grass and moss. This dangerous terrain is difficult to traverse—the water is choked with weeds and the hummocks of land are small and scattered.
Wild Country
Wild Country is unexplored land. Few mice have journeyed there and returned. The terrain in the Wild Country is less dense; there’s more space between the trees. Therefore, it is home to the more dangerous animals and their prey: wolves, wolverines, bears, moose and deer.
Lockhaven
Home of the Mouse Guard, Lockhaven is carved deep into stone. Only the ivy-covered face of Lockhaven is visible from the outside. Lockhaven serves as a base of operations for the Guard and is not an open city. While there are mouse citizens that live there, they are invited guests of the Guard. The Guard extends invitations to skilled and trustworthy mice and their families. A full-time armorer is kept on hand at Lockhaven to maintain an armory for the Guard.
Staple foods are stored in abundance, while prepared foods are made as needed, as it is unknown how many or few will be fed on any given day. Lockhaven is known for gabcroon: a dense bread filled with seeds, fruits and nuts. It travels well and stays warm long after baking. Woven and sewn fabrics are important to the mice of Lockhaven. The Guard are known for their cloaks, which need to be both warm and durable, as they are a Guard’s primary piece of clothing.
Lockhaven is also home to a hive of bees. The mice harvest the honey for food and the wax for goods and medicinal purposes. To do this, the apiarist uses smoke to charm the bees. The bees also serve as a natural deterrent to predators.
Barkstone
Barkstone is a working-class town. In addition to the shops and tradesmice, there is an inn for travelers, a bar for locals, a well-maintained archive of written records and quite a few harvesters.
Copperwood
Copperwood is one of the largest and oldest cities in the Territories. It has many trades represented and also does a fair share of harvesting, milling and carpentry. Its largest trade is the mining and smithing of metals, mainly copper. If Copperwood was not so large, it would be completely self-sufficient. Ironwood and Copperwood are responsible for most of the metal goods of the Territories. The smiths and armorers of Copperwood are known for making all manner of metal items and weapons, as well as the coins used by Sprucetuck and Elmoss—and Walnutpeck before it fell. The city sprawls up inside a large oak to its tallest branches. Lookouts watch for predators, the comings and goings of mice, and most of all, the weather.
Elmoss
Elmoss is named for the moss that grows on the trunk of the oldest elm in the Territories. The moss is renowned for its healing properties. The mice of Elmoss harvest and deliver most of the moss to Sprucetuck, but trade some of it as a raw commodity. The wood collected from the surrounding elms is also a prized item. Elm is water-resistant and strong. There is a fair amount of harvesting near Elmoss as well: oats, wild carrots and tubers.
Ivydale
Ivydale is a very hardworking town that harvests most of the grain in the Territories. All of Ivydale’s residents, young, old, male and female, sit and separate husks from grain during harvest time. Some of the fibers harvested are woven into cloth, often too rough for clothing, but suitable for tarps, bags and insulation.
Port Sumac
Port Sumac is a remote seaside town overlooking a calm bay. The port is a resupply point on the Darkwater to Rustleaf trade route.
Shaleburrow
Built in flaky shale, the mice of Shaleburrow use access to an underground spring and the cool underground stone to store perishable foods. They harvest many fruits and nuts using handmade shale tools. They also brew and ferment a variety of beverages. They make many of their structures and items from wood collected west of the burrow’s opening. Many mice families live here because of the abundance of food, the protective nature of the town and its proximity to Lockhaven.
Sprucetuck
Harvesting sap from the spruce trees in the area, the sciencemice of Sprucetuck brew various beers and elixirs. They infuse them with many natural remedies. In the winter, the mice stay warm by utilizing hot stones they place on a central fire and carry to their apartment dens.
Windselm
Windselm, not featured on the map, is a newly formed town west of Elmwood, near the coast. It was founded by a smith, a miller and a baker in 1151.
Wolfepointe
Wolfepointe is the last stop before the Wild Country. It’s known for grizzled townsmice who prefer to remain cut off from society.
The War of 1149 "Clouds, leaves, soil and wind
all offer themselves as signals
of changes in the weather.
However, not all storms of life can be predicted."
—Excerpt from “Weather Watcher’s Field Guide” distributed to all guardmice
Prior to 1149, there was a weasel community living within the Mouse Territories. Their underground network of tunnels was called the Darkheather, named after the lush covering of a deep-colored heather surrounding the original and main entrance. In 1149, a weasel leader named Rampaul saw the mice thriving and smelled opportunity. He declared war on the mice and seized them as property. The weasels stockpiled mice and kept them. Mice were slain, their bodies cured and stored. Other mice were kept as prisoners in hopes that they would breed and continue the prosperity Rampaul was growing accustomed to. Having live mice captive in the Darkheather also proved useful as bait for would-be-rescuers.
To date, the only war the Territories has experienced has been the invasion of the weasels. During the war, every town gave mice to a general army of conscripts who were assigned to defend cities and important trade routes. Gwendolyn acted as commander-in-chief, and the Guard were her elite soldiers. It was a difficult time for the Territories. Supporting the army in the field came at great cost in labor, food, supplies and medicine. Every town was required to give so the army could fight. This caused hardship and shortages in the towns themselves, but the alternative was far worse—the weasels would have enslaved and slaughtered every mouse in the land.
Spring 1153 "Time moves along. Forever will its cycle span.
Unyieldingly forward, in spite of anymouse’s plan.
“All fur becomes gray” is the unstoppable truth,
One that is rarely observed while still in one’s youth.
Collect all of what you can while along life’s route:
Friends, mentors, loves and truths worthy of pursuit.
They offer no guarantee to remain if missed once before.
Death can come quickly and with no return from its shore."
— ‘A Mouse’s Eulogy for Life’ by Roibin the Scribe
Spring brings with it the need to rebuilt and repair what was destroyed over winter or during the thaw. Every town requires the Mouse Guard's assistance, and every path between settlements needs to be scouted again. Predators are waking up from hibernation, and breeding. The weather is warmer, but angrier, with storms stronger than anything seen in the winter. During this time, the Mouse Guard usually break Patrols into smaller groups so they can be spread across multiple fronts. There are several things the keep note of during this time period in the setting.
At the start of the RPG, it will be raining, those with Weather Watcher can tell me when it will stop.
The First Seasonal Summit will take place in a few days. Every season, leaders from all the Settlements in the Territories meet in Lockhaven. This year is different however, several Settlements have not responded to our letters of invitation.
The Peace Offering, is made every year at this time. On the Southwest border of the Scent Line is a Cave and inside is the Great Brown Bear. Every year the Mice of the territories provide him with his first meal after a long hibernation.
Unlike most Patrols ours will not be split up. We will be investigating why a few of the Settlements have not responded to the Summit invitations.
Recent Events Fall 1152: A small rebellion lead by the traitor Midnight, was crushed at the gates of Lockhaven, the traitor Midnight was exiled into the Wild Country.
Winter 1152: Guard Mice scouted into the Darkheather found that the ruins of the once mighty Weasel Empire stretched further East than previously realized. The Black Axe, Champion of the Mouse Guard, was slain by a Great Horned Owl, this knowledge is kept secret from the general population.
Spring 1153, 6 Days Ago: Our Patrol traveled south, heading toward Appleloft, one of the Settlements not responding to the Summit Invitation.
The Patrol "Heroes fall, heroes break, heroes bleed.
They shed bitter tears, pull themselves up, not to concede.
Often are they waylaid and frequent they mourn.
Heroes are rarely made and even more seldom born.
Not till after they die, do mice sing of their tale.
A job, a duty, a thankless obligation not to fail.
Still many a mouse think only the name is required.
What becomes of them?
They either quit or expire."
—“A Heroes’ Warning” by the Scribe Roibin
Patrol Leader: Deckard (Played by Nigawatts)
Patrol Guard: Azezal (Played by ElRey)
Guard Mouse: Hildred (Played by Nemaisare)
Guard Mouse: Sadie (Played by DotCom)
Tenderpaw: Darcy (Played by Warm Regret)
Character Creation
The process of making a character will be more robust than what I usually offer. Hopefully this will help you understand your character more, and be able to roleplay as them better.
Name
Characters in Mouse Guard have a single first name. If the parent is being acknowledged they will use the phrase "Blank son/daughter of Blank" as a way to tie families together. Mice in the Territories tend to have Old English sounding names: Lieam, Saxon, Kenzie, Sadie, Celanawe, Gwendolyn, Rand and Roibin.
Age
Mice can enter the Guard as a tenderpaw as early as age 14. They can be officially inducted into the Guard at age 18. Most guardmice retire before the age of 60.
Fur Color
The most prominent colors in the Territories are; brown, blonde, gray, black and red.
Home
Each city in the Territories has a unique feel. Though they are all part of the culture of the Territories, there are local variations on tradition, craft and trade. Look on the map, any of the towns that I didn't give a description to are open for interpretation. Get with me if you want to build your own settlement to be from.
Rank
There are five ranks within the Mouse Guard: tenderpaw, guardmouse, patrol guard, patrol leader and guard captain. Players can be Tenderpaws, Guardmice, and Patrol Guard. (Ask GM for higher rank)
Tenderpaws are fresh recruits. Age 14-17
Guardmice are the foot soldiers of the Guard. Age 18-25
Patrol guard are veteran guardmice responsible for complicated or independent missions. Age 21-50
Patrol leaders are patrol guard who have demonstrated that they can think independently and guide other mice. Age 21-60
Guard captains are powerful mice appointed to the highest rank in the Guard due to their longstanding commitment and exemplary service. Age 41-60
Cloak Color
A guardmouse’s cloak is granted to him after he has completed his apprenticeship under his mentor. It is presented at his formal induction ceremony by his mentor. The mentor always chooses the color for his graduating apprentice. The color represents how the mentor views his former student’s disposition and personality. Look for the meaning of colors on this one folks, there are plenty of sites that show you what emotions different colors convey. Tenderpaws don't have cloaks, since they aren't officially in the Mouse Guard yet.
Belief
A Belief is an ethical or moral statement that encompasses how the character views his world. Beliefs should speak to some higher purpose. They shouldn’t be goals you can accomplish; they’re ideals you live up to.
Example: Our example patrol is Kenzie (Patrol Leader), Saxon (Patrol Guard), and Lieam (Guard Mouse)
Kenzie's belief is "It’s not what you fight, but what you fight for."
Saxon's belief is "The best solution is always found at the point of my sword."
Lieam's belief is "A guardmouse never gives up, no matter the danger."
Instinct
An Instinct in this game is a habit or reaction. It’s something that the character always does. If someone were describing your character, they’d probably mention this about him.
Example: We will use the same patrol for this example.
Kenzie's instinct is to always consult Saxon when trouble arises.
Saxon's instinct is to always draw my sword at the first sign of trouble.
Lieam's instinct is if there’s work to be done, always offer help.
Goals
Each character has a Goal—a task, mission or vow that he is trying to complete. Goals change overtime, and are based on what is going on in the present.
Example: Again, same patrol as last examples
Kenzie's goal is to find evidence that will determine if the grain peddler is a traitor or not.
Saxon's goal is to protect Kenzie and Lieam on this mission.
Lieam's goal is to show Kenzie and Saxon that I am a valuable member of the patrol.
Skills
You will pick 6 skills based on answers to the following questions.
What is your character naturally talented at doing? Administrator
Apiarist
Archivist
Armorer
Baker
Boatcrafter
Brewer
Carpenter
Cartographer
Cook
Fighter
Glazier
Haggler
Harvester
Healer
Hunter
Insectrist
Instructor
Laborer
Loremouse
Militarist
Miller
Pathfinder
Potter
Scientist
Scout
Smith
Stonemason
Survivalist
Weather
Watcher
Weaver
What was your parent's trade? Apiarist
Archivist
Armorer
Baker
Boatcrafter
Brewer
Carpenter
Cartographer
Glazier
Harvester
Insectrist
Miller
Potter
Smith
Stonemason
Weaver
How do you convince people that you’re right or to do what you need? (Patrol Leaders and up pick 2) Deceiver
Orator
Persuader
What was your Mentor's trade? Apiarist
Archivist
Armorer
Baker
Brewer
Carpenter
Cartographer
Glazier
Harvester
Insectrist
Miller
Potter
Smith
Stonemason
Weaver
What did your Mentor stress during training? Fighter
Healer
Hunter
Instructor
Pathfinder
Scout
Survivalist
Weather Watcher
What kind of experience do you have in the Guard (Tenderpaw do not have this) Administrator
Cook
Fighter
Haggler
Healer
Hunter
Instructor
Laborer
Loremouse
Militarist
Pathfinder
Scout
Survivalist
Weather Watcher
Traits
You will also choose 3 traits. Unlike skills these are not taught, but things you have gained naturally over time.
What were you born with? Bigpaw
Bitter
Bodyguard
Bold
Brave
Calm
Clever
Compassionate
Cunning
Curious
Deep Ear
Defender
Determined
Driven
Early Riser
Extrovert
Fat
Fearful
Fearless
Fiery
Generous
Graceful
Guard’s Honor
Innocent
Jaded
Leader
Longtail
Lost
Natural Bearings
Nimble
Nocturnal
Oldfur
Quick-Witted
Quiet
Scarred
Sharp-Eyed
Sharptooth
Short
Skeptical
Skinny
Stoic
Stubborn
Suspicious
Tall
Thoughtful
Tough
Weather Sense
Wise
Wolf’s Snout
Young
What did you inherit from your parents? Bigpaw
Brave
Calm
Clever
Compassionate
Curious
Deep Ear
Defender
Determined
Early Riser
Extrovert
Fearful
Fearless
Fiery
Generous
Graceful
Longtail
Lost
Natural Bearings
Nimble
Quick-Witted
Quiet
Scarred
Sharptooth
Short
Skeptical
Skinny
Stubborn
Suspicious
Tall
Tough
Wolf’s Snout
What has life given you? Bitter
Bodyguard
Brave
Calm
Clever
Compassionate
Cunning
Curious
Defender
Driven
Early Riser
Fearful
Fearless
Jaded
Leader
Natural Bearings
Nocturnal
Oldfur
Quiet
Scarred
Sharp-Eyed
Skeptical
Skinny
Stoic
Thoughtful
Tough
Weather Sense
Wise
Resource/Equipment
Being a Guard Mouse means you are on the move a lot. The items you carry with you are usually your most precious items. This system accounts for equipment other thank your Cloak. You start with 1 point of Resource, this usually accounts for your main weapon, other points require you to answer these questions. Remember every single point of Resource is 1 more item you are allowed to carry all the time. You will not be able to magically have a lot of gear like most RPG's, since as a Mouse you aren't exactly a bag of holding.
In winter, do you still practice a trade skill for the Guard? If yes, add 1 point of Resource. You may not take the Leader trait, you are too busy.
Are your parents wealthy? If yes, add 1 point of Resource. Your parents could not have been in the Mouse Guard.
Are you thrifty? If yes, add 1 point of Resource. You cannot take the Generous trait.
Do you always pack carefully for a journey? If yes, add 1 point of Resource. You may not take the Bold or Fiery traits.
History
Finally a brief description of your character's life. Add any personality quirks, or important life events into this section.
Administrator
An administrator manages towns, cities and other groups of mice. He writes laws, allocates money for budgets, files reports and distributes resources. Administrators can be provided with supplies in the form of records and documents from Archivists.
Apiarist
An apiarist is a specialist who raises bees and harvests their honey and wax.
Archivist
An archivist is a mouse who specializes in writing accounts of events for historical records. They are also adept at plumbing the depths of archives and libraries for information.
Armorer
Armorers forge armor and weapons for the Guard and town militias.
Baker
A baker makes savory bread, delicious cookies and sweet cakes.
Boatcrafter
A boatcrafter specializes in all things boats! He can make a variety of craft, from leaf boats to wooden plank boats. He can also use his knowledge to navigate waterways.
Brewer
The brewer’s always a popular mouse. He makes beer for the towns to drink. In some towns, the water is not good to drink, so beer’s all there is!
Carpenter
A carpenter makes useful items out of wood, like chairs, doors, cabinets, ladders, joints, pulleys and levers.
Cartographer
A cartographer creates and interprets maps.
Cook
Every patrol needs a cook. Your cook can make that hunger go away when you’re out in the wild, far from home or a cozy pub.
Deceiver
A deceiver uses lies, half-truths, ugly truth, soothing platitudes and intimidation to get what he wants.
Fighter
Mice are not natural fighters. The Fighter skill teaches them to overcome their natural inhibitions so they can capture, disable or even kill an opponent—using their bare paws or any of the variety of weapons available.
Glazier
Glaziers make glass vessels, window panes and lenses. The works of glaziers are rare and highly sought after—they’re fragile and expensive to make.
Haggler
Haggler is a specialized social skill used for bargaining over prices of goods and services. Haggler can be used to reduce the obstacle of a Resources test, increase the price of something you’re selling or to convince someone that your services are worth paying for.
Harvester
Harvesters are very important to the towns and cities of the Territories. These mice make forays into the wilds to gather grains, seeds, roots, herbs and other necessities.
Healer
The healer keeps mice whole and healthy.
Hunter
The hunter is an intrepid mouse who journeys out into the wild and confronts animals, grazers, scavengers and even predators. He uses his skill and cunning to stalk, trap, drive off or kill his quarry.
Insectrist
The insectrist is a specialist who uses insects— beetles, caterpillars, worms, etc.—for a variety of purposes. He trains beetles to act as labor, uses caterpillars and spiders to spin silk, and worms to aerate soil for the harvesters. Crickets can be taught to act as weather watchers and trains of ants formed to transport small goods.
Instructor
An instructor knows how to transmit skills to another character.
Laborer
Laborers are the bulk of the workforce for the mouse towns and cities. They gather wood for the carpenters, stone for the masons and metal for the smiths. They dig ditches, carry stuff and generally just do what they are told.
Loremouse
Loremice study the ways and habits of animals. Using their knowledge, they can perform rudimentary communications and discern the Nature of the animal.
Militarist
A militarist is one who understands how to organize, supply and command a force of mice for battle.
Miller
A miller uses a millstone to grind substances into powders so they can be used in cooking, brewing and industry.
Orator
An orator makes speeches to sway crowds. This skill isn’t for convincing your friend, it is for moving a group to action.
Pathfinder
A pathfinder makes and marks paths between the mouse towns and cities, and to various resources and landmarks like streams, springs, lakes or fields of herbs. The Pathfinder skill is one of the most important skills.
Persuader
A persuader convinces another mouse to do what he wants in a friendly manner. A persuader shows you why it’s in your own best interest to help him out. This skill is not for speech making. You may only use it in small conversations.
Potter
Potters create a variety of vessels for drinking, cooking and storing food.
Scientist
Scientists are learned mice. This skill combines astronomy, biology, chemistry, earth science and physics.
Scout
A scout is adept at spotting predators on the prowl, sneaking behind enemy lines, trailing targets and finding hidden things.
Smith
Smiths make tools—needles, cutting implements, cooking implements and craftsmouse tools—and other hardware like hinges, bearings and nails. Smith is not a weapon-making skill.
Stonemason
Stonemasons cut stone and use it to make walls, bridges, arches and buildings.
Survivalist
The survivalist knows how to make shelters, find water, build fires and jury-rig tools.
Weather Watcher
The Weather Watcher skill is about spotting clouds, noting the direction of the wind, and detecting the amount of moisture in the air, correlated with celestial phenomena and signs present in soil and flora. (Having this skill is actually very powerful, since you get to tell me what the weather is...multiple people we'll flip a coin to see who is right.)
Weaver
A weaver can manufacture fabric and create cloaks, aprons, blankets, sheets and tapestries.
Alert
The feeling of sitting on the edge of your seat, or that itch in the corner of your eye. They sleep lightly, and always seem agitated. Those that keep at it for too long seem paranoid and skittish.
Bigpaw
Mice with this trait have big paws. They’re good at physical tasks requiring sturdy, broad paws like Stonemason or Carpenter or Laborer. They’re a bit clumsy with tasks requiring fine or delicate work.
Bitter
Some guardmice grow bitter in the field. They feel all their efforts are for nothing. This may protect them from the many and varied disappointments of life in the Guard, but it also burdens them. They have trouble taking an optimistic course.
Bodyguard
The bodyguard is trained to protect his charge from harm, danger and exposure. Bodyguards are often a valuable asset, but they can become overprotective and hinder or impede the one they are to protect.
Bold
The bold rush into action without a thought for their own safety. Daring stratagems and reckless abandon are hallmarks of the bold. Forethought and caution are not for these mice.
Brave
The brave never hesitate to step into the unknown. They are susceptible to wild tales of far-off places and dangerous adventures. Brave mice almost universally detest being called cowards. It’s the surest way to earn their ire.
Calm
Calm mice are difficult to anger and are adept at shrugging off any emotion that does manage to burden their heart. However, they risk becoming too sedate and perhaps missing a threat.
Clever
Clever mice are useful in all fields. They are adept at figuring answers to pernicious problems. However, the Territories are rife with tales of clever mice who were too smart for their own good.
Compassionate
Compassionate mice are able to see and understand a problem from their opponent’s viewpoint. This is a great benefit in many situations, but it makes duty difficult when ruthless action is called for.
Cunning
Cunning mice are adept at deceit and plotting traps. They are often either arrogant or, if caught at their games, known as dishonest.
Curious
Curious mice are always eager to learn and on the lookout for new aspects to life in the Territories. But there’s a cautionary saying in Lockhaven, “Curiosity killed the mouse first,” that all mice should keep in mind.
Deep Ear
Mice with the Deep Ear trait have keen hearing, but it does make them susceptible to loud noises and the general din of the big cities.
Defender
During the Winter War of 1149, certain civilian mice were called upon to defend their homes from the invasion. They were civilians without training, support or even proper equipment. These mice now know the value and cost of defending one’s home.
Determined
Determined mice focus their energies on accomplishing their goals. While this is a useful characteristic, it can turn from determination to tunnel vision.
Driven
Driven mice follow their beliefs no matter what the cost. However, if they are not careful, that cost can prove to be very dear.
Early Riser
Early risers are up first in the morning. Awake before the sun, they’re clear-headed and sharp while everyone else is bleary-eyed and sleepy. Of course, they must be early to bed to be so early to rise.
Extrovert
Extroverts are adept at meeting mice or introducing themselves to strangers. However, they often lead public or semipublic lives and are easy to track down, even when they don’t want to be.
Fat
Times are lean in the Territories, but a few mice manage to put on the stones, usually by hanging around the bakery.
Fearful
There was an adage in Walnutpeck, “A fearful mouse is a wise mouse.” In other words, it’s better to flee a potential predator than wait around to be surprised. Of course, this instinct preserves mice who live in dangerous areas, but it hurts them when they come into the more civilized towns and have to deal with polite society.
Fearless
Fearless fighters charge into the face of danger without a thought for their own safety. However, they tend to forget when discretion should come before valor.
Fiery
Fiery mice know how to stir up a crowd, but they are quick to anger.
Generous
Generous mice always seem to have something to give to others, even if it means going without themselves.
Graceful
Some mice possess a poise and grace like unto a stalking cat or wheeling jay. However, these mice must take care not to be injured or hurt, lest they lose their youthful gifts.
Guard’s Honor
Those who live or were raised in Lockhaven have a special relationship with the Guard. They know its inner workings, its needs and travails. Living so closely with the Guard earns these mice a trait called Guard’s Honor. They are more intimately connected to the financial and social body of the Guard and are trusted to a greater degree. Should a mouse ever betray that trust, he is cast out—out of Lockhaven and perhaps even beyond the scent border. (Your parents must have been Guards for this trait)
Hard Worker
The mice of Ivydale are renowned for their work ethic. No mouse works harder or labors longer than an Ivydaler! Of course, these same hard workers rarely take a holiday, and some work themselves right into the grave.
Independent
Some mice are known for their strong independent streak. They prefer to do things on their own, their way. They feel that helping paws just get in the way.
Innocent
Innocent mice have an honesty and simplicity about them that makes their requests difficult to deny. However, they are often naive to the world’s true nature.
Inquisitive
The learned mice of Sprucetuck are renowned for their inquisitive nature. They are always searching for meaning and truth. Which, of course, leads them into all manner of dangerous situations.
Jaded
Life in the Guard hardens some mice and makes them callous. This protects them from the folly of youthful ideals and heroism, but it also makes them stubborn regarding new ideas.
Leader
The Guard is always in need of strong leaders. Such mice have a rare quality that inspires groups of mice to listen to them, even when they speak softly or indirectly. But it is important that these leaders do not abuse their powers and remain capable of following orders themselves.
Longtail
Occasionally, a mouse is born with an abnormally long tail. With a little practice, he can train himself to do all manner of tricks with it. Of course, it’s forever getting caught in doors, wrapped in wheels, trodden upon and yanked.
Lost
Some mice have no sense of direction. They’re useless at Pathfinding, but conversely, their wandering treks make them difficult to track down.
Natural Bearings
Quite the opposite of Lost mice, those with natural bearings always seem to know where they are. They also tend to have a wanderlust that makes them uncomfortable when in cities or towns for too long.
Nimble
A nimble mouse is adept at leaping and climbing. When out of the spotlight, though, they can be just as clumsy as everyone else, if not more so.
Nocturnal
Certain mice retain nocturnal habits. When others are asleep, they’re awake and prowling about, clear-headed and sharp-eyed. Of course, come noontime the next day, you’ll find them fast asleep.
Oldfur
An oldfur is a mouse who’s past his prime physically. Even so, oldfurs hold the collected wisdom of generations who have gone before.
Open-Minded
The culture of Shaleburrow is very liberal and forward-thinking. They are an open-minded people. This is reflected in their democratic government and proliferation of many different types of schools.
Quick-Witted
A quick-witted mouse acts on instinct, without need for thought or consideration. While this attribute is clearly useful, it can lead to difficulties when patience and planning are required.
Quiet
Mice are quiet by nature, but these mice are even more so. They’re quiet in everything they do— the way they speak, the way they work and the way they walk. Some sink so far into quietude, they have difficulty coming out of their shells.
Rational
Mice can be persuasive when using their logic and reason. But they lose their veneer of education if they let emotion get the better of them.
Scarred
Mice in the Guard who lived through the Weasel Wars are often scarred by their experiences. They’re tough, and not easily flustered by injury or fear, but they are also maimed or psychologically scarred by their experiences.
Sharp-Eyed
A sharp-eyed mouse is always welcome on patrol. He makes a good scout or hunter. Sometimes, after staring at the brush for days on end, the sharp-eyed mouse can get a little jumpy.
Sharptooth
Certain mice have naturally sharp teeth, and they’re not above using them in a fight or another close situation. These mice also have problems with bruxing—grinding their teeth. They can keep their fellow patrol mice up all night when they grind their teeth in their sleep!
Short
Some mice are shorter than others. They are particularly adept at slipping through cracks and getting into hard-to-reach places. Of course, they have a difficult time getting the plates and jars out of the cupboard.
Skeptical
Skeptical mice are always watching for lies and deceit, a good quality. It can go too far when the skeptic thinks even the truthful are liars.
Skinny
It’s always good to keep a slim build, but it’s important for mice to stay healthy, too.
Steady Paws
The steady paws of Barkstone come from a tradition of skilled labor in the city, specifically smiths. Some smiths value their hands so highly, they’ve taken out insurance policies with local banks!
Stoic
A stoic mouse never complains about the hardships of life in the Guard. He accepts them and soldiers on. However, this same quality makes him emotionally remote and difficult to reach in matters of empathy, love and compassion.
Stubborn
It is good to stand for what you believe in, just be careful of taking too hard a stance. Other mice may dismiss you as being intractable and unhelpful.
Suspicious
Life among the mice of the Territories is not one of complete harmony. There are schemes and plots hatched. The suspicious mouse is always on the watch for such plots. Of course, he’s also much more prone to seeing a plot even when there is none.
Tall
Most mice in the Territories are about the same height. Every so often, a proud mother bears forth a strapping young mouse who sprouts up taller than the rest. Certainly a useful attribute for helping mum get the jam down from the cupboard or bossing around brothers and sisters. Not so useful when it’s time to duck into that tiny little bolt hole.
Thoughtful
A thoughtful mouse will ponder all of his options and all possible courses of action before making a decision. This is very useful when there’s time to plan or ponder, but useless when it’s time to act with haste.
Tough
Some mice are built tougher than others. They’re better at coping with injury and sickness, but this quality also leads to a certain hubris. They’re vulnerable to another mouse who plays into their strength.
Weather Sense
Some mice are born with an innate sense of the weather, others learn it through experience— they feel it in their bones. Of course, when you can accurately predict the weather, everyone blames the rain on you.
Wise
Wisdom is a rare thing in this day and age. Many mice are quick to judge and don’t remember the lessons of the past. This mouse carries wisdom with him that helps him see truth and the right path to action. But he must constantly fight his own inner demons lest that wisdom turn to arrogance and pride.
Wolf’s Snout
Some mice have an extremely keen sense of smell. These mice are said to have the “wolf’s snout,” a reference to the mouse’s most feared enemy and the most dangerous predator. The trait is useful when hunting, but a mouse with this gift must take care not to be overloaded by multiple scents.
Young
This mouse, no matter his actual age, is vigorous and youthful. He’s healthy and rarely gets tired or sick. The youthful exuberance often comes with a youthful impatience.
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Deckard Sex: Male Age: 25 Fur Color: Brown Home: Darkwater Rank: Patrol Leader Cloak: Red
Brief History
Deckard grew up in a wealthy family. The Von Roths are a powerful clan of Mice that own most of the ships crossing the narrow water between the ports of the Territories. Even at a young age, Deckard loved hearing stories about the Mouse Guard, but unfortunately his father expected him to join the family business. It was during his 11th summer that a Patrol arrived at Darkwater. They were there to collect an elder mouse who wanted to make the journey to Lockhaven before he passed away. Realizing this would probably be his only chance, Deckard lied to the Patrol Leader and told them he had been given permission to join the Mouse Guard. Always a talented liar, the Mouse didn't even question Deckard's story or his real age.
At Lockhaven, things were going good until the next spring when Deckard's father arrived to take his boy back to Darkwater. The current Matriarch was stuck between a rock and a hard place. On one hand Deckard was underage, and a scion from one of the wealthiest families in the Territories. On the other, the boy was talented, and the Mouse Guard needed skilled Mice more than the donations of the wealthy. She told Deckard that when he turned 14 a Patrol would be sent to Darkwater to retrieve him. If he still wished to join, simply follow them.
He would return to Lockhaven on his 14th summer, where he would be given to the veteran Elebert for training as a Tenderpaw. The two had a good relationship, Deckard's love for bold and daring actions being held back by Elebert's more calm and cool demeanor. On his 18th summer, he made his oaths and joined the Mouse Guard fully. Elebert gave him a red cloak that represents Deckard's assertiveness and desire for action. The two stayed in the same Patrol for much of his time as a Guard Mouse. The two would only be separated in death unfortunately, with Elebert losing his life in the raid on Darkheather. Deckard, a Patrol Guard at the time, was promoted to Patrol Leader, and his comrade in Darkheather, a mouse by the name of Azezal was placed in his patrol as a Patrol Guard. Over the last 3 years the two have formed a friendship based on mutual respect. That hasn't however stopped them from coming to blows over the years.
After the Rebellion Deckard expected his Patrol, which was now filled to the brim, would be sent to the borders to help with the Scent Border. When he was called into a secret meeting in Gwendolyn's office however, he was surprised to see three other Patrol Leaders sitting in as well. Kenzie, Dain, and Thom, all Leaders who have proven themselves loyal to the Guard stood with Gwendolyn. Deckard learned that a fewsettlements have not answered any letters since the Rebellion. Among them being Appleloft, Shorestone, and Elmwood. Rebellious sentiment may still be strong in these areas, and the Mouse Guard must find out who was still leading them.
Deckard recieved the mission to Appleloft. Dain would head toward Shorestone, while Kenzie and Thom would take both their patrols to Elmwood, the largest settlement of the three. This would be done while the Mouse Guard was spread thin for the Spring preparations. Should the rebellion still be active, they were under orders to either report back, or neutralize it if possible. Deckard and Dain both took their patrols South.
Parents: The Von Roths Mentor: Elebert (deceased) Friends: Dain the Patrol Leader Enemies: Robert the Guard Captain
Belief: Fortune favors the bold. Instinct: Always expect the unexpected. Goal: I will find the remnants of the Rebellion and put the sword to any traitors left.
Brief History
Axel was born to two noble patrol leaders. Nike the Firetongue and Laura. He was trained as most offspring of the guard were, and brought up to be apart of the Guard. His father was named for his smooth-talking suave and charm, and ability to talk anyone out of any situation.
Parents:
Nike the Firetongue & Laura Mentor:
Kirly Friends:
TBD Enemies:
TBD
Belief:
"Always search for the easier option. It's often next to the cheese." Instinct:
Axel always looks at the tiny, hidden facts. Goal:
Find out what happened to the cities.
Gear +3 [Trade Skill, Thrifty, Pack Carefully]
A pair of Kris, dipped with the poison of fire-ants.
A small pack filled with some rations.
A seer's monocle. Useful for viewing things too far away for a Mouse's eye.
Last edited by Sir Beowulf; 12-31-2012 at 01:39 PM.
Quote of the Day: "Thought is the wind, knowledge the sail, and mankind the vessel." -Augustus Hare
My name, good sir or madam, is Sir Beowulf The Third, Esquire, I expect you to call me as so.
You're in, what are you thinking of for Enemies and Goals?
Your character was a Tenderpaw during the War I'm assuming, what was he doing around this time? Most Tenderpaws were staffed at Settlements to help defend. Some acted as Squires to their mentors and actually followed them into battle.
Did he see any combat? Also when did he join Deckard's Patrol?
Hmm. I guess he wouldn't really have any enemies, but for goals, he aspires to grow up to his parents example and become captain of the guard, though, that's a long way off.
As for joining Deckard's Patrol, a few weeks ago.
Quote of the Day: "Thought is the wind, knowledge the sail, and mankind the vessel." -Augustus Hare
My name, good sir or madam, is Sir Beowulf The Third, Esquire, I expect you to call me as so.
Whats your goal for the current mission. What do you want to accomplish in the next few days? Look at the recent events section to see what we're doing. Deckard has been briefed that Applelofts lack of response is possibly because there is still Rebel sentiment there, but he hasn't discussed that with the patrol. Officially we're being sent there as escorts and to make sure nothing bad has fallen on the Settlement.
Alrighty. Here is my updated and completed CS. Lemme know if anything needs to get changed.
Azezal Sex: Male Age: 23 Fur Color: Red Home: Grasslake Rank: Recently anointed Patrol Guard Cloak: Black
Brief History
Born as one of the many offspring of a womanizing hero of the kingdom and ultimate right hand to the traitor Midnight, Azazel was raised by his mother and grandfather in the small fishing community of Grasslake. Even as a babe he showed fantastic potential, displaying much of his fathers natural talent as a swordsman and water navigator. However, much like his father, he was headstrong and impetuous which, resulted in him being dismissed as a potential member of the guard in his early years. It would be the tutorage of his grandfather, an ancient smith mouse by the name of Ellium that would attempt to reign in Azazel's boorish nature, honing his skills to become a self sufficient warrior of some renown. Though still untrusting of others, generally unwilling to follow orders and often attempting to blaze his own trail in the face of advice to the contrary, his heroism and quick thinking in a vicious battle with a great snake at the early age of 19 would catch the attention of the guard.
Begrudgingly, even the most opposed members of Lockhaven would concede to his value as a warrior and grant him membership. The unenviable task of keeping the hot-headed young mouse in line falling to a brilliant strategist and nobel member of the guard, Elebert and his young prodigy, Deckard. It would be a fortunate turn of events for the armies of the Mouse Guard, Azazel's insatiable thirst for glory in battle being unleashed just in time for the Weasel Wars to reach their peak. His career at as a Tenderpaw was short lived, the brutal raid on Darkhaven resulting in a costly victory for the kingdom of mice.
A reckless charge order from a superior officer would leave their flank exposed, resulting in the death of Elebert and nearly claiming the rest of the squad in the scramble to regroup. Were it not for the rapid response of his squad mate, the blow which left Deckard scarred across his face would have surely been a death strike to Azazel's unprotected back, the red mouse's fury occupied by another Weasel. Azazel would return the favor, ignoring the retreat order and guiding the half-blinded Deckard to safety despite the hail of arrows and rock. It would be the stalwart bravery, fiery independence and unwavering confidence in his own ability which would lead the Guard, with input from his unorthodoxly appointed mentor Ellium, to grant Azazel a cloak the color of a deep moonless night.
Upon their return to Lockhaven, their exemplarily performance in the face of great danger and hardship would earn both Deckard and Azazel praise, though the role of replacing Elebert would fall to Deckard, Azazel taking the position as his second within a newly formed patrol. The next few years would be those of relative calm and peace, Azazel and Deckard forming a bond of mutual respect in the face of their unspoken power struggle. Despite constant disagreements, bickering and battling at every turn, the pair would manage to excel, their tenuous alliance being called to even greater heights with the outbreak of the rebellion.
As the final battle against the rebellion spilled onto the very doorstep of Lockhaven, Azazel would find himself squaring off against his most dangerous foe yet, his own father. With a bit of luck, the young mouse would be granted the upper hand, but a moment of weakness would see him unable to deliver the killing blow, allowing Marcus to escape. It is a secret Azazel has kept well guarded, though there are rumors being spread of Azazel being a spy, a pawn for his father's unfinished plans for mutiny. The marred legacy of his father, as well as his own loyalties being called into question have landed Azazel in hot water with his superiors and his own internal struggle has caused his attitude to become even more surly and unapproachable recently.
Parents: Marcus the Unflinching (whereabouts unknown) & Ingrid (Grasslake) Mentor: Ellium (Age 80) Friends: None. Azazel needs only himself. Enemies: Everyone who stands in his way.
Belief: "A lack of conviction leads only to uncertainty and death." Instinct: "Trust oneself over all others." Goal: "To prove that even the bastard son of a war-monger can do the right thing."
And in the greater scheme of things.
"To find and confront my father."
Gear (Resource +2, thrifty): Weasel Bane - A finely crafted blade older than most living mice, it was said to have been forged with the blood of a bear and the venom of an adder. Used to vanquish countless foes by his father, Marcus the Unflinching, the sword was left with his mother as a keepsake, and passed down to Azazel by the time he was old enough to travel upright. In his 19th year, it was used by Azazel to slay a snake which had terrorized the town of Grasslake & its surrounding territory.
Shield - A sturdy square shield built out of Oak and Steel.
And I know who's daddy is going to be the first villain.
Welcome aboard.
Edit: I guess it goes without saying you are my hot-headed second in command in this Patrol.
You were old enough to have fought in the War of 1149. Did he and Deckard know each other back then, or was it after Deckard was made a Patrol Leader (right after the war) that they met? Or was it after that?