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Badgers are a solitary People by nature, preferring the peace and dark of the Wild Wood, where they can rest at ease. They do not gather in large groups, except at the behest of the Burrow Council and even then uncomfortably. They have, by necessity, learned to live with their Stoat neighbours, remaining, but for the occasional territorial skirmish, at an uneasy peace.
Physically, Badgers come in all shapes and sizes, though their tough hide is common to all. Many have long sharp claws, able to do terrible damage while hunting or in combat. Badgers tend to eat flesh and most are not adverse to eating the flesh of other People, should they be considered fair game for The Hunt - though, like all of the People of the Land, none will eat of their own kind. Even the most average of Badgers are often superior crafters, with plenty of time to devote to the forge or the lathe; indeed, after the Knifewinter, it was often the Badger journeymen who retained the old crafts of the Race of Man. Some Badgers are great artists or sculptors, while others prefer to make fine weapons or armour.
Even though most Badgers live in the very heart of the Wild Wood, the home of a Badger Elder is likely to be a haven of civilisation, where they surround themselves with fine ornaments, rich art, tobacco or carpet slippers, luxuries that they have traded over the years from Weasel scavengers. It is this steadfast dedication to Culture and finery and their savage grasp on Peace, that keeps the Wild Wood from rising within them, despite the dark of the forest outside their homes…
Badgers tend to surround themselves with old fashions - their clothes will often have been passed down for generations as hand-me-downs. Badgers tend to prefer simple blacks and whites, unless they are hunting, in which case they will stick to muted browns and greens. Badgers pay little heed to Fash'n - the trends that Weasels and Toads delight in, but set great store in Art and luxuries. A Badger is much more likely to trade for a decent smoking jacket because it is comfortable and warm than because it is Fash'nable.
“Badgers have stood as the pillars of the community for hundreds of years. Ancestry is my Mantle. Justice is my Claw.” Ivan Brock, Badger Judge
“Badgers are a funny lot. Everything will be quiet. You won't see them for months, sometimes - they'll be holed up at home, in the depths of the Wild Wood, slaving over their latest work of art; or out in the dark, hunting for weeks on end, then all of a sudden the Burrow Council will put the word out - “The Rite of Justice must be upheld!” or “Lo! A Binding Oath has been Broken!” or even just “Those Weasels from the Putney Bridge Gang are Making Life Awfully Difficult for Us!” - and then a whole Territory will be swarming with Badger Enforcers, all bristling fur and sharpened claws and Justice, ready to tear strips off anybody who even thinks of disturbing the Peace.” Guv'ner Sharpie, Putney Bridge Gang
What is Right… A Badger will almost always have a clear sense of purpose - where she is going in the world and how she will get there. Most Badgers will have an opinion on just about any matter, if you can tease it out of them. Badgers seem to have an innate sense of justice - a sense that is often shaped by the rulings of the Burrow Council. Many Badgers are counted as Lawmen by the other Peoples of the Land, with Badger Elders often standing as judges in the Courts of the Burrow Council. Additionally, a Badger’s sound moral compass is usually (but not always) guided by the edicts of the Burrow Council - Badgers can often be relentless in the pursuit of injustice - there are stories of them hunting for weeks on end, rarely pausing to eat or drink until their prey is caught. Woe betide any criminal foolish enough to be caught and tried by Badger Lawkeepers!
What their family history is… A Badger's clear sense of where she is going comes from knowing where she has come from - Badgers are often deeply rooted in their family's history, able to recite names and tell stories of their forefathers back as far as the Knifewinter and sometimes beyond. Their homes in the Wild Wood, as well as being havens of culture and luxury, deep within the briars, are often testaments to their ancestors - filled with family heirlooms, paintings of “great-aunt-so-and-so” or “The wine that my great-great-great-grandfather was given by Mayor Chiefweasel Lorre…”
Where to hunt… In addition to simply knowing where her own hunting grounds are, or the best places to catch birds or smaller non-sentients, a Badger will have a nose for sniffing out Trouble and where (if she is a lawkeeper) to hunt for it. A Badger always keeps her ear to the ground for news and has a clear awareness of territory - which areas of the Wild Wood belong to whom, and who has hunting rights in them. The law of the Wild Wood draws very little from the rulings of the Burrow Council; and much more from knowledge of Territory and ownership.
Suggested Character Types: Backwoodsman; Hunter; Historian, Tanner; Furrier; Leatherworker; Lawkeeper; Bounty Hunter; Undertaker; Saboteur; Hermit; Journeyman; Craftsman; Teacher; Judge.
Badger Minimum Phys-rep Requirement: Mustelid mask with “Badger” markings.
Ferrets, Stoats, Weasels and Badgers have distinctive, different marks. You must NOT to use another race's distinctive marks. Please contact us if you have any questions about phys-repping.
ALL Badgers have the following Merits and Flaws:
DEFENDER OF THE WOOD: Natural claws doing Double with appropriate larp-safe phys-rep
TOUGH AS OLD BOOTS: You have 3 extra body hits. Whereas other characters normally have 4 hits, you have 7
POWER OF THE FOREST: Each DT you may Meditate on the nature of the Wild Wood. If you choose to do so, you will be given up to three “Power of the Forest” cards at the start of the next game. Meditating takes 1 week per card.
SOLITARY: You may not band together with other characters with regards to Claims. No other character can understand or gain bonus from your Claims. You find interacting with others very tiring. Co-operating with others in DT is so tiring that you will spend a greater amount of time sleeping during the following DT.
SLEEPING: Badgers need to take 2 weeks each DT to devote to sleeping. Badgers get 14 weeks of DT instead of 16
Elder Badgers are wiser and sturdier than the average Badger, but they are also world weary and spend more time sleeping than younger Badgers. An Elder Badger will get only 12 weeks of DT, rather than 16.
All creatures of the Wild Wood have the mystical protection of the deep and dark forests and the natural wildness. This is as much a state of mind and way of life as it is a religion.
At their first event, those with the Nature “WILD WOOD” may collect “Power of the Forest” cards from the Ref Desk.
As a Badger you will receive three of these cards.
All Badgers begin play with the following skill:
When making this call:
Elder Badgers are able to develop their powers further. If you are playing an Elder Badger, then you have the option of learning the following advanced Wild Wood Powers during Downtime:
This power costs 2 experience points to learn. You must already know “Fear of the Dark” to learn this power.
You must tear one “Power of the Forest” card to use this skill.
This power costs 2 experience points to learn. You must already know “Stout as Oaks” to learn this power.
If you wish to use this skill, then you must give all of your “Power of the Forest” cards to a Referee.
Badgers may also use their “Power of the Forest” to interfere with Tech.
All Badgers begin play with the following skill:
You must tear one “Power of the Forest” card to use this skill.
All Badgers are able to develop their powers further. If you are playing a Badger, then you have the option of learning the following advanced Wild Wood Powers during Downtime:
This power costs 2 experience points to learn. You must already know “Misfire Tech” to learn this power.
You must tear one “Power of the Forest” card to use this skill.
This power costs 2 experience points to learn. You must already know “Misfire Tech” to learn this power.
You must tear two “Power of the Forest” cards to use this skill.
This power costs 2 Experience Points to learn. You must already know “Break Tech” to learn this power.
You must tear three “Power of the Forest” cards to use this skill.
This power costs 2 Experience Points to learn. You must already know “Break Tech” to learn this power.
You must tear three “Power of the Forest” cards to use this skill.