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Reluctantly retired roleplayer.

Except when I'm not.

Why are you here when you should be writing posts?

You can edit a bad draft, but you cannot edit a blank page.

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Dedicated to the memory of Brian Jacques...
T H E Y U R A Z E N P R I N C E


A T A L E O F R E D W A L L

C H A R A C T E R S H E E T:

For a character submission, I'm not going to be providing a skeleton and instead leaving the formatting of your application open to you the player. This way, you can use your skeleton as a way to tell us about your character even further. Basically, what I'm looking for is a character concept, obviously, we need the basics like name and species, but more importantly, I want a brief synopsis of who this character is, why you want to play them, what they will bring to the team and any goals you have for them.

N A M E:
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Names in the world of Redwall are fairly straightforward and often under the pen of Brian Jacques, were generally meaningful to the character. Some species, such as the Otters and Hares, often carry family surnames, while Badgers more often have titles, especially Badger Lords. Squirrels, Mice and Moles all have more traditionally given and surname structures.

S P E C I E S:
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B A D G E R S
Standing well over a head taller than both their loyal Hares and the friendly Otters, Badgers are among the largest beasts to reside in Mossflower. Often few in number, badgers are greatly territorially, and it is uncommon to find more than one in the same place unless they have a family. Compared to other beasts, their lifespans are notably longer, matching their towering size as Badgers are the only beast to measure their own age in years instead of seasons.

In addition to their size, Badgers are tremendously strong, often wielding weapons and armour that other beasts would find difficult to lift, let alone use. They are master smiths, with a Badger Lord having been responsible for forging the legendary Sword of Martin the Warrior.

However, more so than any other beast, Badgers have been plagued with suffering from the ‘Bloodwrath’, a terrible and dangerous infliction that drives the afflicted into a berserker-like while at the height of battle. When a Badger’s eyes turn red, it is best to stay out of their way as nothing can stand in the way of a badger suffering from Bloodwrath.

Imbued with a tremendous sense of honour and duty, Badgers have long been respected by other fair beasts and often have ruled over Mossflower Woods from their former ancestral home of Brocktree. A familiar sound to all badgers is the call of the mountain fortress Salamandastron, standing watch against raiders on the western shores. It is said that there must always be a Badger Lord in Salamandastrom and for many seasons there always has been. Those that find themselves called to the position serve with wisdom and dignity.

But beyond warriors, Badgers often tend to be scholars or guardians of peaceful beasts, readily accepting a protector role. As an example, Redwall Abbey is scarcely found without a Badger Mother tending to its mischievous dibbuns. As a general rule, all badgers strive to uphold a personal code of honour, but there are those that are willing to do anything to protect their companions.

H A R E S
Hares are tall and lanky creatures, with flopping ears and scut tails. Their fur can be either brown or white, with dark, glinting eyes. Their infamous appetites typically have no mark on their frames, as they remain thin, spare, and sometimes even scrawny.

Hares are jovial and jocular creatures, using their lighthearted attitudes to hide a disciplined, tough, and sometimes bloodthirsty fighting beast inside. They live life to the fullest, usually by eating vast amounts of food. It is said that to invite a hare to dinner is to invite a living famine!

Many hares have ties to the famed and decorated Long Patrol, the fighting force that defends Salamandastron. Even the hare family that lives more than a month's travel away will show the influence of the military lifestyle, be it in speech or attitude.

Hares also hate to be called rabbits, as their unfortunate foes are quick to discover.

H E D G E H O G S
Hedgehogs are shorter and stockier with a coat of spikes on their back, serving as both armour and a weapon when they curl defensively. They are usually either a toasty or dark brown, with long snouts and solid builds.

Hedgehogs are not usually warriors, preferring peaceful life, usually involving brewing their own drinks, to fighting. However, when the need arises, they can be competent fighters and stalwart companions. They share a love of life, food, and drink.

M I C E
Mice are the most common inhabitant in Mossflower Woods and have occupied the area since time immemorial.

Mice are of average height and build, with fur colours ranging from tawny to dark brown. Their tails aren't as long as those of rats and are a soft pink colour. Their eyes are usually brown.

Mice are a widespread and determined race in Mossflower, filling whatever need needs filling. Many warrior mice take on direct battle or leadership roles, while others prefer to remain stealthy and work quietly to sabotage the foebeast. Mice are typically upright, honourable beasts, eager to help those in need.

M O L E S
Moles typically have black fur and always have large digging claws. Their eyes are small and bright, and their faces easily crinkle into large grins. They are shorter than most other beasts, even hedgehogs.

Yes, the accent is usually required. Moles are smart, sensible, and practical, often providing a supporting role in large forces. They are at home underground, and hate heights and large bodies of water; they get seasick easily. Their judgement and reasoning make them valuable allies. They are also famously fond of the dish known as deeper'n'ever pie.

O T T E R S
Otters are tall and usually brawny, built for swimming. Their rudders (tails) are broad and powerful, and some have even used those as weapons. They have long, thick fur which is usually dark brown or almost black.

Otters are jovial and friendly when not fighting, but dangerous opponents when roused to battle. They are a passionate race, going over both ends of the spectrum. An otter loves what he or she loves greatly, but if they swear vengeance on a foebeast, they will not stop until they are satisfied. Among the things they usually love are rough-housing, swimming, and the famously spicy shrimp 'n' hotroot soup.

S H R E W S
Shrews are small, boisterous beasts, with spiky grey fur and bright, narrow eyes. Their voices are gruff and well made for shouting and arguing, which they're famous for.

Shrews are noisy, lively, and love to "debate", but it usually just means shout at each other until a minor scuffle breaks out. Despite their belligerent tendencies, they are always willing to help beasts in need, especially if it involves fighting. In battle, they are fearless and self-sacrificing, never willing to let a comrade die, or at least die alone.

S Q U I R R E L S
Squirrels are thin and rangy creatures, with bushy tails and red fur. Their ears are sharply pointed, and their front teeth are slightly larger than most other creatures'.

Squirrels are among the more serious beasts of Mossflower, taking their warrior traditions very seriously. Numerous families have a specific ancestral tradition, usually that of an archer. They refuse to bear witness to injustice and bring down "the wrath of the woodland" on any who would bully the weak. They are loyal companions in battle, and squirrel archers are known as being the best in the world.

V O L E S
Voles are diminutive of frame and tail, preferring to keep to the shadows rather than risk their hides in an open fight. Their faces are short, as are their paws. Similar in stature and size to a mouse, a vole is most easily identified by its smaller, recessed ears and narrow eyes. Voles often tend to be more rotund in frame, though this isn't always necessarily true. Voles are not as common as mice but exhibit a similar personality type. Some families live near rivers, and many reside at Redwall Abbey.

Voles tend to remain out of pitched battle, as they like their fur where it is, thank you very much. Somebeasts even call them cowards, but they haven't met a cornered vole. When not stealing what needs stealing, voles can be found enjoying a simple life at home.
B A C K G R O U N D:
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Any NPCs besides the Prince, maybe? And are we keeping any of the historical figures besides Martin? Is it gonna be a between this book and that book time, or an AU timeline so no one has to worry about knowing what has or hasn't happened beyond Martin the Warrior was awesome?

Oh, and maybe including whatever size chart you most agree with. :P


I think for NPCs, I'll worry about that as they're introduced in the IC.

In terms of timeline, I'm just going to say we happen after the events of The Rogue Crew so players are free to reference any previous character as they wish, but aside from that, I'm not planning on getting too nitty-gritty about the timeline.

And thank you, I just put a size chart in my draft lol

S E T T I N G:

Our tale will begin during the Autumn of the Long Harvest when Redwall Abbey is visited by the Travelling Thistledown Troupe. The Mossflower Country will be the primary setting for events in our story, with Redwall Abbey obviously appearing heavily in the beginning and end of the game and any time in between if we decide to run any sort of 'B' plot featuring additional Abbey Dwellers.

For this game, we'll primarily be referencing from this map, which is heavily based upon the official map from the Redwall Map & Riddler. Unfortunately, Jacques has a number of minor inconsistencies from book to book both in geography and scale of the characters (ie in the original Redwall, horses, manmade structures and the size of the cat are all more in line with realistic proportions versus as the series went on and developed and a lot of these elements are dropped leading to wolverine being roughly the size of a badger).

Our vermin horde, however, will be of my own creation is going to be coming from the East, beyond the Bell and Badger Rocks and even beyond the Southern Plateau. Coming from the distant land of Yurazea, the Prince and his army, will be shown primarily through GM posts as advancing steadily and the obstacles they have to overcome until such a point that they've made it to Mossflower Woods.

M O S S F L O W E R C O U N T R Y:
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R E D W A L L A B B E Y:
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B R I E F H I S T O R Y:
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Following the destruction and flooding of Kotir, an ancient castle in Mossflower ruled for seasons by the Greeneyes family, blueprints of the Abbey complex designed by Germaine became reality with Martin's assistance.

The Abbey was built out of red sandstone from a neighbouring quarry by woodlanders of Mossflower and survivors of the Loamhedge Abbey plague. Construction took more than 20 seasons.

A tapestry was woven in the Great Hall and dedicated to Martin the Warrior. After the deaths of Germaine and Martin, both mice were entombed beneath the Abbey.

While it is ordained to be a peaceful location, many times a warrior is called upon by the residents to combat a threat against this peace.

Redwallers traditionally name the Seasons after some large occurrence or event. Young citizens of the Abbey are called Dibbuns.

The unwritten rule of Redwall Abbey is that "Redwall mice can go anywhere, through any territory, and pass unharmed."

A B B E Y C H A R T E R:
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I
To be brothers and sisters of peace and goodwill while living together under the protection of Redwall Abbey.
II
Forsake all unnecessary forms of violence, not only to Mossflower, its trees, grasses, flowers and insects, but to all living creatures.
III
Help and comfort the dispossessed.
IV
Harbor orphans and waifs.
V
Offer shelter to all creatures alike.
VI
Give clothing, warmth and food to any beast or creature that is deemed in need of such.
VII
Educate and learn, particularly in the healing arts, comfort the sick, nurse the injured and help the wounded.
Take food from the earth and replenish the land by caring for it; husbanding crops, living in harmony with the seasons always.
VIII
To honour and protect friends and brethren, only raising paw to do battle when life at Redwall is threatened by treachery and the shadow of war; at these times every Redwall creature should show courage, fortitude and obedience to the Father Abbot. The taking of another life must always be justified and never carried out in a wanton manner.

R U L E S & G U I D E L I N E S:



Well I HAVE been wondering how many licks it takes to get to the bottom of a tootsie pop.

I’m good for whatever general info you feed us, boss.


Exactly 53 if licking exclusively vertical while rotating in a clockwise manner.
Hoping to have the OOC up tomorrow, was wondering if there was any information that people were particularly looking for?
Dedicated to the memory of Brian Jacques...
T H E Y U R A Z E N P R I N C E


A T A L E O F R E D W A L L

P R E M I S E:

Lord Wraith invites you to return to a simpler time and embrace the nostalgia of epic battles waged between beast and vermin. Adapting the novels of Brian Jacques into a roleplay, the intention is to replicate Jacques' storytelling style with players taking on the roles of Abbey Dwellers or other members of Mossflower in an effort to repeal an invading vermin horde led by a Prince intent on taking both the titular Abbey and the Sword of Martin the Warrior for himself.

As events unfold in the initial IC, it will turn out that the Sword of Martin the Warrior is missing from Redwall Abbey. After the Spirit of Martin reveals itself to the player characters, they will then depart from the Abbey to locate the ancestral weapon, all while the advancing horde led by the Yurazen Prince comes closer and closer. Ideally, the story will revisit favourite locations like Salamandastron, and favourite factions like the Guosim (the Guerilla Union of Shrews in Mossflower) shrews and the Long Patrol.

Players will be allowed to apply initially for one primary character who will be undergoing the quest, but later able, and encouraged to create supporting characters as other factions are encountered and the world expands. In keeping with the style of the books, heroic characters will only be 'beasts' (mice, squirrels, otters, moles, hedgehogs, shrews, hares and badgers), while villainous characters will be vermin. Initially, players will be dissuaded from applying as vermin, but as the Yurazen Prince and his army come more and more into focus, players will be able to assume the role of supporting characters in the vermin horde.
I think that's enough interest to get to work on an OOC.
Ah yes. Hedgehogs and their traditional role as keeper of the cellars of the abbey. I can work with that.


Someone has to keep the cordial and ale under lock and key. And of course sample it... hourly...
I’m also thinking I need to reread all the books I have.

The otters are so fun and energetic. So are all the other critters… but my brain just equates energy and excessive enthusiasm with Redwall otters.


Oh for sure, and that suits them. Sometimes I look at the different races in terms of fantasy creatures and moles are obviously dwarves, while I think squirrels are closest to elves. Mice are the humans and shrews are halfings. Badgers are almost a half-giant, but I'm not really sure what otters and hares would be comparable to.
I’ll need to do some light re-researching, but so far I’ve got the amusement for a badger or Hedgehog at the moment. I’ll stew on more specifics as thinns move along and iron out something more concrete.

Edit: Deeper thoughts have struck me. I must look a few things up to properly respond to this query.


Hedgehog would be fun to have along. They tend to be a less common species choice even in the books.
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