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  • Locked thread
Winson_Paine
Oct 27, 2000

Wait, something is wrong.


pre:
I. THE BURIAL OF THE DEAD

APRIL is the cruellest month, breeding	 
Lilacs out of the dead land, mixing	 
Memory and desire, stirring	 
Dull roots with spring rain.	 
Winter kept us warm, covering	         
Earth in forgetful snow, feeding	 
A little life with dried tubers.
[video type="youtube"]Zmb0q746abg[[/video]

pre:
“We as  Guard offer all that we are to protect  the sanctity of our species, the 
freedom of  our kin, and  the honor of our ancestors. With knowledge, sword, and 
shield, we do these deeds, never putting a lone mouse above the needs of all, or 
the desire of self above another. 

We strive for no less than to serve the greatest good.”

- The Guard’s Oath
It is the Spring of 1150, the Winter of ‘49 is still a recent memory and the scars on the land and the mice who dwell there are many. The Mouse Guard and the mice of the Territories were successful in driving back the Weasels of the Darkheather, but only just. It is a wounded place, and many good Guardmice were lost in the war.

Yet always, there is hope. That is the eternal promise of spring every year. A new beginning, a new year, life returning as the frozen earth thaws and fresh shoots press forth. So it is with the Guard. New Tenderfoot recruits poured following the victory, those too young to participate in the war proper. At the same time, during the fighting many were pushed through the ranks. It is a time of newcomers and new veterans, and as the late winds of March give rise to the showers of April, we find Lockhaven a bustle of activity. It has been a long winter, and the place has served as shelter, fortress, refugee camp, and heart of war for the mice of the territories.

Now it was time for many to go home.

The ranks of the Mouse Guard swelled with recruits pressed in from the Territorial armies and militia, now most of these were released. Many were taking their own families back to home steadings as the first real thaw of a late winter opens the roads to travel once more. The great vaulted hall of Lockhaven, only weeks ago home to hundreds of refugees, is now a hive of activity as the visitors prepared for the long walk home. It is an expectant, almost hopeful air tinged with a certain subtle melancholy.

It would be a long walk home, after all.

And what would still be there when they returned?


pre:
What are the roots that clutch, what branches grow	 
Out of this stony rubbish? Son of man,
You cannot say, or guess, for you know only	 
A heap of broken images, where the sun beats,	 
And the dead tree gives no shelter, the cricket no relief,	 
And the dry stone no sound of water. Only	 
There is shadow under this red rock,	
(Come in under the shadow of this red rock),	 
And I will show you something different from either	 
Your shadow at morning striding behind you	 
Or your shadow at evening rising to meet you;	 
I will show you fear in a handful of dust.
A Brief History of the Mouse Guard

In the not too distant past, mice lived in tiny tree hollows, under logs, in stone cracks and other wayward, forgotten places. They lived scattered across the wild without community or support.
They were hunted by predators, subject to harsh weather, and had few supplies to sustain them in the face of calamity. In fact, these mice were far more likely to perish from depredation, exposure, illness or starvation than live a long, prosperous life.

Against the overwhelming forces of nature, a few disparate groups made a stand. They staked a claim on a handful of safe patches of wilderness. As word of these safe havens traveled, other mice flocked to them. The most famous settlement grew quickly from a hiding place to an outpost to a fortification and finally to a citadel—fortified walls surrounding a prosperous town, defended by a dedicated guard. This place is now called Lockhaven, and it is the center of what is known as the Mouse Territories. As Lockhaven became more and more secure, its guardians reached out to other settlements.

At first, the Lockhavenites tried to bring everyone they found back to the safety of their city. Many came, but many also would not. Other communities, perhaps less safe but still prosperous, had formed in the wild. They were reluctant to leave what they had begun, despite their precarious position. There was a debate within the ranks of Lockhaven’s guardians. What to do about these other settlements? Should they be forcibly moved? Should they be abandoned?

In the end, the guardians decided there was only one true answer: Lockhaven must use her strength to defend and support these communities. All mice must prosper or all mice will fail. Therefore, these guardians struck out to the distant settlements, marking paths and noting which directions gave them more cover, better viewpoints and quicker routes.

These brave, selfless mice quickly became known as the Mouse Guard. As their numbers grew and their protection was extended and came to be relied upon, the far-flung settlements did indeed prosper. Lockhaven itself changed as well. It became less of a bustling city and more of a central hub for the Guard. Eventually, the Guard took over the administration of the citadel completely.

The first mouse to organize the defense of Lockhaven was female. Thereafter, it has remained tradition that the Guard be commanded by a female mouse given the rank of Matriarch. She is in charge of internal affairs, governing the mice of Lockhaven and setting the Guard’s missions and patrols. The Matriarch determines Guard postings, what duties patrols are to complete, and which areas in the Territories need the most attention. Beneath her are a cadre of captains and administrators who assist her in day-to-day operations and long-term plans.

In the wilds between the settlements, all mice agree, the Mouse Guard is the law. But, in the mouse towns, the Guard only has as much authority as that town’s government allows. Most settlements welcome guardmice but many defer to their own lawmice and protectors. Some places even force visiting guardmice to turn over their weapons at the gates of their settlement.

The Guard is responsible for its own survival as an organization. While it is supported by various towns with gifts and donations, it takes no tithes or taxes. The Mouse Guard undertakes its duties as sacred obligations. If every mouse in the Territories turned their back on them, these selfless guardians would still spend their last breath defending and protecting them.


The Duties of the Mouse Guard
Guardmice are responsible for patrolling the Territories, pathfinding, blazing new trails, delivering mail, escorting mice safely between settlements, watching the weather, running off predators, rescuing stranded mice, mediating disputes and maintaining the scent borders.

Patrolling
The Guard never know when they will be needed or where, so the Guard patrol the known paths and visit towns to offer their services. Patrols are meant to survey the Territories and keep the Guard circulating between the settlements. Guardmice often spend more time away from Lockhaven than in it. They live in the open country. They stay for short visits at settlements before moving on. A patrol will normally have a route it follows or an itinerary left at Lockhaven so the gate-watch of Lockhaven can keep tabs on it.

Pathfinding and Clearing
Weather and growth can make a once passable and safe route unusable. The Guard clears
paths for mice and makes them less inviting for predators.

Trail Blazing
There are times when new trails and paths need to be made. The Guard sends out mice to not only make the path, but make sure it meets a standard: Paths should provide cover, plenty of places to hide, access to food and water, etc.

Delivering Mail
Messages from heads of town, the Guard’s Matriarch or common townsmice need to be delivered. Because there are few means of communication between the settlements, the Guard will carry messages from a town they are leaving to a town they plan on visiting next. They
usually do not head to a settlement specifically to deliver a message unless it’s vitally important.

Escorting
It is the Guard’s duty to ensure safe passage from one settlement to another. The journeys can take several days, so the guardmice must keep watch overnight and be able to forage for food if necessary. Most often they’re escorting shipments of goods, but sometimes guardmice will lead mice to other settlements—dignitaries, mice who perform services or just mice wanting to visit another settlement.

Weather Watching
While on patrol, it’s the guardmouse’s job to keep a close eye on the weather. He’s to report any dangerous signs to the nearest settlement, so that all can be prepared for bad weather. The Guard knows that when bad weather comes, there is more chance of trouble.

Hunting Predators
The Guard must deal with the animals who threaten mice. This can mean hunting predators, killing their young or ruining their burrows.
There have been times in the Guard’s past (most recently the Winter War of 1149) when the Guard declared war on a species. In ‘49, a weasel overlord set his sights on invading the Territories. He wanted to capture the mice and breed them for food. Gwendolyn, the current Matriarch of the Guard, felt that a full-scale war was needed to drive the weasels out of the Territories. It was a hard-won victory.

Rescuing Mice
It falls on the Guard’s shoulders to help out or rescue mice who have gotten into trouble out in the wild. Regular mice are not well-trained enough to be in the open for long, so rescue missions are fairly common.

Meditation Disputes
Some governors, mayors and councilmice will call on guardmice to act as mediators and arbiters in disputes between their towns.

Maintaining the Scent Border
The Scent Border is a rough line across the southwest and northeast borders of the Territories. Along these borders, the Guard pour a specially brewed mixture that simulates the scent wolves and other animals use to mark territory. The sciencemice of Sprucetuck brew and odd concoction to create a scent that the wolves and foxes tend to respect. It is not completely effective, but it works well enough to keep most large predators out of the Territories.
The Guard completely repours it twice a year and performs minor maintenance throughout the year.

-------------------------------------------------

I am recruiting for a play by post game of Mouse Guard. I am looking for 3-6 players, one of whom will have to be a Patrol Leader. It is 1150, the comics have not happened yet, and the war is just finished. If you don’t care about the comics or don’t want to read them, that is fine. The TLDR of it is a bunch of weasels got organized and tried to eat everyone last year, and the Guard pushed them back. It is a time to rebuild and renew the bonds between the Territories. I have included a lot of the info from the intro to the RPG above mostly because I want this to be accessible to newcomers, if you have little or no experience in such things and just like the sound of it feel free to hop on board.

I am pro shared backgrounds, so if people want to do that it is swell. I will be modifying the rules a LITTLE bit to accomodate the PBP style of play, but in general we will keep the GM/Player turn phases and I will be running conflicts as stock; when I post the announcement of conflict I will have chosen my tactics, the PCs will divide into groups of 3 or less and post what they are doing and how. Die rolls can be made via bot or a service like orokos or what have you. Once all three players for a given group have posted, I can just roll for the bad guys and sort the results. The leader of the group will set the disposition and the goal for each group.


Any questions, feel free to ask!

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bahamut
Jan 5, 2004

Curses from all directions!
I would play in your game of mice, Winson. I think I've been party to every other Mouse Guard effort on the forums, so there's no reason to stop now!

I'll nab a tenderpaw spot unless no patrol leader emerges, in which case I would be happy to patrol lead instead.

Also, unrelated to matters of mice, as I haven't seen you on IRC or anything and knowing you enjoy fine Canadian humor set in small backwater towns, I would encourage you to watch a show called Letterkenny.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Very interested. I will post a character tonight or Sunday!

professor_curly
Mar 4, 2016

There he is!

Thom Mouthus

An adventurous, curious mouse from a line of cartographers. He joined the guard and became a specialist pathfinder, blazing new trails and making detailed maps and reports to trade to the other settlements. Back then he was a scholarly wanderer, always interested in new discoveries and exploring the blank spaces of the Territories. Even as years piled up on him, he was always eager for another adventure - although his often much younger patrolmates would snicker and tease at his habit of using his spear as a walking stick more often than a weapon.

The Winter War changed him though. His face bears the scars of that battle, as does his heart. In many ways he thrived in the chaos, finding reserves of strength and skill he scarcely imagined. Time and again, he displayed martial skill far above the norm for even other patrol guards. But he feels the guilt of survival, where so many others fell. This guilt is mixed raw hatred for the weasels and trepidation about his promotion to Patrol Leader. He has been a guide before, an advisor - he has never had to deal with the rigors of leadership.

However he refused to retire, to wait for the next catastrophe to befall mousekind. The Oldfur was going to learn some new tricks, and hopefully pass a few on to the younger mice as well...
pre:
Name: Thom Mouthus
Rank: Patrol Leader
Fur Color: Greying-brown
Cloak Color: Dark brown, like the untrodden dirt he favored. 
Belief: It's better to go and find danger, than to wait for danger to find you.
Instinct: Always go first.
Age: 54
Will: 5
Health: 4
Nature: 5
Resources: 7
Circles: 3
PP: 1
FP: 1
Gear: Spear, waterproof satchel of maps, fancy cloak pin/medal

Friend: Summer the Herbalist, from Sprucetuck. Friends since early school days, Summer helped Thom pass many classes. Although Summer 
had wistful dreams of adventures in the Guard, her true passion is medicine and her garden. When he gets a chance, Thom will visit and make 
special maps annotated with the happenings and various adventures that he's had, in exchange for medicines and herbs.

Enemy: Jasper the Patrol leader - the trouble with surviving against all odds is that so many others don't. The question becomes "Why did you survive?" 
Jasper's two younger siblings served with Thom during the Winter War, and both died. Jasper blames their deaths on Thom, either because of cowardice 
or negligence. Thom worries that either might be true. 

Skills:
Cartographer 4
Fighter 6
Loremouse 2
Pathfinder 6
Persuader 3
Scientist 2
Survivalist 2

Traits:
Inquisitive 1
Oldfur 1
Scarred 1

Wises:
Hare-Wise
Medicine-Wise
Path-Wise
Weasel-Wise

Bio Questions:
Home: Sprucetuck
Talent: Cartographer
Specialty: Pathfinder
Parents: Glenn and Sylvia Mouthus (Deceased), Cartographers
Artisan: Rosalee the Cartographer
Mentor: Maren Lightpaw (Deceased), Pathfinder

Misc:
Saves for winter.
Stands his ground during a fight.
Fears owls, weasels and wolves.
Makes and sells maps for the Guard during winter
Parents are cartographers also, not politicians, smiths, merchants or apiarists
Does not buy gifts typically.
Is definitely thrifty
Is good with money.
Packs carefully.
Is not overly gregarious
Does not have strong ties to the Guard
Distinguished self during the Weasel Wars
No strong enemies within the territories.
Has not been convicted of a crime
Experience during the war has left him cold

quote:

Maps are portraits of the world, moments in time captured forever on a page. Most mice aren't interested in old maps, and only want the newest and most accurate ones. Thom isn't like that though - he collects the old maps that others don't want anymore, and has a small study where he ponders and compares them. In their faded ink and scratchy annotations he sees the history of Mousekind.

The steady candle lights illuminate the last map he'd made... before. "The Grand Coalion of Mouse Territories, Spring 1149 ~T. Mouthas" It was like looking into the past, to a happier time. He traces the old trails with his paws, memories coming back as head read the names. Villages he'd visited, paths that he himself had blazed through the wilds to better bring the mice together. Trailing his hand west...

Suddenly he brought his fist down on the western territories, giving a squeak of anger as he ripped at the map. Tearing out names - Ferndal, Woodruff's Grove and more. When he regained control of himself he was breathing heavily, and had gone beyond tearing the map to scratching at the bare table underneath. So many dead. Whole cities lost. The weasels clawed at the heart of Mousekind and tore out a chunk that still bled, still ached in the heart of the survivors. He flashed back to the battles he had fought, the friends he had lost. Parts blurred together - he has no clear memories of when a weasel had raked the right side of his face and left a pair of deep scars there. He huffed and shivered out some of the tension in his muscles.

He gathered his cloak, and pinned it around his neck with a new metal cloak pin - he'd been promoted, in recognition of his fighting prowess and service against the Weasels. He was a patrol leader now. He wondered idly if he was truly suited to the task, but there were so few left that he understood the necessity. A quick breath extinguished the candles in the room. As he left Thom took his spear and waterproof satchel of travel maps which were hanging by the door. It was time to meet his nnew charges...

professor_curly fucked around with this message at 21:11 on Jun 13, 2016

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Lorelai November


Growing up as the daughter of brewers in Shaleburrow, young Lorelei November was expected to continue in their line. However, beer brings travellers and travellers bring stories, and it was these that Lorelei fell in love with. The romantic tales of legendary heroes from the old day beguiled the young mouse, and her parents quickly realised that she was more likely to follow in the steps of her aunt Lucy, an instructor of guardmice, then their own. Lorelei spent more and more of her teenage years in taverns and adopted the hard-drinking, story-telling, bawdy personalities of the travellers who passed through. She adopted the personality of a warrior-bard, someone rich in friends but never in resources. As soon as she was old enough, she set out and trained, showing an affinity with a sword that surprised everyone. Her natural interest in history and stories made her an excellent archivist, and she worked tirelessly in the libraries and lore-office when she was not training in combat beneath her aunt and mentor.

Lorelei achieved some notoriety in the final years of the war. Whilst still a tenderpaw, her group were sent to track down a missing trade wagon and on their return were set upon by a vicious cat. Whislt many of the older and more experienced combatants fell into blind panic, Lorelei sprung to action and was able to rally her comrades through her bold assault. The cat was fought back long enough for them to escape into the undergrowth and Lorelei was granted the moniker of 'The Bold' for her valiant actions. There is some discrepancy as to whether or not events played out as the story tells them, as few know the power of legend like Lorelei herself.


pre:
Name: Lorelei November
Rank: Guardmouse 
Fur Color: White
Cloak Color: Berry red - "You will be the first to draw attention from enemies, but you will be remembered.  For all my faults, it appears that is what you want."
Belief: Mice die, legends do not.
Instinct: Be heroic, especially when there are witnesses.
Age: 24
Will: 3
Health: 6
Nature: 4
Resources: 2
Circles: 5
PP: 1
FP: 1
Gear: Sword, shield, book of epic poetry.

Friend: Rutger the brewer from Shaleburrow -  Rutger and Lorelei were born within moments of each other and it was joked that they would grow up to get married.
Both mice believed this to be true to the point that their parents stopped joking about it.  However, as Lorelei grew more adventurous and artistic, Rutger grew more
stoic and sensible.  Though they remain close friends, they are extremely different.  Rutger envies Lorelei's drive to make the world better.  
Lorelei admires Rutger's simple good-naturedness without pretension.  

Enemy: Sloan the guardmouse - Sloan is a mouse who went through training the same season as Lorelei.  She is 
everything a guardmouse should be.  She works hard.  She cares.  She is compassionate and well trained.  She plans and 
acts on impulse in equal measures depending on the situation.  Her skills with a sword are impressive, as is her ability to scout.  
She is an ideal guardmouse.  Yet she loathes Lorelei with a passion that at times borders on obsessive. 
Lorelei views her as humourless and bitter.  Sloan view Lorelei as egotistical and flashy without substance.    

Skills:
Archivist 3
Brewer 2
Harvester 2
Instructor 3
Fighter 4
Orator 2
Weather Watcher 3

Traits:
Bold
Open-minded

Wises:
Cat 2
Celebrations 2
Rain 2
War 2

Bio Questions:
Home: Shaleburrow
Talent: Archivist
Specialty: Weather Watcher
Parents: Joseph and Beatrice November, Brewers
Artisan: Cranston Applegate, Archivist
Mentor: Lucy November (aunt), Fighter

Misc:
Does not save for winter.
Stands her ground during a fight.
Fears owls, weasels and wolves.
Brews beer for the Guard during winter
Parents are not politicians, smiths, merchants or apiarists
Enjoys buying gifts for friends.
Is not thrifty
Is generally bad with money.
Packs carefully.
Is exceptionally gregarious
Has strong ties to the Guard
Though more legend than fact, has distinguished herself during the wars.
No strong enemies within the territories.
Has not been convicted of a crime
November is enviable, but not a loner, tough or cool.

Captain_Indigo fucked around with this message at 18:26 on Jun 13, 2016

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

bahamut posted:

I would play in your game of mice, Winson. I think I've been party to every other Mouse Guard effort on the forums, so there's no reason to stop now!

I'll nab a tenderpaw spot unless no patrol leader emerges, in which case I would be happy to patrol lead instead.

Also, unrelated to matters of mice, as I haven't seen you on IRC or anything and knowing you enjoy fine Canadian humor set in small backwater towns, I would encourage you to watch a show called Letterkenny.

Nifty, I will check it out. Also it looks like we might have people for this, crazy.

professor_curly
Mar 4, 2016

There he is!

Winson_Paine posted:

Nifty, I will check it out. Also it looks like we might have people for this, crazy.

Let me know if there are any problems with what I have, I've never done Mouse Guard before but I've had the book for years.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

I think will be posting my dude tonight. Had a long day but a pathfinder type mouse is coming.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
I just now found this thread!

Possibly foolish question: are you using the first or second edition ruleset?

professor_curly
Mar 4, 2016

There he is!

grassy gnoll posted:

Possibly foolish question: are you using the first or second edition ruleset?

There are multiple editions of this game? Does anything major change?

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

grassy gnoll posted:

I just now found this thread!

Possibly foolish question: are you using the first or second edition ruleset?

There's a second edition? I know Boom did a reprint but didn't think anything changed.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
It looks like the reprints update the books a bit but from what I have read it doesnt sound like much has changed. Probably stick with the old rules unless there is some reason to switch.

megane
Jun 20, 2008





Daelyn Foxwood

For Daelyn, the Guard was an escape. In Elmoss she felt trapped, stifled by boredom and family politics. She despaired of spending all her days picking moss and spinning thread. Even watching the sparrows and jays flutter about, once her favorite pastime, had grown dull and irritating. Finally, she couldn't take it any more, packed her things, and fled to Lockhaven.

The next years flew past in a flash. She'd spent only three seasons under her mentor, a cryptic old healer named Blind Rickard, when the war broke out. As a tenderpaw with no skill at arms, Daelyn was never in a real battle, but she saw plenty of tragedy whilst working in the healer's tent. The worst came in the deepest part of winter, with the fall of Ferndale -- among those lost to the weasel attack was Daelyn's own father, though none could say why he had been there. Heartbroken, she fled once more -- home to Elmoss, abandoning her post in the dead of night. For a month, she remained with her mother in mourning... but, in the end, she couldn't stay. Her place was with the Guard, now. She returned to Lockhaven fully expecting to be reprimanded for leaving, but Rickard said nary a word, as though she had been gone for minutes, rather than weeks.

Shy and withdrawn, Daelyn has made few friends, and imagines that others whisper about her behind her back, saying she's not fit for the life of a guardmouse, that she's too cowardly. In fact, she was quite surprised to receive her cloak -- surely she wasn't ready? Especially after her flight during the winter? But Blind Rickard seemed to think differently. She never can tell what's going on behind those blank eyes.

That was only a few weeks ago, now. This will be her first patrol as a full-fledged guardmouse, and her first time in the wilderness without Blind Rickard to guide her.
pre:
Name: Daelyn Foxwood
Rank: Guardmouse
Fur Color: Blonde
Cloak Color: Pale blue, the color of the winter sky
Belief: Even the darkest storm must pass.
Instinct: Keep your word, no matter the cost.
Age: 19
Will: 3
Health: 5
Nature: 6
Resources: 3
Circles: 1
PP: 1
FP: 1
Gear: Bow and arrows, satchel stuffed with medicinal herbs and bandages, staff

Friend: Finn Mardeck, Patrol Guard - An established guard a few years older than Daelyn, Finn is a talented
smith and spearmouse from Port Sumac. During the war, he was gravely injured, but survived due to the swift
efforts of Daelyn's mentor, Rickard (and Daelyn herself, she likes to think).  While Finn convalesced, they
became friends.  For some reason, Daelyn -- already quiet at the best of times -- finds herself stammering
and tripping over her words any time he's around, but somehow he seems not to notice.

Enemy: Lady Bethenay Hormel, Moss Trade Lord - The Hormels have long kept a stranglehold on the position of
Moss Trade Lord in Elmoss, and for just as long they have feuded bitterly with the Foxwood clan, whom they
see as their closest rivals for the position.  Mice have been hurt and even killed in the conflict between
the two families, though thankfully not in some years.  Lady Bethenay herself is actually quite a
reasonable mouse, and opposes the Foxwoods out of a sense of loyalty and vengeance, rather than spite.

Skills:
Harvester 3
Healer 6
Weaver 2
Persuader 2
Scout 2
Survivalist 3
Haggler 2

Traits:
Alert
Nocturnal

Wises:
Bird-wise
Star-wise
Tall grass-wise
Mushroom-wise

Bio Questions:
Home: Elmoss
Talent: Healer
Specialty: Healer
Parents: Elwyn Foxwood, harvester (deceased), and Kate Foxwood, weaver
Artisan: Johanna Lynn Worth, Harvester
Mentor: Blind Rickard, Patrol Leader

Misc:
Saves for winter.
Runs and hides when confronted.
Fears owls, weasels and wolves.
Doesn't practice a trade during winter.
Parents are not politicians, smiths, merchants or apiarists.
Doesn't usually buy gifts.
Isn't thrifty.
Has never been in debt.
Packs carefully for journeys.
Isn't very gregarious.
Has no strong ties to the Guard.
Hasn't accomplished anything famous.
Has some strong enemies within the territories.
Has not been convicted of a crime.
Is a bit of a loner.

megane fucked around with this message at 09:40 on Jun 15, 2016

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
Luke Crane posted this a couple years ago:

quote:

I tried to keep the changes to Mouse Guard is minimal as possible. I like Mouse Guard. It's light and open, while providing enough structure that the game moves along without too much effort. The main areas that changed:
Conflict: Thor and I simplified the individual team and multiple team rules. It's all very straight-forward now. We did not include the rules from Torchbearer, btw. If you want those rules, you can play TB or port them yourself.
Wises: We gutted wises and ported over the systems from Torchbearer. This necessitated some minor changes to the Traits rules, too.
Recruitment: I rejiggered Recruitment to make it faster and to make the characters slightly more skilled to start, with a solid base of skills.
The Mouse Guard dice and cards are now a part of the basic rules explanations in the main rule book.

Imma eyeball Torchbearer again, see if there is anything I wanna move over.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

quote:

A wise represents special, esoteric knowledge about a particular, narrow subject.

Skirmish-wise can be invoked when the group is contesting ground, but it’s not useful when alone.

Wises are different from abilities, skills and traits. They have no rating. Either you’re wise about something or you’re not. A wise is never tested on its own. It’s always used to supplement a test you or another player is undertaking.

A character can have up to four wises.
A wise can be used once per test for one of three effects: I Am Wise, Deeper Understanding and Of Course!

You may use multiple wises per test, but only for different effects. You may not use the same effect more than once per roll.

Wises may be invoked only when their subject is in play. They may not be used to invent information or bullshit the GM. They don’t apply to every session, but when they do make sense, they are very useful.

Wise Effects

I Am Wise
Grant +1D to any test related to your wise that is made by your friend or ally. You can grant this aid in place of help(and thus insulate yourself from conditions, but not twists). You cannot help and use I Am Wise on the same test. To use I Am Wise, advise your friend: Look over his shoulder, point out his mistakes or illuminate facts of the matter previously unknown to him.

Deeper Understanding
Spend a fate point and reroll any single failed die on your test related to your wise. When using Deeper Understanding, you simply state, “Ah hah!” and gesture that you understand everything now. You may use Deeper Understanding in conjunction with other reward expenditures. You may not reroll a die that’s already been rerolled. If you roll a 6, spend a fate, reroll and fail, you may not use Deeper Understanding to reroll that failure.

Of Course!
Spend a persona point and reroll all failed dice on your test related to your wise. When using Of Course! declare, “Of course!” and indicate that you were wrong but now you have it all correct. You may use Of Course! in conjunction with other reward expenditures. Use this option before spending fate to reroll 6s.

Using Wises
Each time you use your wise, mark how it was used on your character sheet. You get a perk if you use I Am Wise to help pass a test, I Am Wise in a failed test, Deeper Understanding and Of Course!. Once you’ve done all four, you can change the wise, or take either a Beginner’s Luck or a skill advancement test related to the wise. If you choose not to change the wise, the wise remains. You don’t lose it in exchange for the test. Once you’ve used a wise all four ways, choose your perk, reset your marks and try it again.

Language-Wise
If you have a specific monster-wise like orc-wise or koboldwise, you know enough about these creatures to communicate with them. You can engage with them in arguments, riddles, speeches and other negotiations. If you are not able to communicate with a creature, you may
not have those sorts of discussions. Actions and conflicts of that type are locked off until you develop a method of communication (like the Wisdom of the Sages spell, for example). Halflings and humans share a common tongue. Elves and dwarves can of course speak their own respective tongues as well as the common tongue.

I think we will use these, I like them better.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Just clarifying, should we all have 4 wises?

professor_curly
Mar 4, 2016

There he is!
Edited my wises with that in mind. Replaced Poison-Wise with Hare-wise since Thom being a poison-master doesn't seem to fit as well.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

Captain_Indigo posted:

Just clarifying, should we all have 4 wises?

No, you can have up to four wises. After that you have to switch them out of you wanna know more stuff.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Kind of got wrapped up in some stuff in and outside of work, so if this closes before I get a mouse apped, then so it goes.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.


pre:
Oswald

Belief:	No problem or predator is too large
	to be beaten.
Goal:	(TBD)
Instinct: Never attack head-on what you can
	approach from the side.
 
Health	5
Will	3

Resources 3
Circles	1

Persona Points	1
Fate Points	1

Skills
	Carpenter 2
	Decieve	2
	Glazier 2
	Fighter	3
	Hunter	4
	Scout	5
	SMason	2

Wises
	Predator-wise
	Camouflage-wise

Traits
	Quiet	x
	Wolf's Snout x

Equipment
	Daggers
	Bow and Arrow
	Hammer
	Pins
	Rope
	Hardtack
	
Parents: Ulf and Sable
Home: Sandmason
Age: 19
Senior Artisan: Jessen the carpenter
Mentor: Harald, retired
Enemy: Eadgar the surgeon
Friend: Patrol Leader Rien
Rank: Guardmouse
Fur color: black
Cloak: White and stained

-

Generation

Guardmouse: Will 3, Health 5
Nature: Uses things when needed, stand ground, 
	does not fear predators - 3
Born in Sandmason: Glazier, Quiet
Natural talent: Hunter
Parents trade: Stonemason
Convince: Deciever
Artisan: Carpenter
Mentor: Scout
Guard Experience: Fighter xx, Hunter xx, Scout xx
Specialty: Scout
Resources: Practices trade, no rich parents,
	buys trinkets, not thrifty, not in debt,
	packs carefully
Circles: Not gregarious, no strong ties, no great task,
	no powerful enemies, not a criminal, loner but
	neither tough nor cool
The old patrol leader held out a cloak of shockingly pure white.

"...in the honored traditions of the Guard. Here you are, Oswald," said Harald. "You're a full-fledged Guardmouse now."

The ash-colored mouse stared at the cloak for a few heartbeats before speaking. "I can't accept this."

The old mouse laughed. "Oh, no, no! You'll still be able to skulk around, you see, you just pick up some of the local dirt and plants and rub them over the fabric, and ta-da, you'll blend in even better than before!"

Oswald looked at the flagstones under his feet. "No."

"I'm sorry?" The patrol leader blinked a few times.

Another black mouse was suddenly at Oswald's side, leading him away. "Just one moment, sir."

"What the hell's wrong with you," Rien continued. "You don't say 'no' after finishing your year!"

Oswald kept his eyes on the floor. "I was up at the wild country for the whole of the war. I haven't done anything worth... anything."

Rien rolled his eyes. "You spent the war keeping predators out of the northern territories. I turned you into one of the best hunters in the whole of the Guard. You're going to throw all that away because you're being a baby, now?"

The younger mouse finally looked up, meeting Rien's gaze. "It's part of the oath. I haven't-"

"Be quiet. You should be good at it by now. The other part of the oath says you need to do your duty, and you did, just like you were told."

The other mouse's tone softened, and he brushed a speck of lint off his uniform. "Harald's about to retire, now that the war's done. I'm going to take his place. There's a place for Guardmice, after all this, who can follow orders. There'll be a place for you, Oswald."

The tenderpaw was shoved back towards the old patrol leader, Rien smoohthly cutting in. "Sorry, sir, just jitters on his big day. You remember how it was."

Old Harald pushed the glasses back up his nose and humphed to himself. "Too right. I thought I was going to pass out when my turn came up."

"Very good, sir."

"Now then. Oswald, we'll make it quick, I know how you get out in the open." Harald cleared his throat and readjusted his glasses. "Tenderpaw Oswald, take up the cloak, uphold the honor of the Guard in all things, defend the Territories and their inhabitants, and so on. Do we need to recite the whole oath again?"

Eyes locked on the flagstones of Lockhaven, Oswald held out his hand, and the older mice around him all flashed their teeth in smiles.

-

A quick note: unlike that other guy with a dark complexion, a cloak and two melee weapons, Oswald isn't meant to be ~super cool and mysterious~. He's a hapless teenage idiot with a complex about not fighting in the war, his best friend is a megalomaniac with bad ideas about the Guard, and now Gwendolyn's putting him in a patrol full of strangers. Feel free to turn up the awkwardness.

Liquid Communism
Mar 9, 2004


Out here, everything hurts.




I recall really liking the comics when I read them, going to pick up the RPG and give it a read. May have an app here this weekend.


Edit : Definitely will have an app this weekend, I like the way this game and setting are put together.

Liquid Communism fucked around with this message at 21:54 on Jun 17, 2016

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
I'm very interested but won't be able to do an app until tomorrow.

bahamut
Jan 5, 2004

Curses from all directions!

Maeve

Maeve's family has played an important role in the politics of Copperwood for generations traced back to before the founding of Lockhaven. With the creation of the Guard, her family's position was further cemented by pledging their loyalty to the whole of mousekind, serving as the foremost provider of arms and armor that helped fuel the Guard's interest throughout the Territories. Thus, as daughter of the current governess of Copperwood, Maeve has lived a life far easier than most other mice.

But, as the fourth of six children, she learned early on that she would probably not play an important role in her family's future without displaying an initiative of her own. Although a lifetime of comfort was all but assured for her, instead Maeve embarked upon a more challenging, ambitious path. Inspired by her mother's younger brother, Padraic, and his stories of heroic daring, the young greyfur ventured to Lockhaven in an effort to lay the foundations for her own adventures. Thus far, it hasn't been anything close to the tales spun by her Guardmouse uncle.

While Maeve has struggled with the more martial aspects of being a Guard member, she has a keen grasp of the social dynamics that not only shape patrols, but also of those factors that weigh on a politician's mind. She is assertive by nature, and at times it can be a trial for other mice to have her around, but in her limited exposure to town leaders and other persons of influence she's been proven to be a source of sound advice. Nevertheless, her questionable practicality in the wilderness gained her the ire of Lochlann, a one-time patrol-member who did not have the patience for her know-it-all attitude. Well-read and educated, Maeve seems to have no shortage of direction to provide and solutions for others to implement, but she is often incapable of executing her own advice.

Belief: Everyone wants something. Nothing was ever achieved without want.
Goal: --
Instinct: If you have the time, think; if you don't, act.

Health: 6
Will: 2
Nature: 6
Fate: 1
Persona: 1
Resources: 4
Circles: 2

Rank: Tenderpaw
Hometown: Copperwood
Fur: Grey
Age: 15
Parents: Isolde (Archivist) & Rowan (Smith)
Artisan: Cassidy (Archivist)
Mentor: The Unluckiest Mouse Goon
Friend: Colm (From Lockhaven, a Healer)
Enemy: Lochlann, Guardmouse
Cloak: N/A

Wise: Governor-wise (1)
Traits: Leader (1), Clever (1)
Skills: (2) Administrator, (3) Archivist, (2) Hunter, (3) Instructor, (3) Persuader, (2) Smith, (3) Survivalist

Gear: Sword

Creation Questions posted:

Save? No.
Run and hide? Yes.
Fear? Yes.
Naturally Talented? Administrator & Persuader
Parents' Trades? Archivist & Smith
Convince? Persuade
Apprenticed to: Cassidy, Archivist
Aspects stressed? Instructor, Survivalist
Experience? Hunter, Instructor, Survivalist
Practiced a trade? No
Parental jobs socially influential? Yes.
Gifts? No.
Thrifty? Yes.
Debt? No.
Prepare/pack? Yes.
Gregarious? Yes.
Ties to Guard? Yes. (Maternal Uncle, Padraic)
Great task? Not yet.
Powerful enemies? Almost certainly.
Convict? Certainly not.
rear end in a top hat RPG behavior? No.
Natural Trait? Leader
Inherited Trait? Clever

bahamut fucked around with this message at 01:20 on Jun 23, 2016

Liquid Communism
Mar 9, 2004


Out here, everything hurts.




Critique is appreciated!

Connall was always destined for the Guard. He grew up in Lockhaven, learning at his mother's knee as she worked the forges to keep the Guard in arms and armor, and it was almost inevitable that he would eventually follow his father to join their ranks. He knew already some of the reality of the Guard, not just the honor of their work, but was eager to get to it anyway, to help his fellow mice. He has served faithfully and well for fifteen years now, battling storm, predator, and famine alike in service of those the Guard defends.

Connall is a mouse with regrets. The Winter War crashed home on him the fact that the Guard could not defend its charges. The campaign into Darkheather territory to force the weasels to open combat was a brutal test of his skills as a hunter and warrior. His patrol was among a group of three that managed to ambush and kill a Weasel captain, but the cost has shaken his him to the core. The lives of a dozen conscripts and two veteran guardmice. His mentor's leg. His own ear. All laid on the altar of duty. His friends and family in Lockhaven have stood beside him through his recovery, but the losses taken by the Guard and the Territories have weighed heavily on Connall's mind as the winter slowly fought its way to a close.

Now Spring has come again, and Gwendolyn has reassigned the new veteran back to the field, that he might learn again in duty the worth of the price paid for peace.




pre:
Connall 
Rank: Patrol Guard
Fur Color: Red-brown
Cloak Color: The orange of steel hot from the forge.
Belief: Sacrifice must be worthy its cost.
Goal: TBD
Instinct:  Defend the innocent at any cost.
Age: 34
Will: 4
Health: 4
Nature: 3
Resources: 3
Circles : 5
PP: 1
FP: 1
Gear: Axe (Deadly, Slow), Light Armor (+1D disposition, -1D vs fatigue), cooking supplies

Friend: Ivy Greenleaf, the eldest daughter of a family of cider brewers from Appleloft.  
During Connall's tenderpaw days he and the rest of Garrow's patrol often escorted her and 
her father on their deliveries of cider. The two shared a brief young romance, though her 
father disapproved. In the end, neither could give up their responsibilities, so they have 
drifted into old flames who write and visit when they can instead. 

Enemy: Elphias Barrow, Master Smith in Copperwood - One of Elphias' sons, Alek, was selling 
arms to a group of bandits.  Connall's last mission with Garrow before receiving his cloak 
was dealing with this group of well-armed bandits, and unfortunately Alek was killed in the 
affray.  Elphias blamed the death squarely on the young mouse guard, and saw his promotion 
as nothing less than a reward for cold-blooded murder. 

Skills:
Armorer XXX = 4
Persuader X = 2
Fighter XXXXX = 6
Hunter XXX = 4
Cook XX = 3
Instructor X = 2

Traits:
Guard's Honor X
Scarred X

Wises:
Weasel-wise X = 2
Lockhaven-wise X = 2
Darkheather-wise X = 2


Bio:
Home: Lockhaven
Talent: Fighter
Specialty: Fighter
Parents: Moira (Armorer for the Guard) and Rhuadri (Scout)
Artisan: Kjartan the Armorer
Mentor: Garrow the Grey, Hunter (Retired to Lockhaven due to injuries sustained in the Winter War)


Misc:
Does not save for winter.
Stands his ground.
Does not fear owls, weasels, and wolves.

Resources:
Practices his armoring trade in the winter. +1
Parents are not smiths, politicians, merchants, or apiarists. 
Buys gifts for himself and friends. -1
Is not thrifty. 
Has never been in debt and is not bad with money. 
Does not pack carefully for journeys. 

Guard Circles:
Is gregarious, has a lot of friends, and makes friends easily. +1
Family has strong ties to the guard. +1
Has a reputation. +1
Has powerful enemies. -1
Has not been convicted of a crime.
Is not a loner.

Liquid Communism fucked around with this message at 01:18 on Jun 23, 2016

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Llewella

Llewella never expected to join the Guard. Daughter of a well-off and respectable couple in Sprucetuck, her future seemed to set along the path of her apiarist parents. The conflict with the weasels changed that.

Ronwen, her aunt and mentor, convinced Ella that the guard needed her, even if all she did was help with the apiary. Ella excelled at that, but she also learned from Ronwen how to do the things that would allow mice to move through the wilderness and survive. How to build boats, to set up safe camps, to gather food. She learned these lessons well, and displayed an aptitude for coming up with unique solutions.

The war came sooner than any expected. Ella found herself thrown into the thick of it. She and her mentor were assigned to Ferndale, to help prepare its defenses, and as support for the Guard mice expected to be arriving there before long. But the weasels moved faster. She was at Woodruff's Grove when it fell, just barely escaping with part of the populace. She and Ronwen lead the survivors through a harrowing trek to Ferndale, where they became embroiled in the siege there.

It was here that Ella earned her reputation. She proved herself in battle, but her greater contribution was elsewhere. She found ways to stretch supplies, to improvise defenses. She seemed tireless, constantly working and experimenting, sometimes in ways the other defenders found deeply confusing, looking for any edge. In the end all Ella's creativity and courage weren't enough, nor was the bravery and tenacity of the other mice. Ferndale fell, and with it Ella's mentor. This time Ella was the one to keep the survivors alive as they fled.

Despite having gone from defeat to defeat, Ella's efforts did not go unnoticed. In the pressure of the war, she was rapidly promoted, given more and more responsibilities. She met all the expectations, but it nearly broke her. Always driven, she became obsessive. Always creative, she became manic. Her ideas became eccentric. At the end of the war, Ella was leading a patrol pursuing nearly madcap schemes to blunt the weasel's attacks. Losses were heavy, but they had some successes.

Though she had earned much praise for her tireless efforts and ability to out-think and out-plan the enemy, Ella's stability was questionable. The stress of war had changed her, reinforced personality traits that made her erratic. It was decided she would be brought back to Lockhaven for a time. Over time, gossip transformed her into Mad Ella, an unstable would-be genius who was as dangerous to allies as foes. Exaggerated, but with a kernel of truth.

But with the challenges facing the Guard, they can't afford to leave an effective leader on the shelf. New problems need new solutions.

Character Sheet posted:

Name: Llewella (Ella, Mad Ella)
Rank: Patrol Leader
Fur Color: Grey
Cloak Color: Viridian
Belief: Every problem has a solution, if you look hard enough
Goal: TBA
Instinct: Always take the least trod path
Age: 26

Will: 5
Health: 4
Nature: 4
Resources: 8
Circles: 4
PP: 1
FP: 1

Gear: Hand axe (Deadly, Slow), knife (Short and Quick, Thrown), sling (Missile, Medium Range), stones, rope, paper, ink and pens, basic tools

Skills:
Apiarist 3
Fighter 5
Loremouse 2
Pathfinder 2
Persuader 4
Scientist 3
Survivalist 5

Wises:
Craft-wise
Patrol leader-wise
Transport-wise
War-wise

Traits:
Cunning 1
Driven 1
Rational 1

Friend
Red Finn the Patrol Leader, from Darkwater. Perhaps the only Guard mouse to earn a wilder reputation during the war than Ella. Where Ella is a planner, Finn acts on pure instinct. They argue over everything when together. But they appreciate each other's daring and willingness to take risks, and have saved each others lives several times in hair-raising circumstances. Currently in command at Frostic. Wants to someday lead an expedition across the North Sea.

Enemy
Brynn the Archivist, of Barkstone. An influential community leader and a very conventional mouse. Brynn and Ella clashed over the latter's use of resources and her lack of respect for tradition. Worse, Brynn's brother had settled in Ferndale, and he and his family died during the siege. Brynn recognizes the irrationality of it, but she resents Ella for not saving them. She sees Ella as a dangerous wild card.

Background
Hometown: Sprucetuck
Talent: Scientist
Specialty: Survivalist
Parents: Tegan and Mervyn (Apiarists)
Artisan: Eurig the Apiarist
Mentor: Ronwen (Deceased), Survivalist

Questions
Nature
Saves for winter.
Stands her ground.
Does not fear owls, weasels, and wolves.
Resources
Practices a trade in winter.
Parents are apiarists.
Does not buy gifts.
Is thrifty.
Is good with money.
Packs carefully for a journey.
Circles
Is not overly gregarious and does not make friends easily.
Has strong ties to the Guard.
Has a reputation in the Guard.
Does not have powerful enemies.
Has not been convicted of a crime.
Is a loner (though not by choice).

Comrade Gorbash fucked around with this message at 20:19 on Jun 21, 2016

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
I should set a deadline, so call it 48 hours from now!

Liquid Communism
Mar 9, 2004


Out here, everything hurts.




Hey, question. Does it have to be a Patrol Leader who gets tagged with a Tenderpaw to bring up to speed? Reading over the bios, it would be kind of hilarious and yet fitting to have Connall (with his major enemy in Copperwood, focus on arms, and apolitical support of the Guard) mentoring Maeve. After all, she needs to learn the martial part of the job.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

Liquid Communism posted:

Hey, question. Does it have to be a Patrol Leader who gets tagged with a Tenderpaw to bring up to speed? Reading over the bios, it would be kind of hilarious and yet fitting to have Connall (with his major enemy in Copperwood, focus on arms, and apolitical support of the Guard) mentoring Maeve. After all, she needs to learn the martial part of the job.

There is no reason a regular guardmouse, particularly an experienced one, couldn't get a mentoring gig.

Liquid Communism
Mar 9, 2004


Out here, everything hurts.




Neat. We'll see what her player thinks about the idea.

bahamut
Jan 5, 2004

Curses from all directions!
Works for me!

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
We are still on, everything is gonna go, this weekend has just been hugely busy so far.

Also I got to flip through the new book at the game store today, it seems neigh identical to the old one.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Depending on who all gets in, I'd be happy to set up background connections.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
Holy poo poo, this forum layout. Workin on this, for serious, but this is weird

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
I have seven apps, seven is a number of power, I will take everyone. I am assuming people will drop or what have you, and will suggest given the scope of the problems that Lockhaven is facing, they are sending out double strength patrols. The patrol leaders can fight over who is the senior one, or I can just pick if that would be easier, and this will allow for more interesting problem solving (and conflicts, honestly) if the group splits into a group of 3 and 4, say.

So, background connections and initial impressions. As of the OP you will have been assigned to this patrol and heading out to mark/restore/clear trails en route to check on the status of some of the further out settlements. So you will have had a couple weeks of reasonably laborious work together to get used to one another, and might have some initial impressions.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Looking forward to this, I'll get impressions up after work.

professor_curly
Mar 4, 2016

There he is!
Lorelei - An imaginative young mouse, but I can't fault her bravery. If she had nothing to back up her words it might be different, but she has a fair bit of skill and a talent for turning her stories into lessons for others to follow. That is a skill I envy myself, one I endeavor to gain myself.
Belief: Mice die, legends do not.
->Well then, I better become a legend soon. I'm getting too old for this.
Instinct: Be heroic, especially when there are witnesses.
->It's what you do when no is looking that shows your true character.

Daelyn - Barely out of childhood, but Ricard is a better judge of character than most. Her skills as a healer are impressive, maybe even rivals the old mouse that trained her. However she needs to find her inner strength, that confidence that will carry her forward in the the dark times that are surely ahead.
Belief: Even the darkest storm must pass.
->A ray of sunlight in a dark time. I can only hope you're right.
Instinct: Keep your word, no matter the cost.
->If only all mice had your conviction.

Oswald - So many young mice in the guard now, forced to serve before their time. I can understand his reservations, but in time I think he will realize the blessing that he has received. The war left it's scars on all of us that were in it, and I fear us veterans lost something that we'll never get back. Do not wish for tragedy to visit your door, because it will and you won't be ready for it when it calls on you.
Belief: No problem or predator is too large to be beaten.
->You have no idea how right you are. But don't take risks now to try and "prove" yourself because you didn't serve during the war.
Instinct: Never attack head-on what you can approach from the side.
->Your instincts make you a far more sensible mouse than I.

Maeve - A precocious tenderpaw. She has a way with words. I hope she will adapt as well to the rigors of the trial and the services of the Guard.
Belief: Everyone wants something. Nothing was ever achieved without want.
->So cynical for one so young. Your wisdom exceeds your age.
Instinct: If you have the time, think; if you don't, act.
->You have the right of it, the trick is knowing when you have time.

Connall - I understand his pain. I look at his face and see myself staring back. A great warrior who discovered his true strength in the face of the ultimate adversity - a survivor, where so many others died. It is selfish, but I find his presence comforting.
Belief: Sacrifice must be worthy its cost.
->Agreed. In this dark times, each life is even more precious.
Instinct: Defend the innocent at any cost.
->We can't save everyone. It isn't worth dying, to try and save someone who is already dead.

Llewella - I know her by reputation, but I'm curious to see how the person stacks up. If her ideas can help us recover and rebuild, then I will support them wholeheartedly. But there is something to be said for tradition, and now is not the time for pointless risks for the sake of change.
Belief: Every problem has a solution, if you look hard enough
->A good philosophy. As soon as you beleive something to be impossible, it becomes impossible.
Instinct: Always take the least trod path
->Sometimes there is a reason a road is well traveled.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Lorelai November


Background connections: Pending but I see Lorelai as being a lots of people would say we were friends, not many people would say we were close sort of person.

Impressions

Thom is actually a relatively interesting man, when you get past the age. He doesn't make a show and dance of it, but he is brave and courageous to the core. I kind of think, maybe, he's just trying to get out there and die to the cold or the dark or the weasels though. But I don't know him all that well.

Daelyn is a sweet kid, but she needs confidence. I don't know what she's going through, but being so careful isn't going to get her anywhere. One day she'll have to pick up a spear and hurt something, instead of just helping others. I don't know if she's got it in her.

Oswald seems pretty quiet, but he's got this flare for the dramatic in him that I kind of like. He's clever, and he knows how to pause for effect. I'll be keeping one eye on him if we get into trouble. I think he'll do anything to prove himself and survive, and that might not always good for the people around him.

Maeve is... nice. It's nothing personal. It's jealousy if anything, I'm big enough to admit that. When I tell a joke, people laugh. When I raise my glass, everyone else raises their own. When I tell a story, I have people begging for details... but when Maeve talks, the others listen. And they listen seriously.

Connal is an excellent guard, but he's a bore. He saw war in a way that most never will, but he has no interest in talking about it. Maybe he'll loosen up as we get to know each other better. Right now, however, he is old guard through and through. All substance, no flash.

Mad Ella is what my mother would have called 'spirited'. I might be big in personality, but she is just...her soul burns bright. There's fire behind those eyes and lightning in her fingers. I'm glad she's on our side.

hey girl you up
May 21, 2001

Forum Nice Guy
This looks like a cool thread. I should PBP again someday. It's been a little while.

Liquid Communism
Mar 9, 2004


Out here, everything hurts.




Definitely looking forward to this. I think we've got an interesting set of characters here.

Connall



Impressions :

Thom may be going grey around the edges, but he's no slouch with that spear! I have great respect for his skills as a pathfinder, which are going to be incredibly useful on this mission. Hopefully the rest of us can learn from his example.

Lorelai makes me nervous. I've seen more than a few romantics like her in my day, and while they find themselves in epic stories, they also tend to come with early graves. I'm sure we're going to argue over it at some point, but that kind of fire can be a powerful thing.

I'm always profoundly glad to have a skilled healer on the trail with us, but Daelyn is still a mystery to me. She doesn't speak up much, but I'd like to draw her out of her shell a bit, if she's not as nervous of a warrior mouse as the weasels we fought.

Oswald's another quiet one. I'm not sure if it's just how scouts are, or if he's trying to seem aloof, but maybe some more time on the trail will sort him out. I suppose we don't all have to be friends to be a good team, at the end of the day.

Maeve was unexpected. I never thought I'd be mentoring a Tenderpaw any time soon, but if Gwendolyn thinks I have something to teach her, then I'm not going to argue. She's usually right about these things, and I have to admit, the girl's certainly in need of someone's influence. Hopefully I can do well by her, although it's not going to be easy...

From what I've heard, Ella had it rough in Ferndale, and that's bound to change a mouse. Let others call her mad; I know desperation when I smell it, and she's seen her fair share and still pulled something out of the ashes. That takes guts.


Known Background Ties:

Connall's made a strong enemy with political influence in Copperwood. Maeve's family being who they are, she probably knows of the Barrows, even if she isn't aware of the emnity.

If you see anything you'd like to tie in, please do. Connall's been around Lockhaven for a while now, and knows quite a few of the Guard as acquaintances if not friends, so it wouldn't be at all odd for him to know someone who knows someone if that would help your story!

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Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
It's definitely a good mix of characters.

In fact, thinking about the mix and numbers, I wanted to suggest an idea for how this group came together and account for the roles.

The idea is that originally we were two patrols, but Gwendolyn combined them to deal with the complications of the current state of the Territories. Under that idea, I'm okay with Thom being the senior leader. I'm up for having it lead to tension within the group to the degree that others are comfortable with role-playing that.

The natural split would seem to be Ella, Lorelai, and Oswald on one side, and Thom, Connal, Daelyn, and Maeve on the other. But if we go with this idea, I'm game for setting it up differently.

Also, I'm wondering if Connall and Ella might know each other? Have worked together during the war at some point, maybe, or before hand.

Impressions

I'm glad to see Thom. I admire his courage and his wisdom. I admire his curiosity, his interest in the next horizon and the new. Too many in the guard are set in their ways. I think there is a bit of that in Thom, but not so much that he'll dig in his heels. Grumble a bit, perhaps. I worry that there's a darkness in his eyes. I saw it during the war, and usually the ones with that look didn't last long...

Bold, brave Lorelai! How tales seem to swirl around her. She has a knack with her blade, no doubt, and the Guard needs more audacity. Yet, I've never seen the glory that she speaks of and longs for. Lots of hard, bitter work, work that needed doing. Nobility and courage. All those. But not glory. I hope she can see past the romantic visions - she could be a formidable ally. But she could very well be her own worst enemy.

It's hard to admit, but I don't fully trust Daelyn. I feel for the healers, for the terrible things they had to endure - but didn't we all suffer during the war? I remember every mouse that fell doing their duty around me. I remember her father, who stood up so others could live. I know she blames me for it; I wouldn't begrudge her that, if it keeps her working. We all know pain. I know she's talented, that Rickard vouches for her skill and her devotion. I worry she'll break again.

Form what I've seen, Oswald is remarkably skilled. He knows the borders, he knows the woods. He knows his business. And having someone who wasn't in the thick of the war is good. A different perspective. Perhaps a less cynical one. It would be nice if he opened up a bit more.

You couldn't ask for a more solid or dependable mouse than Connal. He's Guard through and through. Not afraid of hard work or hard fighting. And he's seen plenty of each. He bears the scars of the war, yes, but I think he bears them better than most.

I don't know Maeve except in passing, but she seems a very promising young mouse. With the towns grumbling, we need more Guards who can talk as well as fight, who can forge partnerships as well as swords. My, but she's ambitious, though. I think she truly cares about the Guard - and truly thinks she knows whats best for it.

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