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Thread: Mouse Guard OOC

  1. #1
    Senior Member Nigawatts's Avatar
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    Mouse Guard OOC


    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

    Main Thread


    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.

    1. At the start of the RPG, it will be raining, those with Weather Watcher can tell me when it will stop.
    2. 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.
    3. 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.
    4. 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)








    - - - Updated - - -

    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.

    Skills: Militarist, Brewer, Weaver, Fighter, Instructor, Deceiver, Persuader

    Traits: Bold, Scarred, Leader

    Gear +2 (Wealthy Family): Sabre and Dirk
    Last edited by Nigawatts; 01-29-2013 at 06:02 PM.

  2. #2
    Badass Cowboy Cyborg Sir Beowulf's Avatar
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    Nice, do you want me to repost my CS here?
    If so, that will only take a few moments.
    I also suggest that you place a hider on the character section.



    Axel
    Sex: Male
    Age: 19
    Fur Color: White



    Home: Lockhaven
    Rank: Guardmouse.
    Cloak: Light-brown.



    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.

    Skills:
    Fighter, Carpenter, Persuader, Smith, Hunter, Pathfinder.
    Traits:
    Sharp-eyed, Quick-witted, Cunning

    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.


  3. #3
    Senior Member Nigawatts's Avatar
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    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?

  4. #4
    Badass Cowboy Cyborg Sir Beowulf's Avatar
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    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.


  5. #5
    Senior Member Nigawatts's Avatar
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    So you just joined in Spring 1152.

    New blood!

    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.

  6. #6
    Badass Cowboy Cyborg Sir Beowulf's Avatar
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    Hmm, I guess his goal would be to find out what happened. And to get into his first fights. Y'know them newbies, all foolhardy and looking for action.
    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.


  7. #7
    Senior Member Nigawatts's Avatar
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    And you can now fill in the Goal section of your character sheet.

  8. #8
    Dubstep Detective ElRey's Avatar
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    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."

    Skills: Hunter, Boatcrafter, Deceiver, Armorer, Survivalist, Fighter

    Traits: Fearless, Young, Tough

    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.
    Last edited by ElRey; 01-01-2013 at 11:05 PM.
    Epic Drops, Dancey Synth and Hard Bars. Always remember to HD.
    Rustie (Synth Heavy Trap Slap)
    Joker (Melodic Dubstep)
    JME (Grime)

    Updated: 1/1/2012

  9. #9
    Senior Member Nigawatts's Avatar
    Join Date
    Apr 2012
    Location
    Missouri (Misery)
    Posts
    791
    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?

  10. #10
    Dubstep Detective ElRey's Avatar
    Join Date
    Aug 2010
    Location
    916, BestCoast
    Posts
    173
    Thought that little tidbit might play to your favor.

    Thanks for having me.
    Epic Drops, Dancey Synth and Hard Bars. Always remember to HD.
    Rustie (Synth Heavy Trap Slap)
    Joker (Melodic Dubstep)
    JME (Grime)

    Updated: 1/1/2012

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