User:Alockwood1/Sandbox

This is where I'm going to put rough information about Armies/Fighters I plan to send into combat.

World of Redwall
Set in that Medieval-like land known as Mossflower, and the surrounding areas, war and fighting always show up at unwelcomed times. The rightful inhabitants and their allies are often forced to take up arms against vermin hordes. While generally peacefully, every Woodlander worth their salt would gladly lay down their lives to protect their homes. As for the Vermin Hordes, they'll stop at nothing to loot and plunder the area, and set themselves up as Tyrant Leaders of enslaved beasts that only lived to serve them.

Mossflower Woodlanders and Allies
There are several groups of Woodlanders. Here are some of them.

Redwall Abbey
As an order dedicated to the art of healing, the inhabitants prefer to care for the sick and injured, and are opposed to being attackers, unless the safety of Redwall and its inhabitants are at risk. In such cases, they are no slouches when it comes to warfare- the abbey's high stone walls already make a good defense, and when the bells are rung, every able-bodied Redwall picks up something that would do for a weapon (mainly gardening tools and kitchen knives) and heads to the wall. Also, a Warrior, chosen by the spirit of Martin, the first Warrior, will pick up the legendary Sword, and lead the defenders, if need be. While lacking in professional fighters, they are not short on allies who are trained, and battle-tested warriors.

Leader: an Abbot or Abbess.

Warcry: an exaggerated Redwall!

Weapons and Armor
Armor: The inhabitants of Redwall often wear green habits. This comes with a hood that can be used to keep the sun out of ones eyes. While not much protection against weapons, they protect one from the elements, and can be somewhat augmented to allow the wearer to blend into the surrounding greenery.

Weapons: Since Redwall is a place of Peace, most Redwallers have to use Improvised Weapons, such as gardening tools, though it's fairly easy to make slings and slinging material. Also, the Leading Warrior, as selected by the spirit of Martin, the first Redwall Warrior, will use the Sword of Martin, of which few weapons can stand against, especially in the hands of a well-trained fighter.

Guosim Shrews
Walk along any stream long enough, and rest assured, you're going to encounter the Guerrilla Union of Shrews in Mossflower, or one of their affiliations. More often than not, you'll hear these shrews arguing or singing long before you see them rowing into view on their logboats. Following a strict code, these rough, spiky-haired, ill-mannered beasts can be your best friends, or your worst enemies.

Leader: called a Logalog

Warcry: repeatedly saying Logalog or Gousim (or other tribe name)

Weapons and Armor
Armor: Aside from the equivalents of leather jerkins, and a colored bandanna, shrews tend to wear little armor.

Weapons: Every shrew is armed with a rapier-like shortsword, bow-and-arrows, or slings, and their paddles will do if caught on the water.

Salmandastron/Long Patrol
Hailing from the extinct volcano-fortress of Salmandastron, the Hares of the Long Patrol, and the Badger Lords they follow, guard the Western Shores from many vermin raiders and corsairs. While well known for being gluttons when it comes to eating vittles, they are very professional when it comes to fighting vermin. Don't let their laid-back manner fool you, else they'll leave you saying "wot wot" when they're through with you.

Leader: Badger Lord/Lady or Commanding Officer when on Patrol.

Warcry: Eulalia!

Weapons and Armor
Armor: Every hare wears a red cloth tunic. Badger Lords/Ladies may wear chain/plate armor during battle.

Weapons: Swords and spears are carried by most every hare. Designated ones may be archers, while others may carry slings. Many even learn the Noble art of Boxing, and are just as good with their left as they are with their right when it comes to knocking some sense into vermin skulls. Badgers will use weapons that are so heavy, that it would take two normal creatures to wield them, and they are very deadly with their weapons, especially if they take to the Bloodwrath, a berserk state in which they feel no pain, and are driven on by the destruction of their enemies, no matter how many there are.

Other Woodlanders/Allies
Most other Woodlanders tend to live in Mossflower, either alone, in family homes (single family or multiple families), or as nomads. Some of these groups, like otters and squirrels, are trained in the use of weapons and fighting. In times of danger, they often head to Redwall, or Salmandastron, both to protect their young ones, and to bolster the number of defenders fighting against the approaching Vermin Horde.

Leader: Depends on tribe.

Warcry: Usually Mossflower/Redwall or the name of their tribe.

Moles
Known for their rough manner of speaking, moles tend to have a head of good sense. When it comes to making tunnels, what a mole doesn't know, generally ain't worth learning.

Leader: Foremole (Redwall contingent).

Armor: Normally none.

Weapons: Normally improvised, but some tribes use weapons such as flails and warhammers.

Otters
Much like with the Guosim, you'll find otters along the streams and rivers, with plenty more being found along the coasts of the oceans and seas. Well known for their liking of spicy soups and stews, especially when flavored with hotroot pepper, they don't take too kindly to vermin patrolling their waterways.

Leader: Skipper (usually the leader of an individual clan) or High Rhulain (Queen of Green Island)

Armor: Normally none, though some tribes use the equivalent of leather jerkins and wooden shields.

Weapons: Double pointed javelins (points on both ends), slings, bows and arrows, swords, axes, and knives.

Voles
While generally an argumentative group of beasts, prove yourself to them, and you'll have a friend for life; earn their enmity, and you'll have a sworn enemy. Often times, many groups of voles live together- meadow, bank, and water- in a series of underground homes. Many tribes of watervoles have boats, similar to the Guosim, and know the waterways quite well.

Leader: Usually a Chief

Armor: Normally none.

Weapons: Clubs, bows-and-arrow, blowpipes with poisoned darts, and paddles if caught on the water.

Shrews
Sometimes shrews form groups that are usually made up of family members, but aren't part of the Guosim. While not normally warlike, they will do whatever it takes to protect their family/home.

Armor: None.

Weapons: bow-and-arrows or improvised.

Hedgehogs
While many hedgehogs are known for making good tasting drinks, groups tend to be something of a disorganized bunch, often being rude and crude. However, they are quick to help friends in need.

Armor: When you're covered in spikes, you rarely need much more. Some hogs will curl themselves up, and become rolling balls of death.

Weapons: Clubs, axes, and other such weapons. Some even practice a form or wrestling.

Squirrel
Often found in treetop communities, many tend to be quick when it comes to talking.

Armor: A wooden shield at the most, normally.

Weapons: Typically armed with bows-and-arrows, there are tribes that are sword fighters. One tribe even took it's name from their habit of slinging pine-cones at their foes, mainly to show them just how deadly accurate they were, with most getting the message after a few hits.

Mice
Generally, one of the more common species, mice tend to be friendly and peace-loving. However, there are plenty of warrior mice.

Armor: Rarely any.

Weapons: Bows-and-arrows are very common, with slings being just as plentiful. Other weapons include swords, axes, spears, clubs, and gardening tools

Birds
While it might not be too surprising to see sparrows and robins aiding the Woodlanders from time to time, what is surprising is the number of predatory birds, like owls, hawks, and eagles, who help out. Sometimes birds help out because they nest in the general area, and don't want vermin to get at their eggs, other times it's because the Woodlanders helped them out when they were injured.

Armor: None

Weapons: Natural weapons (beak and talons)

Mixed Groups
More often than not, most communities and groups contain a mixture of species, sometimes by choice, and other times it's forced upon them.

Average Community
Since most Woodlanders get along, most live within the same community, or within an easy traveling distance.

Armor: Normally none.

Weapons: Unless the group is regularly attacked, weaponry is mainly improvised from gardening tools. Otherwise, the weaponry is the same as most other places, bow-and-arrows, slings, spears, clubs, and axes.

Entertainment Troupe
Consisting of actors, jugglers, singers, and other similar entertainment, they fight only if they have to, usually bluffing their way out of a scrap, but they are no slouches when they do have to fight, as the leader of the troupe is often a hare or a badger.

Armor: None:

Weapons: Generally improvised.

Slaves
Often captured by vermin raiders, slaves side with those who free them. Afterwards, they can return to their homes or settle in the Mossflower area.

Armor: None.

Weapons: Broken chain-shackles, weapons taken from dead foes

Victory Conditions
1. Enemy Army is Destroyed

2. Enemy Army Retreats (usually after enemy leader is killed)

3. Enemy Army Surrenders (usually after enemy leader is killed)

The Woodlanders tend to practice a Kindness in Victory policy. If an enemy retreats, the Woodlanders tend to let them go. If an enemy is taken captive, they are cared for until they are well enough for travel, given food for three days, and told to leave the territory under threat of death. Such defeated foes rarely attack again, warning other vermin about what happened to them, and thus enhancing the tale of Redwall's Invulnerability.

Conditions for Defeat
1. Complete capture/enslavement/destruction of all Woodlanders.

Except for certain areas, this has yet to be met, with conquered areas often revolting/allying with outside help from Redwall/Long Partol/Guosim, and taking back what was rightfully theirs.

Conditions for Tie
1. Enemy may control a Stronghold, like Kitor or Salamandastron, often times before the existence of Redwall, but bands of Resistance Fighters (Woodlanders) make it difficult for them to exert any real influence in the area.

This has only happened a few times, usually in the long distant past. However, while Vermin Armies/Hordes might have taken over the area, resistance to their rule eventually brought them down.

Species
Mossflower Woodlanders tend to consist of Mice, Moles, Voles, Shrews, Squirrels, Hedgehogs, Otters, Hares, and Badgers, though other creatures have helped them out, including some birds, seals, rabbits, bats, and a few cats.

Mossflower Vermin
Since before Redwall was built, Vermin Hordes have tried to conquer Mossflower and the surrounding area. While initially successful, most groups often meet their match against those defending Redwall or Salmandastron.

Common Traits of Horde Leaders
1. Cold-Hearted Killers- Often times they Kill to get to the top, and Kill to stay the Leader.

2. Slightly Paranoid- Often times, Leaders will have dreams of their worst fears, or of an impending demise. Also, if they think that someone is planning to kill them, they'll kill that person.

3. Ambitious- They want to take over the area, and rule from a stronghold.

4. Superstitious- Many consult a Seer before going into battle.

5. Gain Numbers through Conquest-  To increase the number of followers, Horde Leaders will often take on other Horde Leaders, taking over the loser's followers.

Common Traits of Horde Followers
1. Fear of the Leader- Followers are occasionally killed by the leader as a warning to others who think of mutiny or desertion, or other disobedience.

2. Follow the Strong- Horde members follow those who are strong- if a leader is killed, they follow the one who defeated them.

3. Reluctant to take on those who are set on making a Last Stand fight, as they don't want to be dead while others enjoy the loot.

Corsairs, Searats, and other Pirates
Often possessing a ship, or more, these vermin often raid coastal settlements, burning homes, killing those who resist, and enslaving the survivors. Depending on the size of the vessel, up to 100 fighters may crew the ship, though there might be more, or less.

Juska
These dry-land pirates are nomadic, and often at war with each other. Merging only due to Attack or Conquest, each clan is named after their leader, like the Juskabor, which was named after its leader, Ruggan Bor. All Juska seek out the Taggerung, who was said to be a mighty warrior, and if one could kill a Taggerung, they'd become a Taggerung themselves. The Juska tattoo their faces to symbolize their allegiance to a clan, tattooing over them if they become part of a new clan.

Rapscallions
These vermin either sailed the seas or traveled on the land, depending on the way a special sword fell. At over a thousand strong, they were the largest horde (in known numbers) to attempt to attack Redwall.

Other Vermin Hordes
Most hordes didn't have a special name, but all have the desire to take over Redwall, Salmandastron, and the area surrounding Mossflower.

Weapons and Armor
Armor: Usually none, but some wear a uniform of sorts.

Weapons: A wide variety, from swords, axes, clubs, spears, bows, slings, javelins, and a number of other weapons, though some Sea vermin used whips, and almost all had a knife of some sort.

Species
Rats, Weasels, Stoats, Ferrets, Foxes, and even Ermines, Martens, Wildcats, and one Wolverine.

Conditions for Victory
1. Enemy is destroyed. 2. Enemy is enslaved.

3. Horde Leader is Alive.

Many Hordes have been victorious for a time, but rarely last in the wrong run.

Conditions for Tie
1. Vermin control a stronghold, while enemy control the countryside.

Conditions for Defeat
1. Horde Leader is Killed.

2. Horde is destroyed.

3. Horde is forced to retreat.

4. Horde is captured.

Other Mossflower Villains
Of course, it isn't just vermin one must watch out for.

Carrion Birds
While rarely bothering Redwall or Salmandastron directly, these birds constantly threaten travelers, making certain areas unsafe.

Species: Ravens, Crows, Magpies, Choughs, and other similar birds.

Armor: None, though their feathers can act as natural armor.

Weapons: Beaks and Claws.

Reptiles/Amphibians
Much like Carrion birds, reptiles/amphibians rarely bother Redwall or Salmandastron directly, but they can endanger travelers.

Species: Frogs, Toads, Lizards, Smooth/Grass Snakes, Adders.

Weapons: Frogs and Toads mainly use tridents, though some use bow-and-arrows. Smooth/Grass Snakes tend to use their coils, and adders use their Poisonous Teeth.

Conditions for Victory
1. Enemy is destroyed.

2. Enemy is Captured.

3. Enemy leaves the Territory.

Conditions for Defeat
1. Tribe is destroyed.

2. Leader is killed.

3. Important Captives Escaped/Rescued.

Sword of Martin
Originally made with a normal steel blade, a red pommel stone, and strapped with leather, the sword was made for Martin the Warrior's namesake, his grandfather (or great-grandfather). The sword was then passed from Father-to-Son, until it ended up in Martin's hands. When Martin was traveling the Mossflower region, he was captured by a patrol from Kitor, a local vermin stronghold, and his sword taken from him. When Tsarmina, the daughter of the Wildcat Warlord, didn't get her wish of having the mouse executed, and was instead imprisoned, she snapped the blade of the sword, and had him wear the broken handle around his neck.

Some time later, Martin was set free by members of the Mossflower Resistance, and ended up at their headquarters. He was then asked to quest for Boar the Fighter, the Badger Lord who was the rightful ruler of the region. Along with a few new friends, Martin headed for Salmandastron, where Boar was believed to be staying at. After a series of events, Martin and Co. ended up at the ancient mountain, where they found Boar still living. Boar took a look at Martin's broken sword, and told the mouse that he could repair it.

Using a large piece of a fallen star, more coal than he'd ever used before, and secret techniques known only to Badger Lords/Ladies, Boar was able to remake the sword. During the process, Boar recited the names of every warrior he knew of, saving his own, and Martins, for last. Remade with "three-quarter" blood channels, Martin wielded this restored sword when he came back to Mossflower, and used it in combat against Tsarmina, who was now the ruler of Kitor.

Ever since then, the sword has been kept at Redwall, and wielded by certain Warriors, who were picked by the spirit of Martin to carry it. However, being a sword with no magic powers, it has been stolen, and misused on a few occasions, but was always gotten back by a Redwaller, especially at the urging of Martin's spirit.

Due to the way it was constructed, and the materials it's made of, the sword has lasted hundreds, if not thousands, of seasons without any damage, either in battle, or from the effects of time. In fact, for many seasons, it had been hidden on a weathervane, until taken by a tribe of sparrows, without any harm coming to it. Since the events of Redwall, after the war against Cluny the Scourge, the sword has been hanging by the tapestry of its most famous wielder, Martin the Warrior.

However, there are many vermin out there who have heard about the sword, and believe it to hold special powers, such as invulnerability in battle, and thus many vermin leaders have desired to have it. The problem for them is, Redwall is always up to the challenge, and the Spirit of Martin always picks a winning Champion.

Basic Stats
Species: Humanoid Grey Wolf/Fox hybrid.

Gender: Female

Size: 30 feet in height- porpotions are of a trypical body, if a human was 30 foot tall, with certain wolf features, such as her jaws, being more on a scale set of a wolf, if a wolf was 30 feet in length.

Powers: Due to a certain potion, Zena is immortal. Her rate of healing is about 20 times faster than that of a human. She is largely resistant, or imune, to most posions, especially those of a natural nature. She can also enter a berserk rage if something bad happens to one she cares for.

Age: Around 500 years old.

Sexuality: Bisexual, but has a preference for other women.

Weaknesses: Can be stabbed, beaten, shot, and other such things. Bones can be broken, knocked out by a heavy blow to the head, or bleed to the point she looses consciousness.

Animalus Background
To understand Zena, you must understand her homeworld of Animalus.

Sometime after Earth started colonizing planets past its Solar System, it encountered the warrior lizard-like race known as the Herogs, and eventually went through a series of On-and-Off wars with them. During this time, many of Earth's animals went extinct. At some point, at around 6000AD, a large transport ship had an encounter with a large Herog attack force, one led by a warrior who wanted the captain of the transport ship dead- due to the reason that the captain had killed the Herog's brother some years previously. Thanks to some quick thinking on his part, the transport captain managed to kill the Herog leader, and cause the destruction of the attck force. However, most of those on board, approximately 100,000 men, women, and children, were badly injured, and the ship had been badly damaged during the battle. Thankfully for those on board, the scientists who were on board, for a reason that was Top Secret for the majority of the others, had made a device that could use animal D.N.A. to repair one's body.

Now, one thing that must be noted is the composition of this vessel-

33,000 Colonists and Family members- they were to boost the population levels of one of Earth's colonies, so that it could be Self-Sufficiant.

10,000 Soldiers were going to help garrison a planet that was between the Earth and Herog zones.

50,000 were going to a Penal Colony- 40,000 were Prisoners, and their families, and the other 10,000 were Prison guards and their families- it had been found that allowing Convicts to bring their families reduced trouble, and motivated them to work for their freedom after a period of years.

The other 7,000 were a mixture of Ship's Crew and Scientists- the scientists were working on cloning Earth's now Extinct animals, and their mission was to release these animals on an Earth-like planet Codenamed Paradise.

Once those on board had gone through the process of healing, most found themselves looking like humanoid animals. Even if the ship had been working properly, there was no way they'd be accepted among any Earth colony. As a result, there was only one choice, the planet Paradise.