Here lies everything and anything to do with this June 2024 – (no end date yet) run of Mausritter.
As of right now (2025), this game is on hiatus. Art of Marcille that is uncredited was created by me. Gift art is properly credited in the subtitle.
Marcille Weaver | Acorn Birthsign | Sparrow-rider | Pisces
Acorn Birth-sign – inquisitive, stubborn. Born on a cold, February day to a close-knit community of sparrow-riders. Black mouse with white markings. Pink nose, black eyes, delicate face. Willowy with a white-tipped tail. Journeying alone to discover her purpose. Curious, stubborn, prone to daydreaming. As of her adventure at the haunted harvest festival at Friendly Hollow, she has a giant scar across her abdomen from being critically wounded by an undead snake.
Star sign: Scrapper (melee weapons mark usage only 5/6)
Personality + More Information:
Extremely curious, almost to a fault. Conscious about money, but it often disappears as fast as it comes. Has trouble listening to others, especially if she doesn’t like them. She seems rough and uncouth, so people often immediately assume that she is an adventurer (and rightly so). Does not like using magic, has very little talent for it. Loves to eat. She can be very conscious of what others think of her, but it’s rarely enough to stop her from earning money or gaining information.
Terrified of ghosts, cats, bugs, dogs, and humans. A bit naive, so it can be easy to trick her. She can be quick to anger, though, and will not rest until she gets her just desserts once she finds out she’s been tricked.
Has a bit of a chivalrous streak when it comes down to it. Will not flee or quit if her pride is on the line. Has something to prove.
Most Recent Adventure: Permanently possessed by a ghost after the Ghostwine incident. Gained a large abdomen scar from a fight with an undead snake at Friendly Hollow. Marcille is in good favor with the Winterholme lords and the Bellflower clan as of her adventure in Brookville, Mayfield.
Marcille's hometown. The mice here are on friendly, mutualistic terms with sparrows. There seems to be a close, ancient relationship between the mice here and sparrows. The sparrows provide transport and perhaps combat aid, while the mice provide food and shelter. This settlement is located atop a few trees- mice need to either be invited in, able to summon sparrows, or be especially physically strong + ambitious to be able to enter.
This village is a hamlet of roughly 150 mice. It is a free settlement, governed by a council of elders. For the most part, mice here are mercenaries or merchants. The population travels all over, but is strongly rooted in the village. Individuals from this village are known to be secretive and closed-off to outsiders. This village is surrounded with an air of mystery.
There is a family-run tavern and inn here that is well known for its delicious meals, sometimes cooked with exotic and rare ingredients. The fare here may have random effects. Willowdale residents receive discounts or even free items, especially if they’ve contributed to the inn. There is also a merchant’s store here that sells adventuring sundries for a reasonable price, among other, various goods. It is run by a large caterpillar.
nothing yet...
again, nothing yet
Investigating led her to find out that a ghost is wreaking havoc each night, scaring away guests and stopping festivities. The town Elder hired her to solve this mystery and provided her with free room, board, and meals.
The innkeeper fed her Ghostwine, which ended up with her being both drunk and permanently possessed. The ghost’s memories seem to have intertwined with hers, and she collapses due to the mental stress of what happened.
The innkeeper did not know this would happen- he was told that this was a rare wine and that was all. Marcille takes a short rest and awakens in time for evening, where she sees the ghost appear. It begs for her to find her younger brother. Two young mice help her find the ghost’s remains, and they fight an undead snake to retrieve them. Marcille gets critically injured and scarred during this battle, but one of the mice, Konrad, has a first-aid kit and attends to her injuries. They manage to knock out the snake and fetch the remains, discreetly bringing them into town to show the Elder.
The Elder recognizes the remains as his missing older sister, and receives an heirloom that she kept safe all this time. The ghost advises Marcille to tell the Elder that he must hire a cleric to exorcise the snake, or else it will still cause problems for those in the forest. The Elder agrees, rewards Marcille, and promises to bury his older sisters’ remains properly. The ghost passes on.
Marcille ends up rewarding the two young mice 200 pips each after she earned 1,000 pips. She also decides to stay in town for the remaining week of the Harvest Festival to do what she came here to do: enjoy the festival. This adventure solidifies Marcille’s fear of ghosts. As of now, the ghost possessing her has not revealed its identity to her, as it seems to not remember. For now, they are slightly uncomfortable travel companions.
Marcille grew up in a close-knit community of sparrow-riders. The individuals in this community rarely ever interact with the world outside of mercenary or traveling salesmen-type work. Marcille was always curious, so she decided that once she was old enough, she would venture into the outside world in order to learn about it. The community was not happy about this, but they ended up relenting as long as she would return once a season.
After investigating the haunting at Friendly Hollow, Marcille is now possessed by a ghost. The ghost possessing her does not remember who it is. Its memories are fragments and sensations, not enough to gain information from. This ghost can communicate with Marcille, but it causes her WIL strain (-1 every time the ghost communicates with her). She could potentially get this ghost cleansed by a cleric or mendicant priest. The ghost is good company so far though, and is now a party member. When the ghost communicates with Marcille, she visibly winces and looks “off” to an unassuming bystander. She will look like she is talking to herself.
Take up the sword and don the whiskers of a brave mouse adventurer in Mausritter, the rules-light fantasy adventure roleplaying game.
It’s a huge and dangerous world out there, and it does not look kindly on a small mouse. But if you are very brave and very clever and just a bit lucky, you might be able to survive. And if you survive long enough, you might even become a hero amongst mice.