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.
-Adam Laity, the Adam Laity Account

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

By no means a leader in any field of research, the Federation is often playing catch up in terms of technology.

Religion

The Runners, while present in most parts of Federation society, do not hold much power throughout. They are treated closer to how saints might be in another country. Often named as a part of blessings or curses, or making certain gestures to war off things thought as evil.

Foreign Relations

The Mousefolk are remarkably isolationist, keeping to their trees and brambles instead of dealing with the outside world. Though they do deal with the Iron Republic quite closely.

Agriculture & Industry

An industrial power, the Federation's economy is based solely on the production of Amber. The tapping of the Goldvein Magisterium trees, the draining of the sap, and the refining of the Amber provide jobs for a large portion of the Mousefolk population.

Trade & Transport

With the cramped confines of the Diomhearch woods, there are not very many options for ground transportation. As such, the Federation relies on runners to transport goods through their territories. Food, weapons, and ammunition must all be lugged on foot if not transported by arcane means.

Education

Many children within Timberhollow are educated through public or private education. Outside of Timberhollow, however, it is highly unlikely to find anyone with more education than what is needed for their job.

Infrastructure

The Mouse paths are hyper important for the functionality of the Federation. The bramble paths provide the only safe way for goods to be moved, ensuring that what the Federation needs to keep itself afloat gets where it needs to go.

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

Although it is unclear whether or not the Runners existed as real Mice, or if they are merely a part of sort of story found commonly throughout the known world. In any case, there are often sighted as some sort of martyrs or savior figures against the Ratlings. Unfortunately, if there is any evidence to be found it lies in what are now Ratling borders.

Tenets of Faith

  • Self sacrifice for the good of the nest
  • Resist the Great Horned Rat at all costs

Worship

It is common practice for Mousefolk to wear pendants or medallions bearing one or more of the symbols of the Runners. These are used in personal prayer whenever the bearer feels that it is necessary.

Priesthood

In the few temples to the Three Runners that exist, the priesthood warns against the dangers and conniving nature of the Ratlings and their god, the Fanged Rat King. Existing to provide guidance to the lost and to root out any sign that the Fanged Rat King or its Ratling underlings might be trying to finish what they started.

Granted Divine Powers

Very few Mousefolk exist that are devout enough to be granted the blessing of the Runners.
Founding Date
836, Age of Exploration
Type
Geopolitical, Country
Training Level
Semi-professional
Veterancy Level
Experienced
Demonym
Mice
Government System
Monarchy, Absolute
Power Structure
Federation
Economic System
Market economy
Currency
Red-Gold Bills, Split into copper silver and gold denominations.
Major Exports
  • Amber
  • Magisterium wood
  • Rare fruits and berries
Major Imports
  • All firearms in use in the Federation have been imported from outside powers.
  • Base metals
Legislative Body
The Law Carvers are the organization for the writing, interpretation, and dispensation of justice. Within the tree that makes up their office, the laws are carved onto plates of wood and coated in resin to preserve them permanently.
Judicial Body
The Royal Tails are responsible for the dispensation of law and justice throughout the federation. Their heavy-handedness, in recent years, has earned them the name 'Carvers' mocking them for their penchant for knifework.
Official State Religion
Official Languages
Neighboring Nations

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