The Mousefolk Federation
We are not hiding, we are waiting
We thought that those mice would be easy pickings. Go in, flash some blades, get out with enough Amber to retire on. We never stopped to ponder why no one had tried it before, or if they had. By the time we realized our mistake, half of us lay dead. By the time we could react, it was only me and one other.
Structure
- Queen Ticha Goldtail
- Law Carver Tet Squee
- General Meepit Grainrunner
- Amber Eyes Ceeteek Lightwhisker
Assets
- Amber, a magically reactive resin
- The Timberhollow Bramble
- 685,000 Tree Guard
- 2,700 Bramble Callers
History
While one might think that the Mousefolk were a primitive or tribal society, considering that they had existed on Fiadhaich for a century before the first Avalonians even arrived, you would be wildly mistaken. Before the Age of Exploration, the Mousefolk had lived in the continent of Pelagia (In the Equitorial Western Region) next to a cousin to their race; the Ratlings. The Ratlings, being bigger and stronger than the Mousefolk, systematically pushed the Mousefolk from their ancestral home. Once they ran out of room to move, they were forced to flee across the ocean.
After being tossed about the ocean during a storm, the flotilla of ships found themselves on the continent of Fiadhaich. Finding the densely packed forests to their liking and advantage, they flourished in their new home and continue to do so.
Of course, trying to start a life on Fiadhaich is never easy and the Mousefolk faced their share of hardship. Chased from one settlement to another, entire families were killed or split up during therianthrope attacks or the other violent creatures of the continent. That is, until, the Mice found Timberhollow. A massive Magisterium tree, much larger than the others around it and surrounded by nearly a mile of brambles so dense they might as well be barbed wire. This was no trouble for the diminutive Mousefolk, who could enter and leave the bramble thicket without injury. With the perfect fortress to live in, the Mousefolk were able to consolidate and gather the groups that had been scattered before they started to spread out once again. Founding settlements quickly and quietly so they could grow the brambles that protected their homes.
Currently, they hold a sizable territory in the south of the Diomhearch wood, and have closely allied themselves with the Iron Republic. Their trade of Amber allowing them to equip their soldiers with modern equipment, though it has to be modified in house.
Demography and Population
- 99% Mousefolk
- 1% other, though very few are permenant residence.
Military
The Tree Guard are the standard soldier of the Mousefolk Federation's army. Trained to fight in environments similar to their forest home. Specializing in guerilla and encirclement tactics so that they can use their diminutive size to their advantage. Packing light, they often only carry their rifle, a few clips in a bandoleer, food for a hand full of days, and the uniform on their back.
The Bramble Callers are the magic corps of the Mousefolk Federation. Specializing in a meld between hermetic magic and druidic magics, calling up cloud cover, fog, and living brambles to help shield the Tree Guard.
Technological Level
Religion
Foreign Relations
Agriculture & Industry
Trade & Transport
Education
Infrastructure
Mythology & Lore
The legend goes that when the Ratlings first started to drive the Mousefolk from their home, three brothers fled the destruction of their home city. Wishing to get vengeance for what they lost, the three set out to kill the leader of the Ratlings. While they were brothers, each of them had a different set of skills. Epit; who spent his time running across the forest floor, hopping from root to root like some sort of dance. Tet; who used the tall grasses of fields as cover to get a drop on his prey. And Ketat; who doged around the sewers and alleys of cities to vanish and reappear somewhere else.
Setting off, the brothers used their respective talents to cut a path to the heart of the Ratling empire. Once at the Ratling capital, they slipped inside the fortress at the center. Cornering the Ratling warlord, a great battle ensued. In the end, the three brothers overwhelmed the warlord, but just as they were about to strike the final blow, a great bellow echoed around the chamber.
Divine Origins
Tenets of Faith
- Self sacrifice for the good of the nest
- Resist the Great Horned Rat at all costs
Worship
Priesthood
Granted Divine Powers
- Amber
- Magisterium wood
- Rare fruits and berries
- All firearms in use in the Federation have been imported from outside powers.
- Base metals
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