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IF YOU POST YOUR SHEET BEFORE IT IS ACCEPTED, YOU MUST ANNOUNCE YOUR FOOLISHNESS IN THE OOC AND MAKE YOUR PROFILE PICTURE A DUCK FOR A WEEK BEFORE YOU CAN RE-APPLY
Hidden 7 yrs ago 7 yrs ago Post by Little Bill
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Little Bill Unbannable

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Within the Redwatch, there are over two hundred forts, fortresses, castles, and keeps. The grandest of them all is undoubtedly the Redfort, the base of operations for the Redwatch and capital of Redfield, while the most meager are perhaps its isolated cliffside lighthouses, abandoned ruins being repaired by single burrows, or the Watch's many tollbooths along highways, bridges, and docks. All the same, each Watchmouse has sworn to protect their station, be it the Queen's quarters within the Redfort or a one-room shack in the swamps of Glendale. Our story follows the mice who have been stationed -- or will soon be stationed, for the Greenband players -- at Castle Taproot in North Redfield. Closer to the mountains of Westercroft than the Redfort, Taproot is one of Redfield's lesser castles, though still comparatively larger than any other keep in the immediate region, with barracks for up to thirty-odd mice.




Burrow D-53 of Castle Taproot
Watch Captain Cirrus - @Deadbeatwalking
Watchguard Fenn - @Deadbeatwalking
Watchguard Myrtle - @Lady Selune
Watcher Cedric - @Sloth
Watcher Flint - @Irredeemable
Watcher Ramekins - @71452K
Watcher Aleria - @Inkarnate
Watcher Godric - @Captain Jenno
Greenband Bernia - @Asura
Greenband Oliver - @vietmyke
Greenband Willow - @Lady Selune
Greenband Athelstan - @Inkarnate
Greenband Erian - @Superboy
Hidden 7 yrs ago 7 yrs ago Post by Little Bill
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Little Bill Unbannable

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Name
Fenn of Cairngully/Trim-Tailed Fenn

Rank
Watchguard

Appearance
Fenn, like many mice from Glendale, has a coat of greasy brown fur and a set of whiskers almost entirely bent, crooked, or shorn. The fur around his mouth has grown white and thin with age, while his eyes have lost their glossy black sheen and are now a dull hazy grey. He is stocky for a Watchguard, a rank typically given to imposing, heroic mice, though his ferocity is displayed nonetheless in the historied silver streaks of scar tissue visible through his fur -- most notably a serrated ring along the right half of his torso where he was picked up by a raccoon past the Spoorwall, a wooden stick replacing his left leg at the knee, a faded pair of twin slashes under his chin where a squirrel tried to open his throat, and a visible dent on the right side of his head when a would-be deserter tried to brain Fenn with his cudgel in the forests of Redfield to escape. Fenn skewered him on a plum tree spine and returned to Redfort for a doctor and a new Watcher, holding his head together with his paws and cursing his Nestmate every step of the way.

Aside from his decorative array of age, battles, and assassination attempts, Fenn's most notable feature is that he is tailless, a detail curiouser than his missing leg -- His taillessness was a result of amputation and not a feature he was born with, and so Fenn has an awkward balance to his gait and steadies himself with his cudgel. Additionally, for the pain it causes him, he does not take seats, be it at dinner or at Watchguard meetings within the Redfort. Many know him as "Fenn the Shrew" accordingly. His cloak was once a brilliant crimson, chosen by his mentor for Fenn's fiery, hotheaded nature. Over time, it has become a dark red as it accrues various levels of filth during Fenn's travels.

Personality
Fenn is a humorless, bitter, mean-spirited mouse of few words famous throughout Taproot for his years of service and curmudgeonly attitude. Some say Fenn was once a gargoyle in Taproot, who a wizard breathed life into to make Greenbands miserable at Taproot. Others simply state that he's a mean old bastard and leave it at that. Fully aware that he is known as "Trim-Tailed Fenn" within the castle's corridors, in rhymes sung by pups in the surrounding village, and in whispered japes of his own burrow, Fenn's tailless pseudo-emasculation is that which he is more self-conscious of than anything. It is the thing that keeps mice from calling him "Unkillable Fenn", or "Fenn the Bold", in his eyes. Even "One-Leg Fenn" would be preferable to the old Watchmouse at this point.

On a mission scouting past the Spoorwall in his early years as a Watcher, Fenn was captured by a tribe of rats. Initially caught by his ankle with a hidden slipknot, the rat to hoist him down removed his grip on Fenn to unsheathe his sword, pinning Fenn's tail down with his heel. Sensing a final opportunity to escape a death of torture, Fenn scrambled away, leaving the rat standing on a bleeding tail and nothing else. Fenn's already short-tempered attitude was soured by the event, causing him to grow less rowdy and boisterous as he aged, becoming the unsmiling, cruel mouse he is now known as. He harbors an intense hatred for rats, and other than his cloak, wears only a belt notched with the number of rats he has killed; Seven full notches from the top down, and twelve half-sized notches from the bottom up -- For all his cruelty, Fenn has a strict policy to leave no orphans wandering the wilderness.


STR: 15
Fenn has always been strong, though he was considerably stronger in his youth.

CON: 20
Fenn's strategy within battles has always been to immediately close the distance between himself and an opponent, withstand whatever they mean to kill him with, and bash their heads in with his cudgel. It has worked thus far.

DEX: 6
Fenn is an old, tailless, one-legged mouse with a penchant for pipe-smoking and not listening to Mice asking him to hurry. He has never learned to swim, has poor hand-eye coordination, and has firmly stated a belief that ranged weapons are exclusively for cowards.

CHA: 2
Fenn's first assignment within the Watch was to attend to the privy cleaning of the then-ruling King of the Redfort, to which he replied by spitting in the face of his commanding Watchguard. His second assignment was to attend to the Redfort's sewer cleaning.

INT: 16
Despite his close-minded attitude and penchant for violence, Fenn has been in the Watch for a very long time, and has learned a thing or two. His intelligence mostly stems from his years ranging, and is centered around edible plants and signs of Rat activity. You would have to get up pretty early to pull the wool over Fenn's eyes.

LUC: 6
Fenn is either very unlucky, or very lucky to have not died. Then again, you don't grow as bitter as Fenn from a life of lucky breaks.


Equipment
5 Points - Cudgel
Fenn's Cudgel is a blackthorn walking stick filled with lead at its handle.

Traits
Stonefaced - Intimidation rolls fail against Fenn.
Rat Hatred - Fenn gains +3 in combat rolls against rats.
Tailless - Fenn receives a -4 penalty for Dexterity rolls such as balancing or dodging, but not archery or sneaking.
Stonefooted - Fenn fails rolls for swimming and sprinting.

Trade
Before Fenn joined the Redwatch, he was the youngest son of a fishermouse in Glendale, working aboard his father's boat.

Friend
Fenn's oldest surviving friend is Morys of Redfort, a stonemason who was Fenn's Greenband when Fenn was a Watcher. Though they have since been assigned differing nests many times, Morys occasionally seeks Fenn out when he knows he is at the Redfort for conversation, catching up, or advice.

Enemy
Serana of Stormreach harbors a deep grudge against Fenn, unbeknownst to him, stemming from his refusal to dive into a river after her son who had fallen into a river. Serana's husband was the one to retrieve their son's body after the storm, a sight that caused him to hang himself within a fortnight. With the death of her breadwinning husband happening after she had grown too old and gray to remarry, Serana now works in a brothel in Stormreach, scheming against the Watch however she can.

History
Fenn was born in a swampside Glendale village called Cairngully, the youngest of five brothers and six sisters. His youth was spent spearing tadpoles and dragging up fish aboard his father's skiff, The Barnacle. When he became of age, he left Glendale to seek his fortune, travelling to Redfield in search of work. When none could be found, Fenn sought out the Watch.
Hidden 7 yrs ago 7 yrs ago Post by Enigmatik
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Enigmatik Overly-Caffienated Thembie Supreme

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”Imagine what we could do if we rose above our baser instincts to cower and run?”


Name: Flint of Rushhaven

Rank: Watcher

Appearance: From tip to tail, flint without clothing would be a rather average mouse. He’s a plain brown colour, perhaps a few streaks of white along his back. His whiskers are shorter than most of his kinsmen, and on his paws, he has very little fur, but there is otherwise nothing particularly distinguishing about him.

That is, unless he is fully dressed. He wears a steely grey overcoat, with a wide hood with no ear holes. This means that with his hood up, his ears are flattened and poke out over his eyes, which are normally covered by a pair of moleish tunnelling goggles- modified to fit his face. Underneath this, he wears a set of alchemist’s robes, slightly altered to allow him to run more easily.

In battle he uses a crossbow, his quiver tucked away inside overcoat, and has a comically large butchering knife for taking parts from prey he hunts to gather his ingredients. Finally, he has a leather satchel that contains chemicals he has gathered on the field, or a new concoction he wishes to try out.

Finally, he has a specalist pair of gloves. These are made from lizard leather, with a hardened milksap covering. This makes them fire retardent, battle retardent, chemical retardent and stupidity retardent, whilst also allowing him to finely use his hands should needs be.

His mount- a bombardier beetle with a slightly shiny black shell, has a saddle near the head of it. This saddle also includes two large bags that hang down between the creature’s legs. The bags themselves are stuffed with down from various birds and have thin partitions between them, in order to carry reactants.

Personality: Flint believes that mice are creatures that are inherently capable of great feats, and are only held back by their natural instincts. Because of this, he himself tries to be as much of an exception as he can be. He works in the most modern field of alchemy when he’s not on the battlefield, deliberately hunts down creatures that most mice would try to avoid if they could, such as his bombardier beetle, and constantly toils to make more spoorwall juice in order to expand the area that the kingdoms can expand.

When fighting, you’ll rarely find him at the back of the lines, despite his crossbow. His bombardier’s saddle is designed to allow him to stand both forward and backwards on it whilst still firing, and he has been known to charge his beast in rear-first, using its chemicals in combination with explosives and carefully placed bolts.

The only time he’s ever taken cover was when he encountered an owl, and in that circumstance, nobody really blames him for hitting the deck.

STR: 7
CON: 10
DEX: 12
CHA: 7
INT: 20
LUC: 9

Equipment:
Hand Crossbow: A hand crossbow designed to be rapid-fired and quickly reloaded. Useful at close ranges… Not so much at a distance. They’re decent enough. -3 points
Hunting crossbow: A bog standard, Glendale hunting crossbow. Much better at long range than the hand crossbows. -2 points.
Scalpel: It’s very sharp, but it’s still a scalpel, and absolutely not designed for combat. -1 point
NOTE: Flint also owns a butchering knife, but it’s very large and he can’t actually wield it in a combat situation. Because of this, it’s not included.

Steady Hands: Bonus dex when mixing any kind of dangerous substance

Student of Anatomy: Bonus to crit chances.

Oddity: Reduction to charisma when charming and convincing

Over-reliant: Flint gains a stat reduction when he is unarmed or using his scalpel.

Trade: Flint is an alchemist at heart, and was an apprentice alchemist when he was a civillian back at his home in Rushaven- near the outskirts of Glendale.

Friend: Lucknow of Glendale. A mouse that Flint grew up with, and who he once helped out of a nasty incident with a rhino beetle. They remain in letter contact.

Enemy: Ethelred of Glendale. If an alchemist has made one mistake, he considers himself a fledgling alchemist. Flint has made many mistakes, but his first was with Ethelred, where he accidentally destroyed more than half of her fur. She’s never forgiven him.

History: Flint was an alchemist’s apprentice when he was in Glendale, but experiences when he was doing fieldwork, mostly regarding dangerous wildlife and the slaying of them, convinced him that his burgeoning combat skills would be better used within the Watch.

Hidden 7 yrs ago 7 yrs ago Post by 71452K
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71452K (╯°□°)╯︵ ┻━┻

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His cloak is a Royal Blue and is treated with citrus wax.
Hidden 7 yrs ago 7 yrs ago Post by Lady Selune
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Lady Selune Lamia Queen, Young and Sweet.

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”Der ain't no use sitting down on yer ass when der be gnawers 'ou need 'our 'elp. Git out dere!“


Name: Myrtle Bannermaid/Of the Banner, Myrtle of Burrowhill, Myrtle the Armless

Rank: Watchguard. Some people want to drop her down to a Greenband thanks to her injury, but she doesn’t give a shit about them. As long as she can still fight and lead her fellows, she’ll do it.

Appearance: For a watchguardsman, Myrtle looks surprisingly good for wear. Her ears are still full and round, rather than torn and ruined, her fur is as clean as she can get it, and her tail is full and pristine. She has an auburn colouration- a little more red than brown, and extremely long whiskers, although these aren’t really her most noticeable features.

No, that would be the fact that her left arm has been amputated at the elbow. She wears a peasant’s shirt, and keeps the sleeve tightly knotted around it to make sure that nobody sees the stump, although it’s very obvious. The shirt is far too big for her, althought the other sleeve has been cut to size, but the length allows it to partially cover her waist and legs like a dress.

Other than her shirt, she also wears a bright red cloak, two ear slits cut into the hood of it. She carries into battle a banner- around one and a half times her height, and with the banner of the Watch on it.

Personality:
Myrtle would do anything to help another mouse. Nevermind that she’s missing an arm- she can still fight, and dammit that means that she will fight. It’s said that the Watch are the 1% of mice who are brave enough to stand face to face with predators, and by that logic, Myrtle is the 1% of the 1%. There is no length she won’t run, or hoop she won’t jump through, if her countrymen can be saved. In fact, this is to the point where some mice consider her slightly unstable and reckless, although when they end up relying on her, they start singing a different tune.

She’s extremely zealous, even if nobody can understand her thanks to her accent, and she has absolutely no qualms with screaming orders like a proper drill mouse if she thinks people aren’t doing what they need to do. She takes to the training grounds with the same zeal she shows against flesh-and-blood opponents, and she genuinely believes that no matter what, the Watch are the greatest force of good in Gnaw.

She does have a soft side however, and this is probably seen best in how she acts around, and treats, her niece. Anyone she's friends with will also see this side come out, especially in non-violent social situations- although those that aren't friend with her aren't excluded from seeing this side either.

STR: 7. Myrtle is slightly below average strength-wise.
CON: 12. Formic acid is nasty- and the fact that there was a chance to save her arm at all is quite a feat.
DEX: 8. Nothing special here.
CHA: 20. A leader- a rallyer. A woman who has a tongue so silver that it glimmers when she speaks. Even with the accent.
INT: 13. She enjoys good conversation.
LUC: 5. Being mobbed by ants is not generally seen as good luck.

Equipment:
Watchbanner: A very well made, sturdy pole with a metal point at one end and a polished iron sphere at the other. It proudly carries the banner of A-88 and the Watch in general into battle. It’s maintained well, and even the cloth is good quality.

Traits:
+ Rallying Cry: Mice within earshot of Myrtle, or able to see the watchbanner, gain a +2 buff to condition, strength and dexterity within battle. Note that being able to both see the watchbanner and hear Myrtle does not stack the benefits. Myrtle also benefits from this.

+/- Icon: Myrtle is one of the most visibly disabled watchguards. Not only is she somewhat of an inspiration to some, but she's also a laughing stock to others. She's dealt with just as many taunts as she has approvals. When dealing with someone who views her as a positive icon, Myrtle gains a +2 charisma bonus to convince, charm and deception rolls. When dealing with someone who views her as a negative icon, the opposite is true.

+/- Zealous: If a mouse is in danger, Myrtle must help if she physically can. If she is restrained, injured, unaware or cannot reach the mouse, Zealous does not trigger. However, if a mouse is in danger and she can help them, she must, with a +2 bonus to condition, dexterity and strength.

- Crippled: Myrtle is missing a fucking arm. This shouldn’t need to be explained here. Auto fails climbing, archery and two-handed rolls.

- Trade: Myrtle’s family is a farming and blacksmithing family, but she was never really good at either. She probably would have ended up as a merchant or negotiator.

Friend: Blake of Hillwillow. On her first mission as a fully fledged watcher, Myrtle saved the life of a rather rich noblemouse, without realising it. Since then, she has received small amounts of money from a mysterious sponsor, and Blake keeps an eye on her exploits from afar.

Enemy: Moor Burrowhill. A childhood enemy, Willow and Moor have fought one another constantly. Moor is also in the watch, but thankfully is in a completely different nest, and they rarely meet one another. When they do clash however, they do so in style.

History: Born to an extended family of more than fifteen in Burrowhill, Myrtle’s silver tongue was noted at an early age, and has served her well since. She left her small town to see the big city as soon as she could, although without a plan she ended up on the streets pretty quickly. From there, it was a short trip to the watch.

[hider=Willow]
"Just ‘ause we’re ‘oung doesn’t make us any worse at proteting dem people den you!


Name: Willow of Burrowhill

Rank: Greenband

Appearance: For a mouse, and especially a female mouse, Willow is exceptional. She’s taller and wider than average, and uses an equipment set that most mice would struggle to wear, let alone sprint in. With a Warhammer as tall as she is, a heavy metal ‘bucket’ helm, a thick gambeson and splinted greaves, as well as a buckler shield, she’s no small force on the battlefield, although her little green band sort of removes her intimidation factor.

Without her armour, she’s actually very pretty. Her fur is bordering on copper, with a black patch of fur splotched over her chest, where her heart lies. This is considered a rather auspicious marking by most mice- showing that she is destined to die a violent death, something that she has taken to heart.

Personality: It’s hard to be a relative to Myrtle without some of her burning fire rubbing off onto you. Willow, a lot of her formative years having been shaped by her aunt, has a little more than ‘some’ of that fire. If her aunt’ll run through a burning building to save someone however, Willow will stare down a fox in order to let a group of gnawers run for it. Her choice of weaponry and armour is endemic of this, although it is not the only thing that shows off this part of her personality.

Her ‘birthmark’ has affected her a lot. Being told practically from birth, often sadly, that she was going to die violently. Instead of thinking she was doomed however, she has interpreted this to believe that she will die in battle, and has internalised a fatalistic, but not overly negative, view of things. Running contrary to common gnawer belief, she hopes that by dying doing something noble or honourable, she’ll end up an afterlife with other warriors. This has been taken from truly ancient mythology, and she kinda has to keep it a secret so she isn’t completely reviled.

Lastly, Willow is a self-sufficient individual most of the time. She can tend to her armour herself, and because of a lonely childhood, feels just as comfortable around herself as she does others. Her Burrowhill accent does not help matters, it must be said.

STR: 16: She’s strong enough to wear a lot of armour and still bring down most of what the world throws at her. Never skips leg day.
CON: 12. She can take a hit without going down, although she lets her armour take the hits.
DEX: 5. It’s ah… Not her strong point.
CHA: 8. It’s not really her strong suite, but her fur and face are more important in social interactions than her raw force of character
INT: 10. She’s as clever as the next mouse out there.
LUC: 9. One could consider the fact that she’s destined to die a violent death pretty unlucky, but in life, she’s managed just fine.

Equipment:
- Warhammer: This is a well-made hammer, produced by her father to her as a gift on her nameday. It’s got some minor detailing to it, but is otherwise a simple-yet-sturdy oak shaft, with bands of steel around it to prevent splinters, and a large hammer head. Effective in Willow’s hands. (Four points.)

- Gambeson: A simple gambeson purchased in the Burrowhill market. It’ll stop an arrow- barely- but is hardly something you want to rely on to protect you in the long term. At least it’s something though. (Two points.)
Traits:
+ Beautiful: Willow instantly passes charisma rolls against any mouse with sexual interest in her.

+/- Fighting Fury: The effects of poison and fire do not affect Willow until combat ends. Additionally, she does not fall unconscious when her health reaches zero, and she does not die until it reaches -4, instead of the usual -2. She can only activate this trait once per day.

+/- Death Seeker: Willow must enter any combat situation if she physically can. If she is restrained, injured, unaware or cannot reach the combat, Death Seeker does not trigger. However, if she can enter combat, she must. She gains a bonus to condition, dexterity and strength in any fight that Death Seeker drags her into- If she is ambushed or surprised, Death Seeker does not trigger. The exception to Death Seeker is when it cannot be counted as a ‘fight-‘ such as an encounter with a bear.

- Klutz: There’s no disguising it. Willow can trip over her own feet, and has done so more than once. -3 to running, sneaking and archery

Trade: Thanks to her mark, Willow has always known she was going to join the watch. Despite this, she’s picked up a number of useful skills from her father at the forge, and can maintain weapons and armour to a reasonable degree. If you need a blade sharpened or a dent sorted, come to Willow.

Friend: Merry Boulderest: One of the few people that didn’t tease her as a child- she was another mouse that was a little different. Merry is a sculptor now, and the two have maintained as much contact as she could.

Enemy: Algar of Redfield: A more ‘traditional’ member of the watch, and finds her both painfully ignorant and her death seeking tendencies as stupid. He’ll find any reason to get in another jab at her, and every time they slide right off he gets more pissed.

History: Willow remembers a lot about her childhood. She was teased a lot, or straight-up bullied in most cases, although as she got taller and stronger, these tended to fade. Hearing tales of her aunt in the Watch, she knew that she would rather earn a death in battle than wait for a snake to come and kill her, ad took up the mantle as soon as she was old enough.

Hidden 7 yrs ago 7 yrs ago Post by Sloth
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Sloth The Potato Salad of People

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Hidden 7 yrs ago 7 yrs ago Post by Asura
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Asura bitch you almost got blood on my timbs

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Hidden 7 yrs ago Post by vietmyke
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vietmyke

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"I vowed to help and heal whomever I came across regardless of creed- I can't leave now!"


Name: Oliver of Rosewood

Rank: Greenband

Appearance:
Oliver is a light brown- almost drab colored mouse with clear white chest hair. His only particularly distinguishing feature is a stripe of dark fur that runs vertically up his face starting from his nose. Rather unremarkable among other mice, Oliver is nice looking, if in a rather plain sort of way. He's an average sized mouse, though his small personality makes him seem smaller than the average mouse.

He wears a leather belt, along with a green armband over his left arm. The belt at his waist holds a variety of pouches with mainly a collection of herbs within them. Over his shoulder he has a leather satchel that carries a variety of supplies for medical purposes- needles and thread, clean cloth, a small supply of spirits, and clean water. Also inside the satchel is a sketchpad and a book detailing a number of useful herbs, where they are commonly found, and their medical uses. He wears a plain cloak over all of this- not a watcher's cloak, but merely a travelers cloak.

Personality:
Warm and kind-hearted, Oliver is a timid young mouse with a strong sense of right and wrong and a well developed moral compass. This level headed and gentle hearted mouse tries his best to stay brave and rational in the face of hardship and adversity despite his inexperience, but is rather easily shaken or surprised. Due to his age, Oliver is rather impressionable, and expresses a desire to learn various skills and tricks from the older veterans, though is often self conscious about his lesser skills when compared to that of the more experienced members of the group.

Honest and trustworthy, Oliver is compassionate and kind, if a little shy and soft-spoken. His personality only really changes when he is treating wounds or delivering care to others- as far as he's concerned, when a mouse lies onto his medical cot, they're in his kingdom. An attempt to sit up and leave while suturing a wound or an attempt to call the wound 'naught but a scratch' will likely result in a sharp blow to the noggin and an equally sharp exchange of words. Generally a very down to earth and grounded individual, Oliver possess a calm and positive demeanor, and while occasionally bordering on naivety, bolsters the spirits of those around him.

STR: 6 - Not particularly strong nor particularly skilled, Oliver makes a poor excuse for a fighter.
CON: 10 - Average, or just above, Oliver deals with pain and sickness about as well as the next mouse.
DEX: 12 - Years of work in an apothecary has resulted in a pair of steady, deft paws.
CHA: 6 - A timid heart and a typically soft voice does little to help his presence in conversation.
INT: 18 - Bright and knowledgeable, Oliver can surprise others with his vast knowledge of mouse physiology and use of herbs and chemicals.
LUC: 8 - Nothing particularly special, sometimes he stubs his toe.

Equipment:
  • Militia Spear: 2 pts - A common, standard issue spear often given to recruits or used by caravan guards. A long haft of appreciably solid wood with a steel point affixed to the end. Easy enough to pick up and use- just point the metal bit at the bad guys.
  • Short Sword: 3 pts - A well made shortsword. Good for stabbing and slashing, and small enough to be used in close quarters- if Oliver was any good with it.
  • Healer's kit - A leather satchel filled with most supplies for basic and moderate medical emergencies. Its no hospital, but it'll keep a mouse in one piece until they can get dedicated medical care back in Redfort.

Traits:
+ Steady hands - Oliver gains a +4 to dexterity when treating and suturing wounds.
+ Wallmouse - Even in broad daylight, Oliver is harder to notice when with others.
- Easily intimidated - Oliver takes a -2 penalty charisma bonus to convince, charm, diplomacy and deception rolls when interacting with those of higher constitution or strength.
- Unskilled fighter - Oliver receives a -2 penalty to attack rolls against prepared/aware opponents.

Trade:
Before joining Redwatch, Oliver was an apprentice at an Apothecary.
Friend: Oliver came across Aran Badgerslayer - famed Redwatch Watchguard- shortly after he slew the badger for which he earned his namesake. After tending to and mending a rather nasty wound, Aran declared that the young mouse had saved his life and vowed to repay his debt in some way, some day. Aran would later encourage Oliver to join the Redwatch, where his skill with medicine could save the lives of many a mouse.
Enemy: Brand of Burrowhill is a particularly nasty mouse that joined the Redwatch the same time that Oliver did. Brand relentlessly torments Oliver, whom he sees as weak and unfit to be a part of the Redwatch.

History:
Born the fifth son of a relatively poor merchant family in the town of Rosewood, Oliver was sent off to learn a trade so he could provide for his family. Due to his relatively frail nature, most physical trades were denied to him, and he would eventually find his place in the local apothecary. Here, it seemed, Oliver shined- a naturally intelligent mouse with a knack for medicine. After finishing his apprenticeship, Oliver left for Redfort, the capital of Redfield to ply his trade. Along the way he came across and saved the life of Aran Badgerslayer, who encouraged him to join the Watch. After a short time in Redfort, Oliver eventually sought the Watch.
Hidden 7 yrs ago 7 yrs ago Post by mickilennial
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mickilennial is trying to survive

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N A M E

    Aleria of Westercroft

R A N K

    Watcher

A P P E A R A N C E

    Aleria was born in the Kingdom of Westercroft as the eldest daughter of King Ethelred IX, and as such has been afforded… a particular appearance born from royal genetics and conditions, though she has attempted to put much of her past behind her for a variety of reasons. The former highborn’s fur is a bright white with ebony eyes that are accompanied with only a few scars and discolorations from her time in as a member of the Redwatch. Such scars include lines draw across the back of her neck, along the jawline of her muzzle, and upon the top edge of her rightmost ear; more of these affects are upon her body though the worst of them are hidden by the appearance of her cloak. In terms of attire, Aleria isn’t too different than other mice or watchmen in general; underneath her purple-stained cloak is a guardsman’s harness that supports her quiver and sheath as well as some minor attachments such as a flask and small set of tools.

P E R S O N A L I T Y

    As one may imagine from a woman who has shunned nobility for greater freedom, Aleria’s personality isn’t the most approachable within the order and oftentimes a reputation precedes that fact; and whilst it is true that the white-furred mousegirl is particularly coarse, she doesn’t act this way out of ego or beliefs of superiority. The truth of the matter is that Aleria tries to be welcoming and amenable but ultimately her experiences make her distrustful of people’s motivations, a tendency that is only made worse by a virulent temperament. But her lack of trust doesn’t translate to a lack of faith in the Redwatch by any means. In fact, her distrust towards others often translates to her being more critical of potential members as she attempts to analyze them to see what she thinks of their “true self” and “faithfulness to the cause”. It is also probably why she’s never had a squire.

    Her outlook of people aside, Aleria sees what the Redwatch represent and hopes to better embody the ideals and follow their laws and tenants with the highest level of integrity despite originally coming to the gates of the order in time of desperation rather than duty; in her perspective that moment of weakness is probably her greatest shame. She tries to make up for it with every moment going forward.

A T T R I B U T E S

    STR - 11
    Aleria is a competent swordswoman and is used to “putting her back into it”. She’s hardly a brawler or master of unarmed combatant, however.

    CON - 10
    Aleria is hardy enough to deal with the elements and not be impeded by a illness.

    DEX - 18
    Aleria has a sharp perception and sharper reflexes, but younger and smaller mice are much quicker than she.

    CHA - 8
    Aleria’s loud, temperamental, and no nonsense attitude tends to work against her. She may have a presence, but it tends to work against her despite her being pleasant to look at.

    INT - 10
    Aleria has quick wits and is well-educated, though she doesn’t apply herself most of the time in the latter. She is a decent investigator, but she’s hardly a brilliant one.

    LUC - 8
    Aleria has unfortunate luck strike her from time to time. The scars are proof of that.

E Q U I P M E N T

    Shortbow (3): A remarkable, but non-masterwork weapon meant for shooting projectiles.

    Arming Sword (2): A well-made, albeit unimpressive arming sword for when battle becomes too close for comfort.

T R A I T S

    Adventurous: Aleria has always felt the thrill of adventure in her bones and as such has a knack for exploring. As a child she often scaled the mountains, trees, and structures around her. She gets a +2 bonus to climbing and acrobatics checks.

    Cynical: It is hard for Aleria to trust in people due to her experiences with those who are out for themselves. Whilst this prevents Aleria from being deceived, this also disallows trust. Aleria suffers at disadvantage (-2) to sensing motive and diplomacy actions.

    Highborn: A former princess of Westercroft, Aleria knows the ins and outs of the high nobility. Using her education, wits, and experiences she can successfully defuse or comprehend a situation involving matters of the royal court. Aleria receives a +2 bonus to intelligence and charisma checks involving nobility.

    Temperamental: Due to experiences with arguments and broken loyalties, Aleria’s already emotional personality can turn from rowdy to violent in a moment’s notice. Due to this inability to control her temper when offended Aleria is at disadvantage (-2) to all interaction and action rolls when enraged; additionally, she needs to successfully roll to maintain composure if she is not to act based on her emotions.

T R A D E

    Nobility. Aleria’s kin have served as the rulers and protectors of Westercroft since time immaterial.

F R I E N D

    Fjara ‘Taileater’: A well-regarded watchguard and Aleria’s mentor and friend. Second only to Mathias of Oakenfort in guardians who mean much to the mousegirl, Fjara was the one to select Aleria as a squire after she had finished her trials. As such the bond between the two mice is relatively strong and given the experiences the two went through during Aleria’s formative years it has been a kinship that has not faded with time. Aleria considers her like a second mother.

E N E M Y

    Prince Magnus of Glendale: The heir to the Kingdom of Glendale, and mouse that was to be wed to Aleria upon agreement between Glendale and Westercroft. To his friends and subjects Magnus is seen as a kind and benevolent prince, but to those who truly understand him as a petty and cruel man. Aleria’s defection to the Redwatch, to him, is a declaration of war and has been for many years. With his father in ill health and the council favoring him to be the next monarch-elect, he may become a more tenacious threat to not only Aleria but also the Redwatch.

H I S T O R Y

    Prior to joining the Redwatch, Aleria was a mouse of decent renown considering her birthright as the eldest daughter of the King of Westercroft. However, Aleria was not a prissy princess by any means due to a combination of rigorous tutelage by the captain of the royal guard as well as an adventurous personality that was rarely reined in by her betters. She joined the Redwatch due to complications regarding familial expectations such as a marriage to an unfavorable suitor. Whatever the case may be, the past is now the past and her old life has been put aside in favor of the watch.
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N A M E

    Athelstan of Cottonmouth

R A N K

    Greenband

A P P E A R A N C E

    Athelstan is a simple mouse with a simple, albeit taller and brawnier, appearance. The lowborn’s fur is a youthful champagne, though it can appear a brown-gray at times. In terms of disfigurements, claw marks protrude across his neck, a single mark from a squirrel’s spear runs from the edge of his left brow to the base of his left ear, and faded wounds from the lashings he received as a “guest” of the Cottonmouth stockades are prevalent on his appearance. Athelstan isn’t particularly handsome, but he is not homely. In terms of attire he wears a simple midnight gray cloak to keep himself warm though he knows if he passes his trials it will be replaced.

P E R S O N A L I T Y

    For most of his life, Athelstan has been kicked around by those who were bigger and stronger than him in both status and stature; an odd thing to imagine considering the tall and brawny mouse Athelstan has become following his ascent through maturity. As a result, Athelstan likens himself as a denier of bullies and thugs whether they wear rags or finery. In fact, this disdain has cultivated a personality of opposition and defiance that has more often than not got Athelstan into trouble with his betters and peers alike. But despite often conflicting with others through his challenging and rough personality, Athelstan believes in the rights of everymouse and strongly holds beliefs that the idea that mice are inherently meek cowards is a social construct that holds little truth; for him cowardice is only encouraged through this reoccurring statement. His rejection of this fact has made him consider training to become a guard or seeking out things as an adventurer; though he often holds himself back to his love for his kin.

    Or at least, until the squirrel raid on Cottonmouth a few months ago. Driven to be the best mouse possible, Athelstan made a decision following the loss of his oldest friend, Oskar, has embittered Athelstan to the existence of the squirrel-folk and has sworn an oath of vengeance. Joining the Redwatch seems to serve this purpose for him, though he does respect it as an honorable order of brave mice.

A T T R I B U T E S

    STR - 18
    Athelstan has had a lifetime to become one of the toughest mice in Cottonmouth. He’s been trained as a blacksmith and he’s probably been in more brawls than is sensible.

    CON - 10
    Athelstan is young and has a decent constitution, but nothing too hardy.

    DEX - 10
    Athelstan is as quick as any other mouse of relative age and size.

    CHA - 7
    Athelstan is blunt and says how he feels. People tend to think he’s too standoffish and too uppity for his class.

    INT - 8
    Athelstan is a bit smarter than the peasants and simplefolk, but his intelligence is limited to his family’s craft. You could fool him with effort.

    LUC - 7
    Athelstan isn’t lucky, but he isn’t cursed. He once slipped on a bar of soap in the middle of a brawl.

E Q U I P M E N T

    Heater Shield (2): A decently made shield; shaped in the form of a reuleaux triangle. Can take a beating.

    Claw Sword (3): A well-crafted arming sword variant with a clawblade forged onto the pommel. Forged by Athel himself.

T R A I T S

    Confrontational: Athelstan is known for using his fists before using his brain and due to this is at disadvantage (-2) with diplomatic solutions and bargaining.

    Coquettish: Despite being average in appearance, Athelstan has a friendly and approachable aura. This has resulted in him being received well by the fairer sex. +2 to interactions with female and jovial mice.

    Simple: Due to being part of the smallfolk, Athelstan suffers disadvantage (-2) on checks relating to knowledge beyond his profession and birthplace.

    Tall: Athelstan is relatively taller than his brood and stands out in a crowd. Due to this fact he is stronger and more imposing as such he receives +2 to strength-based and intimidation-based checks.

T R A D E

    Artisan. Athelstan’s kin have served as blacksmiths and jewelcrafts for many generations.

F R I E N D

    Hans of Cottonmouth: The owner of the largest tavern in Cottonmouth and a longstanding family friend. His son (and Athelstan’s closest friend), Oskar, died in the squirrel attack that occurred a few months ago. Should Athelstan return to Cottonmouth he will always have a bed and ale waiting for him at The Lying Wolverine Innhouse & Tavern.

E N E M Y

    Klaus of Cottonmouth: The son of the Earl of Cottonmouth, and a distasteful rival of Athelstan’s due to the disapproving relationship between Athelstan and his sister, Beatrix. Once got into a hefty brawl with Athelstan and lost, though it did cost Athelstan a fortnight in the stockades to which the rowdy young mouse remarked that “it was worth it”. Despite this fact, Klaus does not see Athelstan as his enemy and will seek to merely inconvenience Athelstan if they are to meet.

H I S T O R Y

    Athelstan’s life leading up to his recruitment was relatively simple—the youngest son of an iconic blacksmith father and a meek tailor mother, Athelstan took life in Cottonmouth with fleets of fantasy. When Cottonmouth survived a raid by a warband of squirrels he decided the best way to serve his family was to join the Redwatch so it would never happen again.
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"Why do we even bother policing other Gnawers? Redwatch is for Redfield, they can deal with their own problems."


Name

Erian of Redfort // Erian Sleepy Eyes

Rank

Greenband

Appearance

A young upstart with a penchant for running his mouth, Erian's gotten himself into enough scraps over his short years to gain a number of scars. Swelled, shallow cuts surround each of the mouse's eyes, giving him a strangely tired expression- prompting his nickname. A chipped front tooth thanks to a neighbor wacking him in the mouth with a shovel during a heated argument.

Short and scrappy, Erian's body mass is tightly woven beneath his matted fur. His coat is a mess of tangled, black hair with sparse white spots around his torso. Erian's whiskers are long and typically caked in dirt and dust. Years of working in the deepest mines of Redfort, and covering himself in dirt and charcoal, Erian doesn't stress much over appearances. Not to say he's particularly dirty. But you won't find him getting his coat brushed often or excessively washing his paws.

Erian is small of stature, nearly half that of most mice his age from Redfort. Though Erian was always part of the mining unit, following in the footsteps of his parents, he never developed much upper body strength. Most thought he was incapable of it due to oddities in his genetics, tied, likely, to his height. Erian often worked as a scout and a runner. They sent him into the tiniest cracks and crevices to examine potential new areas to excavate. Dangerous work, but Sleepy Eyes was never one to shy away from it. This activity lent him great strength in his legs and a lithe, capable build.

Personality

One would struggle to find a more fiery, passionate soul than Sleepy Eyes Erian. The short tempered miner mouse is a deeply flawed individual. He has great pride in his lineage and his nation, to the point where he blindly believes and supports everything the monarch or her government says. He has a tendency toward violence when angered, especially against those who confront and insult him personally. Rough and coarse, the rodent often times struggles to empathize with others; especially when he doesn't know them personally. His personality tends to lead to conflict with others around him. Erian doesn't enjoy fighting with family or the few friends he has managed to keep a hold on, but a lot of the time the mouse simply can't control himself. He lacks the personal discipline to do so.

Erian of Redfort loves his country and his king. He's never left Redfield before, and never had any desire to for most of his young life. Ever since he was a boy, he's looked up to the Redwatch. He sees them as the crowning achievement of his beloved kingdom. A legacy of heroism and defending the legacy of his homeland left an impression upon the young mouse. Erian's blind patriotism and loyalty to the crown has left him jaded, however. He believes the Watch has spread itself too thin trying to protect everyone- some of whom might not eve deserve defending. Why does Redfield need to guard Glendale, or Westercroft? The Redwatch is their creation. It's their army. The other Gnawer kingdoms were a drain on Redfield resources and only ever caused problems for them. Erian used to shout his views from the mountaintops. Several violent confrontations later, and Sleepy Eyes has learned to keep his opinions to himself unless otherwise asked. He's just as passionate about it, however, as he used to be.



Watchers and Watchguards are given 65 points to allocate to their stats, Greenbands are given 60. Each player gets five points to put into their equipment -- each piece of equipment must have one point at minimum, and 5 at most. One point items are somewhat broken, very old, or otherwise crappy items you wouldn't pilfer a dead mouse for, two point items are cheap, old, flimsy, or otherwise unimpressive, three point items are well-made, four point items are very well made, and five point items are masterfully crafted. The higher the number is, the less likely it is to break.

Stats

STR: 6
CON: 15
DEX: 20
CHA: 3
INT: 8
LUC: 8

Equipment

3 points - Well crafted bow

2 points - Hunting knife
Traits

+Like A Rat: Erian fights with the brutality of a savage. He pokes eyes, stabs genitals and isn't afraid to get his hands dirty. Gains a bonus when rolling for a dirty trick maneuver, as well as when defending against a dirty trick.
+Cave Diver: Spending his youth in the deepest caves of Redfort, Erian is a natural at traversing underground environments. Gains a bonus to rolls for climbing checks when inside tight spaces
-Don't Call Me Short: Erian is nearly half the average height for a male mouse his age. His small stature makes him physically weak. Penalty to all melee strikes and strength tests.
-'Short' Tempered: Easily provoked to anger and lacking the discipline to control himself, Sleepy Eyes has a tendency to respond to negative circumstances with violence. Penalty to diplomacy rolls, charisma checks and potential to become 'enraged' if hurt in combat.

Trade

Following in the footsteps of his parents, Erian used to be a miner before he joined the Redwatch

Friend

Diana of Redfort: Aunt to Sleepy Eyes Erian, Diana is a Watchguard assigned to garrison duty in one of Redfort's burrows. She took Erian in after his parents died, and helped guide him to the Redwatch when the young mouse needed a direction in life. She supports him as best she can, though Erian's temper and shortsightedness make him a hassle to even her. Diana attempts to keep a 'hands off' approach, not wanting to mix her personal life with work- she shows absolutely no favoritism to Erian, and prefers not to interact with him outside of home life. She was his guardian for the two years prior to him becoming an adult mouse, giving Erian lodging when no others would.

Enemy

Vale Goldcloak: Vale runs the major mining operation in Redfort that Erian's parents both worked in. He and Erian's father were constantly at each other's throats while he was still alive. The father often usurped Vale's authority and was a threat to his position as head of the company. Goldcloak tried to run him out of the job dozens of times. Yet Erian's father, stubborn as a mule, refused to be intimidated. It is suspected by some that the mining 'accident' that claimed the lives of Erian's parents and made him an orphan could've been the work of a desperate Goldcloak, but the authorities didn't have enough evidence to pursue foul play charges. Vale and Erian hate one another with a passion. Erian suspects he's the murderer, and Vale believes Sleepy Eyes to be an impudent child that needs to be put in his place.

History

Sleepy Eyes Erian of Redfort was one of four children born in his litter. His parents were both career miners who had never left the city of Redfort before, and their children were expected to follow in their footsteps. Erian's siblings all died working in the mines in various accidents and cave ins. Erian nearly lost his head on a couple of occasions, but he managed to survive to early adulthood. Short tempered and opinionated, the boy got into plenty of trouble with others, often fighting older, stronger mice and coming home with scars and bruises. His parents, while loving, were too busy to adequately raise Sleepy Eyes- he lacked authority figures in his life and had little to no self discipline. When his parents both died in a mining accident, Erian was left without any close family to take care of him. He was too poor to afford his own living space and would likely starve if no one helped him. His aunt, Diana, gave him shelter. Erian, unable to make a living wage as a miner, was all but required to join the Redwatch if he wanted to survive on his own.
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Name: Godric of Glenstone

Rank: Watcher

Appearance: Godric is a tawny-furred thing, most of his body an off-shade of copper, save for darker patches of chocolate brown strewn about his body without pattern, and his left forearm and ear, which are both possessed of a colour best described as ginger. His paws are riddled with the faint, white lines of faded scars, although they are treated as a natural occupational hazard. His cloak is a high-collared oxford-blue affair, selected to compliment Godric’s collectedness and calm under pressure. The trim is an off-white ivory. The cloak hangs just below the knees, and boasts a (faux) fur-lined collar, white and grey. An allusion to his roots in the dry cold of Westercroft.

As accessories to all of this, he wears a pair of finger-and-toeless gloves and shoes, climbing gear made up of a padded, dark leather. Designed to protect the tender parts of the paw, and still enable the use of a mouse’s nails. Finally, as the crown to his outfit, he wears a white-plumed cavalier hat, and his ears back and down to accommodate it.

Personality: Godric is an enthusiastic, but cautious, explorer – he believes the brave mice of The Redwatch could achieve most anything, so long as they think far enough ahead. To Godric, life is a game of survival, in all respects. Out in the field one must scout quickly and tread lightly, whereas back home you must mute your tones and appear respectable, honourable, if your watch is to continue. Thus, he speaks softly, politely, and has a practiced smile – but in spirit, always has one paw hovering over his pommel. Oft, this manifests as a social awkwardness, although not in any threatening sense. Due to a prior tragedy, all lives Godric sees lost to brashness are taken as a personal failure, particularly if it’s a team mate.

STR: 15
CON: 7
DEX: 15
CHA: 8
INT: 12
LUC: 8

Equipment:
Basket Hilted Sabre – 5pts
  • A well-made sabre which shines like sterling, with a blue-satin inlaid basket hilt, worn at Godric's waist.

Scout’s Messenger Bag
  • A fairly standard leather bag, meant for scavenging and collecting artefacts of interest on scouting missions.


Traits:
(+) Country Mouse – “Have I already been here?”
A scout by nature, gets +3 to climbing, jumping and general exploration checks.

(+) I Smell A Rat
Sometimes something is just… off. +2 to investigation rolls as they pertain to obstacles
and foes.

(-) Stick to the plan!
Whenever Godric sees somebody felled by their own recklessness, it resonates with him – whether out of grief or anger, he loses his ability to focus. -2 to defensive or dodge rolls after witnessing a casualty.

(-) Whatever she says
This is no city mouse. Whenever he can, Godric likes to be out on the trail, and as such he doesn’t have much time to polish his conversations. This is particularly true with women – Godric automatically loses any charisma roll made against him by the opposite sex, regardless of their rapport.

Trade: A scout and cartographer, Godric would map out the strange swamplands surrounding his murky home in Glenstone, the South of The Glen.

Friend: Odette of Westreach – An old friend from Godric’s native territory, and the only woman to which he writes with any sort of regularity, Odette is a watchguard in good standing, assigned to the western border of Gnaw. The two confer between assignments, and regard one another as siblings of sorts – although Godric, in his awkwardness, still can’t hold an argument with her.

Enemy: Cary from Redtower – A fellow Watcher, Cary is possessed of the most peculiar hatred. Although he and Godric had a rapport as Greenbands, he came to loathe Godric, ostensibly for his simple beginnings (although in actuality for his success in squiring with a respectable Watcher sooner, and graduating to Watcher himself quicker). Cary, alleged to be descended from middling noble Westercroft blood, will tell anybody who will listen that Godric is a fiend, an egotist who aspires to reach the top from the bottom, and will step on anybody to gain the social edge.

History: Although lowborn in central Westercroft, Godric’s father, a cartographer, despised the socio-political atmosphere of the place- and politics in general- and longed to live a ‘simpler’ life. This, in part, was due to his father's reputation as an honourless scoundrel - an untruth spun by one of his wife's former suitors. At some point in Godric’s youth, his father moved the family to the small settlement of Glenstone, in the Southern Glen, where he taught Godric how to scout out the surrounding swamplands, and make rudimentary maps. For the most part, Godric was happy with their reclusive lives – until one map-making expedition ended in sudden and brutal tragedy, the two overlooking an obvious hunting ground and falling into a frog ambush. Godric, being small and strong, escaped when his father could not – and returned home alone. Unable to support themselves, his newly fatherless family resolved to return to Westercroft and ask for the charity of relatives. All save for Godric, who, compelled by his fear of failing others, and the words of his pen-pal Odette (“When I had nothing else, I had the Redwatch”) left to pursue his career in Redtower.

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