The Seasons
Winter Winter Weather (7)
Winter is long, cold and snowy. It is the hardest Winter is cold and snowy. It’s very harsh weather.
season for the Mouse Territories. The towns, Long trips in the winter should be undertaken
cities and settlements must hold together during using the journey conflict mechanics. The GM
the cold, ice and snow and try to persevere until can set his objective to: freeze the patrol to
spring. If a disaster strikes during winter, its death, get them caught in a snow drift, get them
effects are magnified by the cold and lack of lost or any number of evil things.
easy access to fresh food and supplies.
Also, Harvester tests cannot be made to
Typically, Gwendolyn does not send patrols out acquire food from the land during the
in the winter. Most guardmice are called home winter.
to Lockhaven to rest and prepare for spring.
In the game, this is represented by the Winter Clear and Cold
Session. Some winter days are simply clear and cold.
It’s brisk weather that makes a mouse feel
If need demands it, Gwendolyn will dispatch alive. There’s no hazard associated with
patrols for vital missions in the winter. Rather traveling when it’s clear and cold.
than issuing orders for a mission, she calls for
volunteers. Despite the danger, there are never Snow
a lack of paws raised. It snows a lot in the Territories during the
winter.
If you choose to play a winter mission,
play out the season and mission as Factor snow into Pathfinding, Scout,
per the normal rules. Use the winter Nature and Health tests.
season write up to help flesh out the situation. If
you decide not to play a winter mission, skip to Blizzard
the Winter Session section. I recommend doing Once or twice a winter, there’s a massive
a Winter Session over playing the winter blizzard that blankets the Territories in a
season. couple of feet of snow. A blizzard factors into
any test made outdoors during or immediately
after the storm.
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Going anywhere in a blizzard requires rain rather than snow. And any rain causes
a Pathfinder test. Failure is bad; twists flooding and thick mud.
should be catastrophic. The GM may also
force Ob 4 Health tests on the patrol. Failure Winter Wilderness
indicates the character is Sick or Injured.
The wilderness is deceptively peaceful in the
Cold Snap winter. Snow cover blankets the land and makes
It’s possible for the Territories to get wrapped it all seem so simple and beautiful.
up in a blast of arctic cold. This extreme cold
is dangerous. Snow Cover
Mice can walk on the surface of the snow
Failure conditions for any outdoor with shoes—Celanawe uses acorn caps, for
activity should be disastrous—Sick or example—or burrow below the snow surface
Injured. using Nature, Pathfinder and Scientist (for
elaborate structures).
Use the extreme cold as a factor in any
test that requires delicate use of the Tunneling makes them less visible to predators,
paws—they go numb! but it is slow, tiring, dangerous work. If a
tunnel collapses, mice could be trapped.
Ice Storm
Ice storms are the most deadly of all winter Traveling on the surface makes them vulnerable
weather. They count as a factor for every test to depredation.
made while out and about. Also, if a journey
conflict is undertaken during an ice storm, the Mice without proper snow gear—shoes,
GM may include the death of the patrol in his skis, cloaks, snow goggles—must count
goal. snow cover as a factor in tests surrounding
travel. If you’ve got proper gear, this isn’t a
Unseasonably Warm factor.
Perhaps once a winter, the Territories will
experience an unseasonably warm period Ice
of weather. These warm spells are welcome Ice is generally not a hazard for mice. They
breaks from the harsh winter. However, during are light enough that even thin ice won’t crack
these periods, any precipitation counts as under their weight. Heavier predators do not
have this luxury, so mice can flee across icy
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areas to escape capture and let the predators
break through the ice.
On the other hand, a dunk in frigid water is
much worse for a small mouse than it is for
a hungry wolverine.
Any mouse that gets submerged in
frozen water must pass an Ob 4
Health test or become Sick.
Winter Animals
Animal encounters are more rare in winter,
but also fraught with more danger. The
stakes are higher. Everyone’s hungry and
there’s not enough to go around.
In the Territories, if the Scent Border wasn’t
properly maintained, wolves will range in
looking to eat anything they can find. They
prefer bigger game like moose, deer or even
foxes, but they are not above easy prey like
mice. Be wary!
Foxes, badgers and wolverines also prowl
the winter forests. Foxes and wolverines in
particular seem to enjoy the winter months.
The forest is quiet and they can be kings for
a little while.
However, winter is when the scavengers
like raccoons and skunks are the biggest
threat. These creatures are persistent and
intelligent—at least about food. They’ll stake
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The Seasons
out a mouse settlement and look for ways to Escort
break in and steal the stores. A settlement ripped Once in a while, visiting officials will find
open and robbed like that will not survive the themselves trapped by early snows in a
winter months. foreign city at the beginning of winter. When
the weather settles into being cold and clear,
Winter Duties these officials need to be escorted back to their
home cities.
Most mice hunker down for the winter. While
there’s little commerce and communication Emergency Shipments
between settlements, the individual cities and Lockhaven contains reserve stores of food
towns are internally bustling with life. and water in case of emergency. If disaster
strikes another city, and it doesn’t have
Weavers, potters and glaziers ply their trade, enough supplies to make it through the winter,
preparing for next spring. Laborers pick up odd Gwendolyn and her captains will negotiate a
jobs where they can, spending their meager shipment to be dispatched to the ailing city.
earnings at the local tavern. Tradesmice like And, of course, it’s up to the Guard to get it
smiths, stonemasons and carpenters content there!
themselves with small jobs until the spring comes
and the big work projects start up again. Winter Celebrations
Even the Guard gets a little rest, provided there’s Yulefrost
no trouble that winter. Yulefrost is a time for mouse families to
gather and feast on warm foods in spite of the
Rescue weather’s harsh offerings. All mice celebrate
If a settlement is attacked by a scavenger like this holiday, but full-fledged festivals are held
a raccoon or skunk, the refugees will often flee in Barkstone, Ivydale, and Burl.
to Lockhaven for solace. If news of the disaster
reaches Gwendolyn, she will dispatch patrols The spirit of the celebration is at the heart
to aid the survivors as best they can. of mouse culture: not merely surviving, but
overcoming seemingly impassable obstacles.
Message Running
On occasion, urgent business must be con- This is also a time when mice honor their dead
ducted over the winter. Patrols are dispatched by sharing recollections of them in tales and
to ensure these messages get to where they songs, or in quiet reflection.
need to go.
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Winter Session Return to Lockhaven
Winter is harsh, but you don’t have to Talk about your patrol’s return to
go out in the cold if you don’t want to. Lockhaven from your last mission.
Once winter’s come, your patrol Report in to Gwendolyn.
should head back to Lockhaven to make their
final reports for the season and the year. Rest and Recover
Once your last fall mission is done and winter is Guard get leave when they return to Lockhaven
on its way, your group should decide if they’re in the winter. The people of the city bring them
going to do a winter mission or if they’re going gifts in the form of food and drink. Gwendolyn
to rest up and stay indoors for the winter. If you pays guardmice their wages. There is much
rest up, you have what we call a winter session. I eating, drinking and sleeping.
strongly recommend you do not go on a winter
mission. The winter session is a lot of fun and If your Nature is taxed, you may
really useful for the characters. restore it to its current maximum. If
your starting maximum rating was
Why go on a winter mission then? Well, if your reduced during the year’s patrol, that rating is
patrol is in good shape at the end of the fall gone. You don’t recover that. You only recover
missions—no tax on Nature, no outstanding what’s currently taxed.
conditions—then you should volunteer. You’re in
good condition, you can handle it! But if you’re Age
beat up and tired, then take the winter off.
Not every mouse has his birthday during the
In the winter session we go through a few winter, but this is a convenient time to remember
bookkeeping steps, take a look at how the that your character has aged. Advance his age
characters were played in the last mouse year by one year.
and then take care of any unfinished business.
Practice
If you’re not going on a mission, go through the
following steps in order: During the winter, Gwendolyn wants her
guardmice to stay sharp. Practice is mandatory
156 for guardmice wintering in Lockhaven.
You practice three skills. When your
character practices something, note a test
for advancement on his sheet. You may choose
The Seasons
a pass or fail result as needed. If this test fills an The rules for advancement and learning new
advancement requirement, you may increase the
skill to the next rating. skills are described in the Abilities and Skills
Practice one patrol skill. A patrol skill chapter.
includes all of the skills listed in the left-
hand column of your character sheet. Not I practice my Hunter skill, my Carpenter skill
the ones you wrote in yourself, but the ones and Insectrist, which I don’t have.
that were already there.
I log a pass for Hunter, because I need two more
Practice one non-patrol skill. The skill can be passed tests before I advance. My Carpenter 3
any skill that’s not from the previous list. only needs one more failed test to advance,
therefore I use my practice to take a failed test
Practice one skill you don’t have. It can for the skill. That means the skill advances from
be a completely new skill or a skill you’re 3 to 4 during the winter. I may have made a
currently trying to learn. Look through the mess in Lockhaven, but at least I learned from it.
skill list and choose one that interests you. It
can be a patrol skill or a wise or anything. For Insectrist, I just note a test next to the skill.
Learning new skills is explained later.
When practicing the skill you don’t have,
if the practice test fills your requirement One more thing: You must account for what
for learning a new skill, you may learn the skill
right there. your character has learned while out on patrol.
Gwendolyn asks the guardmice to write reports
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on previously unknown elements encountered wish to represent. Each player must have a
while on patrol. For the character, this means he representative. No representing yourself. If
gets a new wise skill. you represent someone, they don’t necessarily
have to represent you.
Think about what your character has
experienced during his last year of patrol. In turn, each representative then discusses how
Reflect on some defining or dramatic his friend played his character over the course
moments of his experience. Make up your of last year’s missions. The other players
own wise to encompass that experience. The should chime in with stories, reflections and
wise starts with a rating of 2. recollections.
Reflection
While in Lockhaven, the guardmice reflect on
the trials and triumphs of the last year. Some tell
joyful recollections. Others reflect darkly on the
events that befell them.
As players, this is our opportunity to
look at how we played with each other
over the past few sessions. And it’s a
way for other players to tell you how they saw
you in the game.
In game terms, three things happen during the
Reflection portion of the Winter Session: You’re
going to get a new trait. One of your extant traits
is going to be changed or elevated. And another
one of your traits is going to be removed or
changed to something different.
The New Trait
To start this process, each player picks
another player at the table whom they
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After that discussion, the representing If the group does not agree, no change or
player chooses a new trait for his elevation is made. You only get one shot at
friend’s character. The trait must be based on making your case.
the group’s reflections. It can come from the
list in the book, or the representative can make Mayuran wants his Fearless trait upgraded
up a new trait on the spot. Write the new trait from level 1 to level 2. He talks about all the
on the character sheet. It starts at level one. times he hurled himself into danger for the sake
of the patrol. We all agree and he upgrades the
Go around the table until everyone has a new trait on his character sheet.
trait.
Change or Remove a Trait
Thor is representing Mayuran’s character, Robin. You, the GM, get to discuss each
After much discussion with the other players, player and his character in turn.
he decides to give Robin the Idealistic trait based Recall specific heroic or unheroic
on how he thinks Robin was played.
actions the character undertook. Talk about
Change or Elevate a Trait what happened in the missions.
After everyone has earned a new trait, each
player has the chance to elevate or change You may then change one trait to
another one. In turn, each player nominates another trait of your choosing—either
one of his own character’s traits to be changed from the book or made up on the spot—or you
or elevated. may remove a trait from the character. A
removed trait is erased, gone. You may not
Pick one of your traits—not the one change or remove a new trait that was added
you were just given—and talk about in this session or a trait that was elevated or
it with the group. Make a case for changed.
how you invested in the trait and played it into
your character or how you think the trait no During the Reflection part of the session, I listen
longer fits and how it should be changed. to the players as they discuss their experiences.
I make notes based on what they say and I use
If the group agrees you may elevate it them as the basis on whether or not to remove
one step on the trait scale or change or change a trait.
your trait to a different one, either made up on
the spot or chosen from the book. If I were Lieam’s GM for the adventures described
in the Fall 1152 series, I’ d change his Defender
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trait to Guard’s Honor. He internalizes Kenzie’s In the game, the patrol leader or senior
lessons—it’s not what you fight, but what member of the patrol may make
you fight for—and turns from being a selfish recommendations to Gwendolyn. The
young mouse to being a determined member of GM, in the role of Gwendolyn, then makes
the Guard. promotions as he sees fit.
After that’s all done, take a deep breath and Promotion criteria are as follows:
relax for a bit. It’s an intense process!
Tenderpaw to Guardmouse
Five Traits Max The tenderpaw represents a special case. His
Your character can only have five traits. mentor may recommend him for promotion. If
If you’re playing in a long-term his mentor is not available in Lockhaven that
winter, then Gwendolyn makes the call herself
campaign, you might reach this limit. If you based on reports and recommendations.
have five traits at the start of the Reflection
session, you cannot earn a new trait. You may A tenderpaw is promoted if he has shown that
represent another player and give him a new he is competent in the field, willing to learn
trait, however. You may still change, elevate and, most importantly, capable of upholding
and remove traits. the honor of the Guard. A guardmouse must do
his duty at all costs. If the tenderpaw exhibited
Promotion this quality, he should be promoted.
After the Reflection portion of the session, we A tenderpaw who is promoted in the game
move on to Promotion. Around mid- to late receives a cloak from his mentor at the time of
winter, after having the time to review all of the his promotion. If his mentor is unavailable—
reports and conduct interviews, Gwendolyn due to death or a mission—the tenderpaw’s
gathers all of the mice of Lockhaven together and patrol leader or senior guardmouse may give
presents the year’s promotions. Occasionally, him his cloak. The color of the cloak is chosen
the ceremony is broken down into two days— carefully. It is to represent the tenderpaw’s
one day for tenderpaws and guardmice, and one disposition and temperament, but also to guide
day for patrol guard and patrol leaders. him in his new role as a guardmouse.
160 Give three cheers to the newly promoted
guardmouse!
The Seasons
If a tenderpaw fails to be recommended for In other words, a guardmouse can’t specialize
guardmouse rank, he has two options. He in just one or two skills. He needs a broad base
may retire from the Guard. Gwendolyn and the of patrol, social and craft skills. And he needs
other guardmice thank him for his service and to step up and take the lead during certain
return him to his parents. No hard feelings, no dangerous segments of missions. Gwendolyn
harm done. Alternately, the tenderpaw may is not looking for suicidal bravery. She wants
choose to do another year of patrol with his initiative and independence.
mentor. At the end of the year, he will once
again be considered for promotion. If he fails Guardmice who show insubordination,
to make promotion this second time, he is fearfulness, disloyalty or a disregard for the
quietly retired by Gwendolyn and sent home values of the Guard will not be promoted to
to his family. patrol guard.
Guardmouse to Patrol Guard Patrol Guard to Patrol Leader
Guardmice are promoted to patrol guard when Patrol guard are veteran guardmice. They have
they have been in service of the Guard for a been in the service for a number of years, and
couple of years and when they have exhibited they represent the pool of the next crop of
independent thinking while on a mission and leaders. Their promotion is highly situational.
clear mastery in multiple areas of the patrol’s
needs. In times of need, Gwendolyn is forced to trust
her instincts and simply choose from the most
promising candidates.
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In better times, patrol guard are given the Patrol Leader to Guard Captain
chance to prove themselves, undertaking and Patrol leaders may be promoted to the rank of
leading missions for Gwendolyn. This process captain after many years of service. If a patrol
can take a number of years. If a patrol guard leader has demonstrated ability and initiative
can demonstrate that he can receive orders beyond the scope of simple patrols—if he has
and complete his missions in an accurate shown proficiency in matters administrative,
and timely fashion, he’ll be considered for military, political or even archival—Gwendolyn
promotion. will mark him as a candidate for captain.
If a patrol guard can demonstrate that he is There are only about a half-dozen captain
adaptable, flexible and capable of handling positions at any one time. Captains see to the
unforeseen situations when in the field, he’s defense and supply of Lockhaven proper. They
nearly guaranteed a spot as a patrol leader. also act as liaisons with other militia forces
in other towns, coordinating training and
A patrol guard will not be promoted if he has supply.
demonstrated recklessness while on patrol,
callousness to other mice or disregard for the Gwendolyn attempts to keep the positions
spirit of the Guard’s Oath. staffed, allowing older captains to retire in
the winter and immediately promoting patrol
leaders to fill the vacancies.
Retirement
If you wish to retire your character,
now is a good time to do it. You may
exit the Guard in your new rank if
you have been promoted. Gwendolyn provides
a pension and support for all who served.
Experienced help is always needed, but none
begrudge those who have no more to give.
You might retire your character because you
can’t play with your group anymore, or simply
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The Seasons
because you want a change of pace and wish Memorials
to try playing a different character.
If your patrol lost a member due to
A retired character exits play. Neither tragedy during the last year, hold a
the GM or another player may take up brief memorial ceremony. Say a few
his role. Talk about him, tell stories about him words of remembrance for the departed mouse
and write him letters, but try to leave him out and raise a toast to him.
of the game. We’ve found it awkward to
include retired characters in play. However, Unfinished Business
the retired character may reenter play (and
service to the Guard) if his original player The last part of the winter session is called
returns to the table or wants to take up his Unfinished Business. The bookkeeping, traits
mantle again. So keep those old character and promotion should not take more than 90
sheets handy. minutes. Unfinished Business will take another
90 minutes. Play it out if you have the time. If
If you retire a character and want to keep not, wrap up the session and get ready for next
playing, either use Recruitment to create a new time—spring! If you have time for Unfinished
character with your GM before the next session, Business, read on.
or pick a template to play in your next game.
Benefits of Promotion
Once promotions are done, increase the
Resources and Circles of each promoted
character by one. You get a raise and your new
rank gives you more influence!
Erase any tests you had accumulated toward
advancing Resources or Circles.
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During this portion of the game, the Stretch your creative muscles and surprise the
players take over. Unfinished Business is other players at the table. Remind us all of what
like a big Players’ Turn. The players drive all the we’ve been forgetting about your character.
action; they don’t earn checks, but neither do
they count tests. They can make as many tests The GM should use this player-driven
and get into as many conflicts as they need to. time to take notes. What areas are the
There is one restriction: They may not make players interested in? What characters
recovery tests for conditions. So be careful. do they want to see in play that have been
backgrounded or forgotten? Use those ideas to
To start your Unfinished Business, seed your missions for the coming year.
each player should think for a moment
about something he felt he missed out Finished!
on in play. Think about your friends, enemies,
senior artisans, parents and mentors. Think After each player has had a chance to take care
about things you’ve wanted to make. Think of some unfinished business, the session is done.
about conversations you’ve wanted to have with Review Beliefs and Instincts for rewards. Vote for
other members of your patrol. MVP, workhorse and embodiment. Talk about
your new traits and plan for your next session.
Each player gets to pick one thing he wants to Spring is coming, and with it, a whole host of
explore. It must be something you can accomplish new challenges and adventures.
from Lockhaven. No going out on patrol. Also,
do not write goals for this. This part of the game
is about focusing on Beliefs and Instincts.
In turn, each player announces to the GM what
he wants to accomplish. Play out the scenes. Get
everyone involved if you can.
Unfinished business can lead you to: get advice
from friends and mentors, settle old scores with
enemies, research mysteries in the archives or
make yourself a needed piece of equipment for
next year’s patrols.
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Our place in the world:
Should it be as small as we stand, or as large as we desire?
A question only answered by our willingness to find out.
—from a speech made by Talor, last mouse to journey east from Wolfepointe
he Territories are, for the most part, rocky and rough. The soil is unsuitable for agriculture,
but it is heavily forested and blanketed with thick underbrush.
The following section details a few of the major mouse settlements of the Territories,
describes the Wild Country and Darkheather, and talks about using Wilderness in your game.
Wilderness
The mouse settlements are nestled in dense, rugged terrain. This section describes the variety of
terrain types the mice travel through and what they can expect to encounter there.
Wilderness is one of the obstacle categories for the game. This section also outlines a series of
suggestions for obstacles in each terrain type.
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Forest thick underbrush and climbing ant-infested
trees can all be used as obstacles in your
The forest of the Territories grows so thick during game.
the summer, the canopy prevents the rays of
the sun from reaching the forest floor. It’s cool, Lakes and Ponds
humid and dim beneath the forest boughs.
There are three main inland bodies of water
Sable, martens, woodpeckers, hawks, owls, in the Territories. Together, these three lakes
pine snakes, bats, foxes, porcupines, skunks, essentially create the eastern border of the
raccoons, chipmunks and squirrels of all types mouse lands. Mice don’t often have cause to
prefer the thick forest for their homes. venture out into the open water because it’s
dangerous, and they aren’t suited to waterborne
Obstacles for the Forest adventures.
Navigating around a difficult root
system, roots invading and damaging a Frogs, bullfrogs, mink, herons, turtles, snapping
turtles, newts, beavers, geese and otters, in
settlement, avoiding fallen trees, using animal addition to many different types of fish, can all
trails, foraging, harvesting, searching for new be found on the shores and in the open waters
locations suitable for settlements, negotiating of these lakes.
Wolves, deer, moose, foxes and coyote all
frequent the shores to stop and drink.
Obstacles for Lakes and Ponds
Building dikes, using boats and barges
to cross, gathering water, building
docks or piers, and hunting and rescuing
stranded or drowning mice can all be used as
obstacles involving lakes and ponds in your
game.
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The Territories
Streams Deer, snakes, foxes, whistle pigs, moose, wolves
and hares can all be found prowling about in
Uncounted streams crisscross the Territories. tall grass.
Some run to the shore, some run to the lakes,
others run into Darkheather or Wild Country. Obstacles for Tall Grass
Streams are home to frogs, bullfrogs, mink, Trail-blazing, getting lost, fleeing or
herons, turtles, snapping turtles, newts and fighting brush fires, foraging, harvesting
beavers, among other animals.
and unexpectedly finding empty animal nests
Traversing a shallow, slow-moving stream is are all possible wilderness obstacles for tall
merely an inconvenience. Fording a fast-moving grass.
or deep stream is a dangerous operation.
Swamps
Obstacles for Streams
Fording streams, navigating rising The land of the Territories turns to swamp on
waters from dams or debris and the eastern shores of the lakes. The swamps are
shallow and thick with grass and moss. This
rescuing stranded or drowning mice can all be dangerous terrain is difficult to traverse—the
used as obstacles involving streams in your water is choked with weeds and the hummocks
game. Also, mills and workshops need a of land are small and scattered.
steady flow of fresh water to run. Streams can
be harnessed to fuel these operations. In this Newts, salamanders, snapping turtles, bullfrogs
case, the obstacle would be about building and frogs all populate the swamps.
something rather than patrolling.
Obstacles for Swamps
Tall Grass Dangerous crossings, quicksand,
overgrown and wild vegetation, getting
Tall grass in clearings and meadows can be
found in the Northeastern Territories, between lost and rescuing stranded mice can all be
Wolfepointe and the Wild Country. Tall grass is used as wilderness obstacles for swamps.
a boon for mice, because it’s easy to hide in.
It slows down travel, because it’s difficult to Mud
navigate the roots and stalks. And though it hides
the mice, it also conceals many other animals. After heavy rains or a quick spring thaw, the
dirt beneath the trees and along animal paths
turns to mud.
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Newts, salamanders and earthworms all won’t chase mice into the briars. Of course,
come out to play in the mud, but for mice it’s savvy predators like snakes use brambles as
hazardous. Mud makes it more difficult to travel traps for overconfident mice. It’s a dangerous
from settlement to settlement. world!
Obstacles for Mud Leaf Cover
Crossing mud, getting stuck, sinking
foundations and mud slides into settle- During the autumn, the forest floor is littered
with heavy leaf cover. It provides excellent
ments are a few possible wilderness obstacles protection for mice. They can travel under leaf
for mud. cover through burrowed tunnels. However,
they must beware of ground-dwelling predators,
Brambles and Thorns like snakes.
Blackberries, raspberries and dewberries grow Obstacles for Leaf Cover
wild throughout the Territories. These plants Leaf cover can be used for obstacles
hold delicious fruit in the summer, but their like tunneling under to create safe
stems are covered with prickles and thorns.
Many animals—like hares, deer and birds—feed routes and navigating giant leaf piles.
on these berries.
Rocky Terrain
This attracts predators, of course. But one
predator in particular is attracted to thorns and The majority of the land of the Territories, if
brambles: the shrike. This bird uses thorns and not forest, is rocky. Shale, hematite and granite
spines to impale its prey. It’s very gruesome! formations burst through the forest floor,
creating rough travel and lots of hiding places
Obstacles for Brambles and Thorns for predator and prey alike.
Traversing or climbing through
brambles and thorns is dangerous. Skinks, toads, milk snakes and wolverines, in
particular, favor the rocky terrain.
Rescue operations for mice who’ve been lured
into the brambles by the berries and become Obstacles for Rocky Terrain
stuck are common. Rocky terrain obstacles can include the
following: climbing sheer surfaces,
Savvy mice can also use brambles as cover
from larger predators. Foxes and badgers exploring cracks and crevices and avoiding
rock slides.
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The Territories
The Coast Crabs populate the cold waters, hiding among
rocks and boulders. Shore birds hunt the crabs.
The northern coast of the Territories is very
rough. High walls of rusty shale drop off into an Obstacles for the Coast
unquiet sea. Behind these rocky outcroppings Navigating the coast, collecting shells,
crouches thick forest. exploring shore crab tunnels, rough
surf, strong winds, dunes, rocky cliffs, buried
treasure and shipwrecks can all be used as
wilderness obstacles on the coast.
Open Ground
There are a few bald patches of ground in the
Territories, where there’s no grass, no tree
cover and no rock formations. The open ground
is covered in moss or is just a swath of hard-
packed earth.
In winter, the meadows, brambles, lakes and
clearings all become open ground—they’re
covered in snow and ice.
Turkey vultures, shrike, kestrels, coyote, whistle
pigs, moose, wolves and hares can all be spotted
crossing or prowling open ground.
Obstacles for Open Ground
Wilderness obstacles on open ground
can include crossing quickly, building
camouflage, building shelter, foraging,
harvesting, star-gazing and picnicking.
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Major Towns and Cities mainly through bartering goods and services.
Barkstone does not have its own money, but
There are eight principal settlements in the accepts most other cities’ coin. Barkstone also
Territories. In alphabetical order, they are: has its own armored mice who defend the
Barkstone, Copperwood, Elmoss, Ivydale, harvesters in open country. It was under the
Lockhaven, Port Sumac, Shaleburrow and disguise of that armored group that Midnight
Sprucetuck. was able to start his rebel army in Fall 1152.
Barkstone Major Trades
Pottery, woodwork and glasswork
Barkstone is a working-class town. In addition
to the shops and tradesmice, there is an inn for Import/Export
travelers, a bar for locals, a well-maintained Barkstone imports some grain and food. It
archive of written records and quite a few mainly exports handmade goods.
harvesters.
Copperwood
Barkstone is located on the west side of the
Territories. At one time, a few other cities like Copperwood is one of the largest and oldest
Woodruff’s Grove and Ferndale were between cities in the Territories. It has many trades
Barkstone and Darkheather. Now that those represented and also does a fair share of
cities have fallen, Barkstone’s surroundings are harvesting, milling and carpentry. Its largest
more at risk of predatory attack than before. trade is the mining and smithing of metals,
mainly copper. If Copperwood was not so large,
Location/Structure it would be completely self-sufficient.
The gates are in a locust tree, and a path
wends through a hollow between the rock and Ironwood and Copperwood are responsible
the tree. Barkstone currently has one well. for most of the metal goods of the Territories.
The smiths and armorers of Copperwood are
Size known for making all manner of metal items and
Town weapons, as well as the coins used by Sprucetuck
and Elmoss—and Walnutpeck before it fell.
Government
Barkstone is led by a mayor elected from the
artisans. He deals with internal disputes and
trade from other cities. Commerce is conducted
170
The Territories
171
The city sprawls up inside a large oak to its Import/Export
tallest branches. Lookouts watch for predators, Copperwood imports food, clothing and other
the comings and goings of mice, and most of all, refined goods. The city’s main export is metal.
the weather.
Elmoss
Location/Structure
Copperwood is housed in and under a mighty Elmoss is named for the moss that grows on the
oak with tunnels leading behind a waterfall— trunk of the oldest elm in the Territories. The
six times the height of a mouse—and into the moss is renowned for its healing properties.
mines. The mice of Elmoss harvest and deliver most
of the moss to Sprucetuck, but trade some of it
Size as a raw commodity. The wood collected from
City the surrounding elms is also a prized item. Elm
is water-resistant and strong. There is a fair
Government amount of harvesting near Elmoss as well: oats,
Copperwood is a democratic bureaucracy wild carrots and tubers.
led by a governor who is elected by a council
of elders representing the different trades in Some crops are planted and cultivated, but
Copperwood. most are harvested wild. Elmoss is a medium-
sized town that is home to trades dealing with
Major Trades carpentry and woodcrafts. It once was a hub
Copper ore, metal smithing
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The Territories
of food trade, but after Walnutpeck, Ferndale, separate husks from grain during harvest time.
and Woodruff’s Grove fell, its importance has Some of the fibers harvested are woven into
declined. cloth, often too rough for clothing, but suitable
for tarps, bags and insulation.
The family who rules Elmoss employs a group of
armed mice to protect laborers as they harvest Other duties include tool mending and
in the open country. sharpening, baking, milling, weaving baskets for
storage and transportation of grain and goods.
Location/Structure
Elmoss is built under and inside a massive elm Guardmice are ever-present in Ivydale because
tree in a small grove of elms. so many of the grain shipments need escorts.
Size Location/Structure
Town (was once a city) Located in a shallow, ivy-choked valley, the
town is made up of several small settlements
Government hidden away in trees and rocky outcroppings.
Family rulers govern over lords of trades— Four trees house most of the lodgings and
Wood, Moss and Harvest. The system’s storehouses. Some of the wheat, rye and
complexity is outdated and burdensome on buckwheat sprout up through the settlement
the population. walls.
Major Trades For water, Ivydale relies on rain collection and
Grains, harvested moss, harvested vegetables a well inside the base of one of the trees.
and wood products like furniture and carts
Size
Import/Export Town
Elmoss imports metal goods, paper and
medicine. It exports finished wood products Government
and its moss. Ivydale has an elected governor who oversees
the trading with other cities and a magistrate
Ivydale who handles internal disputes and labor
quotas.
Ivydale is a very hardworking town that harvests
most of the grain in the Territories. All of Ivydale’s 173
residents, young, old, male and female, sit and
Major Trades Staple foods are stored in abundance, while
Grain harvesting, baked goods prepared foods are made as needed, as it is
unknown how many or few will be fed on any
Import/Export given day. Lockhaven is known for gabcroon: a
Ivydale exports grain. It imports various dense bread filled with seeds, fruits and nuts. It
household goods and tools. travels well and stays warm long after baking.
Lockhaven Woven and sewn fabrics are important to the
mice of Lockhaven. The Guard are known for
Home of the Mouse Guard, Lockhaven is carved their cloaks, which need to be both warm and
deep into stone. Only the ivy-covered face of durable, as they are a Guard’s primary piece of
Lockhaven is visible from the outside. clothing.
Lockhaven serves as a base of operations for Lockhaven is also home to a hive of bees. The
the Guard and is not an open city. While there mice harvest the honey for food and the wax for
are mouse citizens that live there, they are goods and medicinal purposes. To do this, the
invited guests of the Guard. The Guard extends apiarist uses smoke to charm the bees. The bees
invitations to skilled and trustworthy mice and also serve as a natural deterrent to predators.
their families.
In the past, Lockhaven has acted as a sanctuary.
A full-time armorer is kept on hand at Lockhaven It’s one of the most fortified and central locations
to maintain an armory for the Guard. in the Territories. While home to about 70
174
The Territories
guardmice, these protectors are rarely found in Import/Export
the city itself. They are busy with missions and Lockhaven is sustained by donations. Many
patrols throughout most of the year. cities give grain as thanks to the guardmice at
harvest time.
Location/Structure
Lockhaven is built of stone blocks and wood, Port Sumac
but mainly carved deep into a large stone
outcropping. Lockhaven has a very large Port Sumac is a remote seaside town overlooking
cistern that collects water from a fresh spring a calm bay. The port is a resupply point on the
deep under the larder. Darkwater to Rustleaf trade route.
Size Location/Structure
City The port town is located on a rocky shelf,
nestled under a granite outcropping and a
Government thatch of staghorn sumac trees. The town itself
The Matriarch keeps a secret document with sits on the shelf, while the port rests between
the name of her successor written on it. The two arms of granite, sheltered and secure.
document is only to be opened in the event of
her death. Size
Town
The Matriarch operates as strategist, ambass-
ador and administrator. She has several Government
captains and administrators beneath her, Port Sumac is ruled by a council of ship
including a scribe, a castellan and a quarter- captains. The captain with the most profitable
master. trade in the last year heads the council. The
council has no fixed size. New members may
Major Trades be inducted by a majority vote of the council.
Textiles, weapons and armor, prepared foods, Councilmice determine the laws of the port,
honey and wax. Harvesters, masons and set the taxes and perform other administrative
carpenters live at Lockhaven as guests of the duties. For their trouble, each councilmouse
Guard to keep it running and self-sufficient. earns a share of all goods collected from
imports and exports.
175
Major Trades Shaleburrow
Port Sumac is inhabited by families of laborers,
boatcrafters, weather watchers, weavers and Built in flaky shale, the mice of Shaleburrow
merchantmice. Anymouse who could serve use access to an underground spring and the
on board ship or service a ship in port can be cool underground stone to store perishable
found in this small, bustling port. foods. They harvest many fruits and nuts
using handmade shale tools. They also brew
Import/Export and ferment a variety of beverages. They make
The town imports a variety of goods—cloth, many of their structures and items from wood
worked metal and grains are of primary collected west of the burrow’s opening. Many
importance. It exports its services in the mice families live here because of the abundance
shipping trade, but it’s famous for a drink of food, the protective nature of the town and its
called rhus juice made from the berries of proximity to Lockhaven.
sumac trees. Port Sumac also exports dark
maroon dyes and tannins for leather. Location/Structure
Shaleburrow is a subterranean town built into
shale.
Size
Town
Government
Three mice act as the governing body: the
female mouse most recently with child, the
eldest male mouse and the mouse with the
largest fruit harvest of last season.
Major Trades
Water, fruit harvest, stone tools, and food
storage are the major trades of Shaleburrow.
176
The Territories
Import/Export Government
Shaleburrow exports fermented beverages. Sprucetuck is managed by a governor with
The city relies on Ivydale for one-third of its a lifetime term. The governor names his
grain needs. successor upon stepping down from the office.
Monetarily, Sprucetuck uses a coin shared by
Sprucetuck Elmoss and Copperwood (and Walnutpeck
before it fell). They are leery of coin from too
Harvesting sap from the spruce trees in the area, far away, as few mice from Sprucetuck travel
the sciencemice of Sprucetuck brew various and they have little use for “foreign” coins.
beers and elixirs. They infuse them with many
natural remedies. Major Trades
Scientific work: apothecary, science,
In the winter, the mice stay warm by utilizing hot mathematics
stones they place on a central fire and carry to
their apartment dens. Import/Export
Sprucetuck imports almost all grain and food.
There are a few laborer jobs at Sprucetuck, It exports medicines, elixirs and poisons.
including sap harvesting, central fire tending and
hot rock delivery, but most of the work done here
involves more thought. Mouse science is focused
on mouse health, crop health, pest control, some
metallurgy and the study of the heavens.
Location/Structure
Sprucetuck is part of a hollow spruce tree.
Inside, the mice built a multileveled dwelling.
Supplies are shuttled to the upper levels using
a series of counterweighted lifts. Rainwater is
collected held in a cistern in the roots of the
tree.
Size
Village
177
Lesser-Known Towns
and Settlements
The following section divides the rest of the
villages, towns and cities of the Territories into
two categories, those with brief descriptions and
those that we’ve left open for you to flesh out.
Appleloft
This idyllic town is surrounded by a grove of
apple trees.
Blackrock
Blackrock has the largest archive of mouse
history next to Lockhaven.
Calogero
Calogero is an outpost for shore watch. The
outpost consists of a pleasant, round stone
house on a beach.
Darkwater
Darkwater is a major shipping city. It’s the water
gateway to Port Sumac, Calogero and Rustleaf.
Dorigift
Dorigift is named after the settler Dorice who,
with her husband, founded Appleloft, Dorigift
and Gilpledge.
178
Flintrust The Territories
179
Flintrust has a tradition of sending her sons
and daughters to join the Guard. This is Saxon’s
hometown.
Frostic
Frostic is a Mouse Guard outpost for shore watch.
It consists of a stone pier and an underground,
single-room chamber.
Gilpledge
Gilpledge is named for the settler Gilburt who,
with his wife, founded Appleloft, Dorigift and
Gilpledge.
Ironwood
Ironwood rests amidst red soil, rich in iron. Next
to Copperwood, it’s the Territories’ other major
metal mining town.
Mapleharbor
Mapleharbor is a trading hub for the Eastern
Territories.
Pebblebrook
Pebblebrook is known for its stonemasons.
Rootwallow
Rootwallow is home to a family of silk harvesters.
Rustleaf Windselm
Rustleaf is known for having a grove of trees Windselm, not featured on the map, is a newly
with leaves that all turn to a rusty orange early formed town west of Elmwood, near the coast.
in fall. It was founded by a smith, a miller and a baker
in 1151.
Sandmason
Wolfepointe
Sandmason is home to a sizable glassworks. It
exports glass jars to all of the surrounding cities. Wolfepointe is the last stop before the Wild
Country. It’s known for grizzled townsmice who
Shorestone prefer to remain cut off from society.
Shorestone boasts a large sandstone quarry and
a tradition of hardy stonemasons.
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The Territories
Undetailed Settlements Settlement Resources
The following list of settlements are left open Settlements have at least one mouse doing some
for you to detail in the course of play. You can harvesting, baking, milling, carpentry, etc. It
consult the Creating Your Own section for may be on a very small scale, and not enough
more instructions: Oakgrove, Birchflow, Burl, to sustain the entire settlement’s needs. Just as
Lillygrove, Lonepine, Grasslake, Elmwood, settlements are rarely self-sustaining, they are
Whitepine, Dawnrock, Thistledown and rarely completely dependent on trade.
Wildseed.
Settlement Governments
Creating your own
Every settlement has absolute governing
We’ve provided you with some detail power over its own community. Each locale
about the makeup of the mouse settle- has differing laws on curfew, currency, taxes,
ments. It’s far from comprehensive. rationing and law enforcement.
Feel free to devise your own settlements as you
play the game. Use the following guidelines to Settlement Armies
help you set one up.
Each settlement typically has a band of armed
Each settlement is established based on two mice. Some groups are organized as protectors
factors: its resources and the protection or or soldiers, while some are just a group of
shelter it can provide. When creating a new tradesmice that are called to arms if need be.
settlement to be used in play, ask yourself the Some are just groups of armed thugs who’ve
following questions: Where is it located? What decided to make sure their laws are obeyed.
is the terrain like? What natural resources are
nearby? What makes this area a good place for Settlements and the Guard
mice to congregate?
Most settlements need the Guard to survive
because of trade routes. That can cause the mice
to alternately resent or feel blessed by the Guard.
A few settlements don’t need the Guard. They
too can have varying feelings on the guardmice.
181
Problems in the Drought and Famine
Territories
A famine is a severe shortage of food that causes
Life in the Territories isn’t grim or grueling, but malnutrition and starvation in a populace. Famine
neither is it idyllic. Weather and animals are is usually brought on by drought, pestilence or
constants threats, but there are also calamities mousemade factors like embargoes or war.
like supply shortages, famine, drought, plague,
rebellion, and war can erupt with little warning. During a famine, Hunger conditions are difficult
to alleviate. The price of all food-related items
Shortages is multiplied by four. Harvester obstacles are
increased by 3. This, in turn, increases all Miller
Weather, bad luck and even trade deals can all and Baker obstacles by 3 as well.
cause shortages of materials or food. Shortages
act as a factor when determining the obstacle for There’s no food to be easily found. Mice of the
a Resources test. cities must go out into the countryside and try
to forage food for themselves and their families.
For example, if there’s a food shortage in the Work stops in nearly all of the city’s trades.
town, increase the obstacle for using Resources
to recover from Hunger. If Copperwood is Most every mouse of a famine-stricken city
withholding its metal from trade with Ivydale, will be found Hungry or Thirsty. Only the most
perhaps seeking a higher price, factor that into wealthy and most careful will have enough food
the Resources obstacles for acquiring supplies to keep themselves Healthy.
in Ivydale.
During a drought or famine, there’s little any-
During a shortage, Gwendolyn will dispatch mouse can do. Gwendolyn will always try to
Guard patrols to be of assistance. If she can dispatch relief from Lockhaven’s stores, but
alleviate the shortage directly, she will. The it’s rarely enough. Those supply trains must be
Guard might be dispatched with caravans of guarded carefully, because hungry mice will
stocks to help an ailing city. If the shortage is resort to desperate measures to ensure their
due to political or economic causes, patrols may survival.
be called on to act as mediators.
182
Epidemic The Territories
183
Epidemics can ravage the Territories. An
infectious disease can catch hold in a mouse
town and infect many members of the populace.
It spreads from one settlement to the next,
wreaking havoc, before dying out.
Most epidemics aren’t deadly. A cold or flu can
sweep through towns in the fall. Occasionally,
there will be an outbreak of a plague that leaves
many dead mice in its wake.
For non-fatal epidemics, assume that every
mouse in the town is either Tired or Sick for the
duration of the outbreak. If a mouse isn’t Sick
himself, he’s taking care of another mouse who
is. This usually causes the quality and speed of
work in the town to drop.
In the case of deadly plagues, matters are
worse. Towns struck by plagues can’t feed or
take care of themselves, let alone keep their
trade obligations. The disease consumes every
resource.
If your guardmouse comes into contact
with infected mice, whether for an illness
or a plague, you must pass an Ob 3 Health test
to resist its effects. Failure indicates you’ve fallen
Sick.
During such epidemics, other towns will refuse changed, and they often place blame on their
entry to travelers who are coming from infected leaders’ shoulders—whether the leaders are
locations. This can lead to problems, delays and responsible or not.
unsafe conditions as mice are trapped in the
wild, days from home. It’s not unknown for a mouse to rise from the fold
Under the worst conditions, whole towns are and give leadership to those disaffected voices.
quarantined until the plague passes. This The group of angry mice tries to depose the
unsavory duty falls on the shoulders of the Guard. town’s leaders and install their own.
For the good of the Territories, the sickness must
be contained. Rebellions can be peaceful. The mice can
overthrow their leaders and simply remove them
Rebellion from power and declare themselves the new law.
Unfortunately, rebellions are more often bloody
Life is not always peaceful in the towns. affairs. Mice in power want to fight for what they
Shortages, drought, famine and epidemics have, and the rebels are all too willing to oblige.
can lead to townsmice becoming angry and Sides are drawn and the factions will resort to
disaffected. The townsmice want the situation theft, propaganda, murder and arson in order to
win.
184
During a rebellion, the rebels are always Angry.
This condition is in addition to anything else the
town is currently suffering from, like Hunger or
Sickness.
The Guard have a difficult role in a rebellion.
Technically, what happens inside a city is
beyond their jurisdiction. They have no right to
interfere. However, guardmice are torn between
duty, loyalty and kinship when their own friends
and family are caught up in or threatened by the
rebellion.
During a rebellion, if demonstrations or fighting
break out, no work gets done. This can lead to
shortages or even famines in nearby towns.
The Territories
185
War food and supplies due to interruptions of trade.
Only the most remote and self-sufficient cities
To date, the only war the Territories has won’t feel the effects at all.
experienced has been an invasion from the
weasels. During the war, every town gave During a war, the Guard’s duty is unequivocal.
mice to a general army of conscripts who were They are to stop the hostilities with all due
assigned to defend cities and important trade haste. If two towns are at war, they’ll have
routes. Gwendolyn acted as commander-in- to cross the wild to field their troops against
chief, and the Guard were her elite soldiers. one another. If the Guard is able, they must
negotiate a settlement between the two forces.
It was a difficult time for the Territories. If negotiations fall through, the Guard must
Supporting the army in the field came at great capture and arrest the leaders of both factions.
cost in labor, food, supplies and medicine. Every These leaders would be taken to Lockhaven and
town was required to give so the army could judged by a council of all of the other heads of
fight. This caused hardship and shortages in the towns and cities.
towns themselves, but the alternative was far
worse—the weasels would have enslaved and Darkheather and
slaughtered every mouse in the land. the Wild Country
While unlikely, there also exists a possibility that Beyond the western and eastern borders of the
two towns could go to war with one another. Territories lie two dangerous and unknown
In fact, recently, a rebellion in Barkstone led to lands: Darkheather and the Wild Country.
the mice of that town mounting a concerted and
well-executed attack on Lockhaven aimed at Darkheather
deposing Gwendolyn and the Guard.
Prior to 1149, there was a weasel community
Wars can be spawned by shortages, famines, living within the Mouse Territories. Their
epidemics and rebellions. Wars can also cause underground network of tunnels was called
all of the above as well. Any cities surrounding Darkheather, named after the lush covering of a
the conflict will feel the full effects—there will deep-colored heather surrounding the original
be refugees, wounded mice and interruptions and main entrance. After the War of 1149, the
in trade and communications. Cities on the population was forced to abandon Darkheather
periphery of the conflict will suffer shortages of and live beyond the borders of the mice. Some
186
The Territories
weasels still live and hunt within the Mouse doorways to be lower than weasel height. This
Territories, but for the most part they are rogue way, the weasel entering the room or passage
or with a very small group. had to bow to enter. This showed respect and
vulnerability to the weasels already in the room
Most mice know little about this weasel or passage.
domain. The underground tunnels that make
up Darkheather were originally thought to In the War of 1149, a weasel leader named
be concentrated in the west and only extend Rampaul saw the mice thriving and smelled
underneath some of the most western cities. opportunity. He declared war on the mice
However, the network of tunnels spans more and seized them as property. The weasels
than halfway across the Territories. Most of stockpiled mice and kept them. Mice were
the tunnels were not created by the weasels slain, their bodies cured and stored. Other
themselves. Many were abandoned homes, mice were kept as prisoners in hopes that
passages and underground chambers made by they would breed and continue the prosperity
other animals, but were eventually taken by Rampaul was growing accustomed to. Having
the weasels. They created connecting tunnels live mice captive in Darkheather also proved
between existing tunnels as they seized them, useful as bait for would-be-rescuers. Until the
adding them to Darkheather. The weasels Winter of 1152, only three mice had ever been
adorned the tunnels themselves with stone known to enter Darkheather and leave alive.
carvings and tile work, and draped them with
the skins of their slain prey. They also altered
187
Darkheather is large enough that tunnel sections
are each overseen by weasel lords. Tunnel
Lords are granted their positions by the Weasel
Overlord.
Wild Country
Wild Country is unexplored land. Few mice have
journeyed there and returned. The terrain in the
Wild Country is less dense; there’s more space
between the trees. Therefore, it is home to the
more dangerous animals and their prey: wolves,
wolverines, bears, moose and deer.
Scent Borders
The scent borders aren’t actual geographical
features. They are territorial markings manufac-
tured by the mice in order to ward off predators.
Many mice don’t even know about the scent
borders’ existence, and only a few living mice
have ever gone beyond their bounds.
With the help of the scientists at Sprucetuck, the
scent borders are repoured at least twice a year.
This is one of the most vital duties of the Mouse
Guard. Its execution is placed into the paws of
only the most trusted patrols.
188
Take not the duty of the Guard lightly.
Friends must not be enemies
just as enemies must not be friends.
Discerning the two is a life’s work.
—from the writings of Laria, 4th Lockhaven Guard Matriarch
he Territories are a populous and vibrant place. In addition to the mice and their settlements,
the land is populated with a bewildering variety of insects and animals. This chapter
describes the mice, weasels, weasel allies, mouse livestock and wild animals.
This chapter also contains information on how mice communicate with other creatures and the
natural order of life in the wild—who eats whom.
189
Guardmice Guard Captain
Here are ability and skill ratings for Raw Abilities Rating Special Abilities Rating
Gwendolyn, Matriarch of the Mouse
Guard, and a selection of generic Nature (Mouse) 5 Resources 6
guardmice.
Will 6 Circles 5
You may assign them gear as you see fit.
Health 3
Gwendolyn Skills: Administrator 3, Fighter 3, Healer 2,
Hunter 4, Instructor 2, Militarist 4, Orator 3,
Pathfinder 3, Scout 3, Survivalist 3, Weather
Watcher 4, Armorer 3, Archivist 3, Persuader 2
Raw Abilities Rating Special Abilities Rating Traits: Independent (1), Stubborn (1), Brave (1)
Nature (Mouse) 4 Resources 10 Patrol Leader
Will 6 Circles 6 Raw Abilities Rating Special Abilities Rating
Health 4 Nature (Mouse) 4 Resources 4
Skills: Persuader 6, Orator 4, Administrator 5, Will 5 Circles 4
Healer 4, Fighter 4, Militarist 4, Hunter 3,
Instructor 2, Orator 2, Pathfinder 3, Scout 3, Health 4
Survivalist 3, Weather Watcher 3
Skills: Fighter 4, Hunter 4, Instructor 2,
Wises: Mouse Guard-wise, Patrol-wise, Town Loremouse 2, Persuader 4, Pathfinder 3, Scout 3,
Problem-wise, Lockhaven-wise, Black Axe-wise Survivalist 4, Weather Watcher 3, Smith 3
Traits: Graceful (2), Compassionate (2), Traits: Hard Worker (1), Quiet (2)
Determined (3), Wise (2)
Gear: Halberd, Light Armor, Map Table
190
Denizens of the Territories
Patrol Guard Mice of the Territories
Raw Abilities Rating Special Abilities Rating This section provides ability and skill ratings for
common mouse occupations and trades.
Nature (Mouse) 4 Resources 4
The skill and trait lists attached to
Will 4 Circles 3 each character are not definitive. If
you need to modify them on the fly, by
Health 4 all means do so.
Skills: Cook 2, Fighter 3, Hunter 3, Scout 2, Healer 2, The ratings provided for these characters are not
Pathfinder 2, Survivalist 2, Weather Watcher 2, representative of the average skill of all mice of
Scientist 2, Instructor 4, Cartographer 3, this type. Instead, in order to provide meaningful
Manipulator 2 opposition to the guardmice, I’ve skewed the
ratings a little higher than you might find in
Traits: Steady Paw (1), Tough (1), Stoic (1) every mouse. It’s a bit odd, but it’s a necessary
step to providing adequate challenges for the
Guardmouse patrol.
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 5 Resources 2
Will 3 Circles 2
Health 5
Skills: Fighter 4, Haggler 2, Scout 2, Pathfinder 3, Administrator
Survivalist 2, Carpenter 4, Hunter 3, Persuader 2
Traits: Guard’s Honor (1), Bodyguard (1) Raw Abilities Rating Special Abilities Rating
Tenderpaw Nature (Mouse) 3 Resources 7
6
Raw Abilities Rating Special Abilities Rating Will 4 Circles
Nature (Mouse) 4 Resources 1 Health 3
Will 2 Circles 1 Skills: Administrator 4, Archivist 3
Health 6 Wises: Hometown-wise, Law-wise
Skills: Fighter 2, Pathfinder 2, Scout 2, Laborer 2, Traits: Skeptical (2)
Carpenter 2, Weather Watcher 2, Smith 2, Orator 2,
Cartographer 2, Survivalist 2, Scout 2
Traits: Inquisitive (2), Lost (1)
191
Apiarist
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources 5
2
Will 5 Circles
Rating
Health 3
4
Skills: Apiarist 5, Loremouse 3 3
Wises: Queen Bee-wise 4 Rating
Traits: Cautious (2) 5
4
Archivist
Raw Abilities Rating Special Abilities
Nature (Mouse) 3 Resources
Will 4 Circles
Health 3
Skills: Archivist 5, Administrator 2
Wises: Records-wise, Archive-wise
Traits: Nocturnal (1)
Armorer
Raw Abilities Rating Special Abilities
Nature (Mouse) 3 Resources
Will 4 Circles
Health 4
Skills: Armorer 5, Smith 3, Haggler 4
Wises: Weapon-wise, Armor-wise
Traits: Steady Paw (1)
192
Denizens of the Territories
Baker Beetle Wrangler
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 5 Nature (Mouse) 4 Resources 5
4 4
Will 3 Circles Will 4 Circles
Rating
Health 4 Health 4
4
Skills: Baker 5, Cook 3, Haggler 4 Skills: Insectrist 5, Loremouse 3 4
Wises: Bread-wise Wises: Beetle-wise Rating
Traits: Fat (1), Scarred (1) Traits: Curious (1) 6
6
Bandit Boatmouse
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities
Nature (Mouse) 4 Resources 2 Nature (Mouse) 3 Resources
3
Will 2 Circles Will 4 Circles
Health 5 Health 4
Skills: Scout 5, Fighter 4, Manipulator 3 Skills: Boatcrafter 5, Carpenter 3
Traits: Young (1), Driven (1) Wises: River-wise
Barmouse Traits: Fearless (1)
Raw Abilities Rating Special Abilities Rating Brewer
Nature (Mouse) 4 Resources 4 Raw Abilities Rating Special Abilities
5
Will 5 Circles Nature (Mouse) 4 Resources
Health 3 Will 3 Circles
Skills: Haggler 5, Persuader 4, Manipulator 3 Health 4
Wises: Eavesdropping-wise Skills: Brewer 5, Miller 2
Traits: Jaded (1), Deep Ear (1) Wises: Beer-wise
Tr aits: Short (1)
193
Carpenter Charlatan
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources 5 Nature (Mouse) 4 Resources 4
3
Will 4 Circles Will 4 Circles 4
Health 5 Health 3
Skills: Carpenter 5, Stonemason 2, Haggler 4 Skills: Manipulator 5, Persuader 3, Scam-wise 4
Wises: Wood Grain-wise Wises: Scam-wise
Tr aits: Skinny (1) Tr aits: Clever (1)
Cartographer Cook
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources 5 Nature (Mouse) 4 Resources 3
4 3
Will 5 Circles Will 3 Circles
Health 2 Health 4
Skills: Cartographer 5, Archivist 3 Skills: Cook 5, Harvester 3, Baker 2
Wises: Map-wise Tr aits: Bitter (1)
Tr aits: Oldfur (2)
194
Forager Denizens of the Territories
195
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 5 Resources 1
1
Will 3 Circles
Rating
Health 4
6
Skills: Harvester 5, Laborer 3 4
Wises: Underbrush-wise Rating
Tr aits: Quiet (1) 3
2
Glazier
Raw Abilities Rating Special Abilities
Nature (Mouse) 2 Resources
Will 5 Circles
Health 4
Skills: Glazier 5, Haggler 4
Wises: Miller-wise
Traits: Thoughtful (1)
Harvester
Raw Abilities Rating Special Abilities
Nature (Mouse) 5 Resources
Will 4 Circles
Health 4
Skills: Harvester 5, Scout 2
Wises: Grain-wise
Traits: Early Riser (1)
Healer Hunter
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 10 Nature (Mouse) 2 Resources 3
6 2
Will 5 Circles Will 5 Circles
Rating Rating
Health 4 Health 5
3 1
Skills: Healer 5, Scientist 2 1 Skills: Hunter 5, Loremouse 3, Scout 3 1
Wises: Sickness-wise Wises: Trail-wise
Tr aits: Calm (1) Traits: Natural Bearings (2)
Hermit Laborer
Raw Abilities Rating Special Abilities Raw Abilities Rating Special Abilities
Nature (Mouse) 6 Resources Nature (Mouse) 4 Resources
Will 5 Circles Will 2 Circles
Health 3 Health 4
Skills: Survivalist 5, Harvester 3, Cook 2 Skills: Laborer 5, Haggler 2
Wises: Strange Happenings-wise Tr aits: Bigpaw (1)
Traits: Deep Ear (2)
196
Denizens of the Territories
Merchant Naturalist
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 10 Nature (Mouse) 5 Resources 3
6
Will 6 Circles Will 3 Circles 1
Health 4 Health 4
Skills: Haggler 5, Administrator 4, Persuader Skills: Loremouse 5, Harvester 3, Weather Watcher 3,
Hunter 2
Wises: Coin-wise, Trade Route-wise
Tr aits: Lost (2)
Traits: Early Riser (2)
Miller Peddler
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 6 Nature (Mouse) 4 Resources 3
4 5
Will 4 Circles Will 4 Circles
Health 4 Health 3
Skills: Miller 5, Haggler 3, Brewer 2 Skills: Haggler 5, Orator 3
Wises: Grindstone-wise Wises: Trinket-wise
Traits: Compassionate (1) Traits: Cunning (1)
Muscle Politician
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 5 Resources 1 Nature (Mouse) 3 Resources 5
2 6
Will 2 Circles Will 6 Circles
Health 6 Health 3
Skills: Fighter 5, Haggler 2 Skills: Orator 5, Haggler 4, Administrator 3
Wises: Hometown-wise Wises: Half-truth-wise
Traits: Tall (1), Bigpaw (2), Bodyguard (1) Traits: Quick-Witted (1), Extrovert (1)
197
Potter
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 4
4
Will 4 Circles
Health 4
Skills: Potter 5, Haggler 3, Carpenter 2
Tr aits: Stoic (1)
Scientist
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 2 Resources 7
Will 6 Circles 4
Health 3
Skills: Scientist 5, Healer 3, Weather Watcher 3,
Loremouse 2
Wises: Chemistry-wise
Traits: Curious (2), Oldfur (2)
Soldier
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 2
2
Will 3 Circles
Health 5
Skills: Fighter 5, Scout 3
Traits: Stubborn (1)
198
Denizens of the Territories
Smith Town Captain
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources 6 Nature (Mouse) 3 Resources 6
4
Will 4 Circles Will 5 Circles 6
Rating
Health 5 Health 4
6
Skills: Smith 5, Haggler 3 4 Skills: Fighter 4, Orator 3, Haggler 4, Instructor 3
Wises: Metals-wise Rating Wises: Soldier-wise
Tr aits: Fiery (1) 4 Traits: Defender (2)
4
Stonemason Wanderer
Raw Abilities Rating Special Abilities Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources Nature (Mouse) 6 Resources 3
Will 4 Circles Will 3 Circles 1
Health 5 Health 6
Skills: Stonemason 5, Miller 3, Laborer 2 Skills: Pathfinder 5, Harvester 4, Weather Watcher 3
Tr aits: Big Paw (2) Tr aits: Skinny (2)
Teacher Weaver
Raw Abilities Rating Special Abilities Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources Nature (Mouse) 4 Resources 4
3
Will 5 Circles Will 4 Circles
Health 4 Health 4
Skills: Instructor 5, Persuader 4 Skills: Weaver 5, Haggler 4
Wises: Complaining-wise Wises: Cloak-wise
Tr aits: Wise (1) Traits: Long Tail (1)
199
200