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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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Let me know if you guys have any questions when making your characters!
Eulalia!

I’ll stick to my thoughts of the Hedgehog Cellarkeeper. Someone has to keep their nose in the ale! So far have a few ideas stirring, probably gonna blend them into a bit of an elder character.


Sounds good, can't wait to see it.
Is nais.

Gonna make a hare after all.


Haha Basil gottem.
Alright guys, I'm still working out some details but the OOC is up and a bulk of the information is there for you all.
B A N C R O F T
B A N C R O F T

"What I wouldn't give for a good old beaker of cold cider right now."
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
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C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
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Bancroft 'Banny' or 'Croft', son of Geoffrey
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Three Seasons | | Mouse
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Single | Communal Farmer

P H Y S I C A L P R O F I L E
P H Y S I C A L P R O F I L E
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C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
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C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
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An adventurous young mouse, Bancroft is on the cusp of adulthood. He spent the first season of his life living outside of the Abbey walls in a nearby farming community under the care of his father and mother. His father, a fieldmouse by the name of Geoffrey, oversaw the work of the family farm located to the East of Redwall Abbey. His farm fed not only their local community but also traded with Redwall Abbey for honey and Salamandastron in thanks for protection.

Unfortunately, this also led to Geoffrey's demise. Due to several consecutive ongoing battles with the toad tribes that lived along the western shores, Geoffrey and his farmhands were forced to change their delivery route to travel North through Mossflower Woods, instead of West past Redwall Abbey. While Mossflower Woods is generally peaceful, it is not without its own threats and its sprawling woodlands hold many vermin. It however was not vermin that led to Geoffrey's death but instead a dangerous adder that had travelled from the East and found Mossflower to be a flourishing hunting ground.

Salamandastron had dispatched a unit of hares to meet Geoffry, but the Long Patrol was too late to save Geoffrey and instead, an Officer returned only Geoffrey's tattered scarf to the homestead where Bancroft and his mother, Lonicera, were eagerly awaiting Geoffrey's return. Without Geoffrey or his farmhands and with Bancroft barely being a dibbun, Lonicera found the workload of the farm to be overwhelming and reached out to Redwall Abbey for help. The Abbey took Lonicera and Bancroft in, aiding in keeping the farm running and helping to raise and support Bancroft.

Growing up, Bancroft often heard tales of his father the hard worker and the protector of their community. Though his mother forbid Bancroft from ever wielding a weapon, Banny learned to handle the tools of his trade and assisted in repealing at least one vermin attack on the same farm. A regular at Redwall Abbey, Bancroft does what he can to assist the community when he makes a delivery.

D E T A I L E D A P P E A R A N C E
D E T A I L E D A P P E A R A N C E
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A mouse of average height, with an athletic build from years of working around his family's farm. Due to this, Bancroft is a strong and hardy mouse, stronger than the average members of his species and an agile and capable climber. The young mouse is rarely seen without his father's crimson scarf wrapped around his neck and often a thick pair of belts holding both a loose-fitting pair of trousers at his waist along with his tools. His wrist and ankles are often kept wrapped for additional support and to avoid strain especially when helping with supply runs.

Coated in a tawny brown coat with a cream-coloured underbelly that starts from his chin, Bancroft appears to be in good health with a shiny coat aside from dust and straw that often clings to his fur. His ears are often perked above his head and are full and round with no notable knicks or damage. His eyes are full of life, often radiating mischievous energy when not peering at his surroundings with an overwhelming curiosity.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
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With Bancroft, I'm planning on telling a coming-of-age story. As the Sword of Martin the Warrior is taken from the Abbey, he'll see it as an opportunity to prove his maturity by helping retrieve it. While I'm not against Bancroft growing to be an Abbey Warrior, it's not the true goal of his character arc and instead, I want him to grow beyond the shadow of his father who has become almost a mythological figure in his life.

There definitely is a desire to introduce the adder who killed Geoffrey so Bancroft can seek revenge against the snake. Additionally a reintroduction to the Long Patrol officer who brought Geoffrey's scarf to the grieving family and of course a journey to Salamandastron.

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 O L O G U E:

The warm autumn winds shifted through the bustling courtyard, carrying the various crimson and golden leaves through the air and across the sandstone walls of Redwall Abbey. Anticipation hung in the air as the various beasts hurriedly finished their tasks, knowing the excitement that awaited them. Outside the towering gates, music could be heard in the distance as the colourful banners of the Travelling Thistledown Troupe appeared on the horizon. In the lead was a tall hare, who betwixt his paws held a large conch shell. Holding it to his mouth, the hare's ears stood up as he emptied his lungs through the shell. Its cry echoed ahead of the troupe announcing their approach.

The arrival of the troupe only further served to signal that the Name Day festivities would soon ensue. Delicious aromas wafted from the abbey's kitchen, filling the Great Hall and making their way into the courtyard where the Thistledown Troupe was receiving a very warm welcome. Dibbuns who could barely contain their excitement broke out of their single line formation behind the Sister watching them, descending upon the arrival troupe with squeaks and giggles of unbridled joy.

Jugglers and tumblers suddenly moved to the front of the crowd, wooing and entertaining them well into the evening, Their antics caused the Dibbuns to roll around the grass in fits of giggles while deep belly laughs came from the adults in attendance. As the night wore on and the smell of the feast being prepared overwhelmed the senses of the hungry crowd. As if hearing the cries of the stomachs of those in attendance, the Troupe's Melodious Mice broke into song, humming a simple melody while the hare returned to the stage and placed the shell to his mouth again blowing a few well-timed notes before breaking into song.

"Food to eat and games to play.
Tell me why, tell me why."

The hare's question was barely out of his mouth before the Dibbuns cried back in response, their less than on key voices drowning out the three mice lasses joining along with them.

“Kind muvva, gudd muvva, er, er, O pleeze tell this beast
Dat this is our Nameday, an’, an’, an’ we wanna feast!”

The hare chortled with laughter before responding once more.

“Serve it out and eat it up.
Have a try, have a try.
Nameday, Nameday, fun and game day,
Come, Brother, Sister, join our play.
This season has a name!”

As the hare let his final note ring out, a pair of moles in colourful clothes and silly make-up snuck up behind him. The Dibbuns cried out for the Hare to watch out but it was too late as the mole dumps a pair of buckets over his head. Laughter erupted from the crowd suddenly as the buckets emptied, as in place of water, flower petals rained over the hare.

"Let's eat!" The Friar cried out as the crowd moved into the Great Hall. Sprawling tables were filled with all sorts of foods. It was a joyous meal for honest creatures. Dishes went this way and that from paw to paw. Dishes made to be passed and to be shared. Dishes both sweet and savoury.

Hot cornbread with hazelnuts and apple baked into it, and a salad of celery, lettuce, shredded carrot, and white button mushrooms. Steaming soups, new bread with shiny golden crusts, old cheeses studded with dandelion, acorn and celery. Turnip-potato-beetroot pie, shrimp 'n' hotroot soup, and numerous cheeses rounded out the savoury dishes. But that was hardly the extent of the feast.

Snowcream pudding, hot fruit pies, colourful trifles, tasty pastries and nutbread cake iced with clover honey. Sugared plums and honeyed pears vied for a place with the harvest salads and vegetable flans. Turnovers, fondants and tarts alternated with beakers of cold fizzy strawberry cordial, cowslip and parsley liquor, brown ale, greensap milk, mint tea, rosehip cup and elderberry wine to wash it all down.

Not a single beast walked away from the Nameday feast with an empty stomach and more than a few walked away plumper than they had been when the day began. The watchful eyes of Martin the Warrior peered down fondly from his image upon the sprawling tapestry that nearly spanned the entire width of the Great Hall. The tapestry originally detailed the founding of Redwall Abbey and Martin's triumph over Tsarmina Greeneyes but over the years it had been added to and now was a visual history of the Abbey's history. From Martin to his reincarnation, Matthias and beyond, the tapestry depicted the Abbey, its warriors and the events that had befallen it.

Studying the tapestry in an effort to stretch his legs after such a full meal, the young initiative paused upon coming to a fearsome figure looming at the edge of the intricate piece of art. The stitching here was newer than other places, a more recent addition to the tapestry. The figure in question was drawn like a wildcat, but larger, the ears different, more pointed with tuffs coming off of the end. An army of vermin surrounded the figure, shields like the initiative had never seen, interlocked and creating a wall.

"Have you ever heard the tale of the Yurazen Prince?" A voice asked from behind the initiative, causing the young squirrel to nearly jump out of his fur.

"Abbot-"

"Oh young one, I didn't mean to frighten you." The Abbot chuckled, "Beautiful isn't it? The tapestry is one of the Abbey's most precious possessions. Arguably more so than the Sword of Martin itself." He added, gesturing with a grayed paw towards the blade hung above the tapestry. Forged of a fallen star, the Sword of Martin the Warrior was a family heirloom that was reforged by the Badger Lord, Boar the Fighter. In times of trouble, the Spirit of Martin would elect a champion from the Abbey to wield the legendary blade. A simple weapon adorned with a red pommel stone, the blade was inscribed with the phrase 'I AM THAT IS'.

"I've never seen anything like it." The young squirrel responded. "It's almost like it was calling to me."

"It's not unusual for the Spirit of Martin to do so." The Abbot mused, "He has quite the eye for potential."

"Who was the Yurazen Prince?" The squirrel asked returning to the Abbot's initial question.

"Oh, that is quite the tale, so much so perhaps everyone should gather around." The Abbot answered, raising his voice to address the Great Hall. "Come, young ones," The elder beast stated as he moved towards his chair with the aid of his cane.

"The tale of the Yurazen Prince comes from the first-hand account of Brother Rigby, nearly twenty seasons ago. Gather around my friends, our story begins now."



C H A R A C T E R S U B M I S S I O N S:

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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The below species are the only ones that will be considered for a primary character in this RP. NPCs and supporting cast may be added later as the story is fleshed out and these will be able to draw upon the wider world of Redwall including vermin and birds. In order to keep the cast balanced, sheets will not be accepted on a first-come, first-serve basis and instead evaluated for compatibility with the overall story and other accepted characters. Certain races, such as Badgers, Hares and Otters, there will be limited quantities available to players as these races are larger and stronger than the others and often aren't numerous at Redwall due to belonging to tribes or in the case of Badgers, ruling Salamandastron.


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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 Salamandastron 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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The largest component of a character submission and arguably, the most important is the background. This should detail where your character comes from, any occupation they hold at the abbey and any relevant skills or training they might have. It should be noted that abbey dwellers primarily fall into two categories, orphans from Mossflower Woods who have been brought to the abbey to live there or those who were born and raised in the abbey. Characters who primarily dwell outside of the walls live in the surrounding areas and settlements with their families, tribes etc.

Redwall Abbey is a peaceful place and as such, weapons training is not something they teach. Any prior skills with a weapon should have come from outside of the abbey walls or can be picked up in the IC.

A M B I T I O N S & G O A L S:
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The last component of the character submission that I'm looking for is why you have an ambition to play the character you've created and your goals for playing them. Are you hoping to be the next Badger Lord of Salamandastron?The Abbey Warrior? Maybe your ambitions are to be the Abbey Friar or you're looking to join the Long Patrol. All of these goals and ambitions matter because they give the GMs more material to work into the story to help keep you the player invested in developing your character.


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

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

BANCROFT, SON OF GEOFFREY - A young mouse played by Lord Wraith
BROTHER RIGBY - An abbey born mouse played by Nemaisare
EKORRNELIUS POXBORN - A forager squirrel played by Hillan
ELLIS OF THE TAP - An aging hedgehog played by Fading Memory
MARIGOLD YEW - A squirrel from outside the abbey played by Cyrania
ZARIS STREAMCUTTER - A young otter played by PrankFox

N O T A B L E N O N - P L A Y E R C H A R A C T E R S:

ABBOT MURTY - A very elderly mole, Abbot Murty was a dibbun during the time of Abbot Thibb and Razzid Wearat.
BROTHER JETHRO - A vole and member of the Abbey Order. Brother Jethro currently acts as the Abbey's Gatekeeper.
CINEREOUS - A vulture from Yurazea. Cinereous is the personal herald of the Yurazen Prince.
FRIAR RUDDY - A river otter and member of the Abbey Order. As the friar, Ruddy overlooks the preparation of food and management of the Abbey's stores.
FERRET, FOX AND STOAT - An as of yet unnamed trio of vermin who have come to Redwall hoping to partake in the Name Day Feast. The ferret and stoat are both males while the fox is female.

O R G A N I Z A T I O N S I N M O S S F L O W E R:

T H E G U E R I L L A U N I O N O F S H R E W S I N M O S S F L O W E R:
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The Guerilla Union of Shrews in Mossflower or Guosim (pronounced [gaw-səm]) is a group of nomadic shrews that traverse Mossflower Woods and the surrounding country. They are water creatures that typically use logboats on the many streams and tributaries for transportation. An argumentative and indecisive bunch, they are nevertheless deadly in battle and never unwilling to help Redwall Abbey's residents or other good creatures, and often act as transportation, crew, or bodyguards. Their numbers can vary, ranging from five hundred to less than fourty.

The weapons of choice for the Guosim are small, deadly rapiers, they also use bows, and slings. They often wear brightly-coloured headbands. The shrews love to eat, and Guosim cooks are considered to be some of the best in Mossflower, being known for their Shrewbread and Shrew Beer.

Vermin often describe the Guosim as "rivermice."

The Guosim are always led by a Log-a-Log, a tough shrew who commands the bunch and is usually a bit more relaxed and less quarrelsome than the average tribe member. Guosim law states that if a Log-a-Log is murdered, his death must be avenged, and the shrew that successfully avenges his death becomes the next Log-a-Log.

T H E L O N G P A T R O L:
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The Long Patrol is a specialized, elite army of hares that live at Salamandastron and are commanded by the resident Badger Ruler of the mountain. As a military faction, they are divided into a specific hierarchy of rank and function. Though hares have served under a badger at Salamandastron for as long as anybeast can remember, it was the first modern badger lord, Brocktree, that organized them into an actual regiment that became henceforth known as the Long Patrol. Prior to the name "Long Patrol", the fighting hares of Salamandastron were called "Stonepaw's Stalwarts."

The Long Patrol has seen many different levels of size and organization over the seasons and reached a peak in the time of Russano the Wise, who commanded a force of more than a thousand hares. The size has fluctuated constantly with different Badger Lords. Under Rawnblade Widestripe and Boar the Fighter there were only about ten, and under Urthstripe the Strong there were approximately forty. However, Sunflash the Mace and Brocktree were both said to have had large numbers. Since the time of Lady Cregga Rose Eyes, the Long Patrol has consistently numbered around a thousand in the mountain.

Hares of the Long Patrol are perilous in battle and are feared by vermin everywhere. Though they are occasionally lazy and almost always eat a lot, the hares are good creatures whose goal is to rid the world of evil.
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.

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 W O O D S:
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Mossflower Woods is the large forested woodland area on the River Moss, south of the Northlands and north of Southsward. The central community in this area is Redwall Abbey. Formerly, Brockhall, St. Ninian's, and Kotir were the primary residential structures, but all three have since been destroyed or abandoned. Mossflower Woods is populated by many creatures both good and bad, most of whom are nomadic. The family of Janglur Swifteye was one such example before they came to Redwall, as well as the tribes of Juska. The forest was also home to the farm and family of Gingivere Greeneyes for many seasons.

Mossflower is divided in two by the River Moss, which can be crossed by a ford. Since the death of Argulor, there has been relatively little danger from birds-of-prey. Most Mossflower birds have been friendly to travelers, though there have been a few harrowing incidents. While Mossflower is not a very dangerous area aside from marauding vermin, it does have a few natural perils. There is swampland, which has caused the death or near-death of careless vermin.

To the far west of Mossflower is the mountain Salamandastron and the ocean. A long path or road traverses the Mossflower countryside. The northern half is referred to as the North Path, while the southern half is described as the South Path.

Prior to the construction of Redwall Abbey thousands of seasons ago, male badgers from the Brock family line ruled the peaceful woodlanders. The first known leader was Lord Brocktree, who was succeeded by Boar the Fighter, who in turn was succeeded by Barkstripe.

This leadership was challenged by Verdauga Greeneyes and his family, who entered the region from the north. The Greeneyes began a campaign of oppression against the woodlanders, eventually leading to an all-out war. With fresh leadership from Martin the Warrior, the Greeneyes were defeated, and Redwall Abbey was built in the seasons thereafter.

As the largest building in Mossflower Woods, Redwall Abbey stands as a symbol of peace for all, however unsavoury characters often attempt to breach its fortifications and take it for themselves.

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:

The GM(s) will work with RPers and loves to work in new things to help RPers with personal story arcs, however, the GM(s) will not cater to you.

Rpers will be kicked if they break any rules, don't check egos at the door, cause problems in the group, are rude or insulting, etc.

No Spoilers - seriously, it just ruins the funs. Plus half the time the Gm don't even know what will happen since it depends heavily on the rpers/characters/dice rolls.

If removed from RP your character becomes property of the RP.

When in doubt, have a question, if you need help, can't get coding right, don't know what to do, want to try something new, need more information, etc. - MESSAGE THE GM!

The world and all main NPC's are controlled by the GM: weather, what is around, so forth and so on. Players may add to this but should never change the environment or the characters in a way that is self-involved or detrimental to other players.

All Forum RP rules apply. No meta-gaming, auto-hitting, god-modding, etc.

Keep IC and OOC separate. No OOC in the IC. All issues are to be taken to PM. Got a problem with another Rper - take it to them first to try to work it out. If you can't, then bring it to me - Privately.

Filling out CS does not equal acceptance, spots are not first come first served. Gm reserves the right to deny anyone for any reason at any time.

Rules can and will change as needed. In the end, doesn't matter what is or isn't listed here - What the Gm says is the law. Hopefully, we can keep from needing more. Most things are common sense and common courtesy. Don't be a jerk, get along with others, accept when you get called out and fix things, roll with it, keep IC and OOC separate, and have fun. If you do this, so will I and everything will be fine.


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