Redwall/Fanfic Recs

Everything About Fiction You Never Wanted to Know.
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Hey, everyone loves cute furry things killing each other with swords, right? And some people write good fic about it.

These are recommendations made by Tropers for Fan Fics, all of which have been signed. After a few samples, you will be able to judge whether you might be interested in the 'fic, based on who recommended it. No-name recommendations will be Zapped. Nobody would back up the rec. Discussion of the recommendation is welcome on the discussion page. As such discussion is important, do remember to add the discussion page to the watchlist, if need be.

Do warn when a fanfic may head into non-canon territory. Some people just don't like it, and as we all know, Shipping is Serious Business.

Authors and Websites

  • Laburnum Steelfang
    • Recommended by User:Zadia
    • Comments: Laburnum is a brilliant author. Her fics are quite often dark, but they also tend to have a lot of humour in them.

General Fics

  • Vengeance Quest by Sounasha
  • Synopsis: Basically reads like a fresh installment of the main series, with an all-new cast. The main character, Riala Goldentail, watches her father be killed by a wolverine named Nightdeath Longclaws, which kicks off the titular quest to avenge him. Features substantial cutie-damaging in literal and metaphorical form. Is a Deconstruction Fic for the Always Lawful Good and Always Chaotic Evil concepts in canon.
    • Featuring an intriguing (female!) Anti Hero, an equally intriguing Anti Villain in the part of Longclaws' Dragon, moral complexities, a detailed investigation of the workings of a vermin horde, and some nice battles, this is a beautiful take on the Redwall canon. Be warned, however, that it is in some ways a mature {Deconstruction Fic of the Redwall epic and is targeted several years older than the series itself, meaning Black and Grey Morality and rape (not of Riala) make appearances, becoming Nightmare Fuel in numerous places. However, it's overall beautifully told. (Also the source of a couple of PPC agents, incidentally; some of the few recruited from goodfic.)
  • Seven Seasons Gone, by Clouded Horizon.
    • Recommended by theLibrarian
  • Synopsis: After nearly being responsible for the death of a visitor to Redwall, Dann leaves both his position of Warrior and Redwall itself behind. However, a threat that he once thought gone has returned, threatening Redwall and forcing both he and Song to return to memories that each thought dead.
    • Quite possibly one of the best fics this troper has ever read. Good description, the angst and drama works well without becoming too much, and the characters have changed so much in the time between the story starts and the end of Marlfox that you'd hardly recognize them. Unfortunately, the author hasn't updated it in quite some time. It is at present at a cliffhanger when Dann has seen Song napping out in the woods and is at the moment in the hands of the Big Bad, being tortured, apparently through magic. Still quite good, regardless.
  • Cullin' of the Fold, by Laburnum Steelfang
  • Recommended by Zadia
  • Pairings: Implied OC/OC (emphasis on implied)
  • Synopsis: A one-shot set in the time of Abbot Cedric (briefly mentioned in Redwall) about a Mary Sue squirrel who meets her fate at the paws of a ferret she believes is in love with her. Makes reference to and is named after the song Culling of the Fold by The Decemberists.
    • Seriously one of my favourite fics out there. Perfectly believable, there's some good comedy (such as the interactions between the vermin gang), the rant by Eyeshine about how vermin do have some standards is quite good... really, there's not much to dislike. Especially as it's a Mary Sue parody that also parodies Twilight.
    • Could have gone without the Downer Ending...but otherwise good.
      • She's a blatant Parody Sue, isn't it a good thing that she died?
  • Eight Words: The Story of Veil by Taheen Killer 19
  • Recommended by Cathal Picard
  • Synopsis: What if Veil had lived? An interesting take on Veil in general, not just his life, given that TK made it continue. It is an in depth look a Veil's motives and personality, that helps to make him look brighter on the grey scale.
  • Warnings: TK is like BJ. His background tragedies do not sugar coat things. Life is tough in his world, as in BJ's.
  • Comments: It's a great fic about a highly under-appreciated character. Unfortunately, it seems a bit on the dead side, have been left un-updated since 2007.
  • Dissonance, by Les Rallizes Denudes
  • Recommended by currentvalue
  • Synopsis: Interweaving stories set at the beginning (and end) of a campaign, dealing with the social status of vermin and other beasts. At the same time, the protagonist of the story learns just exactly why Redwall Abbey has never fallen.
  • Warnings: Due to some of the subject matter of the main plotline, there may be parts that come off as confusing. There is also some unsavory visuals as a result.
  • Comments: A very interesting twist on the modern Redwall fanfic, casting Redwall itself as a living tomb and detailing the mental battles between the protagonist fox and the the spirit of Martin the Warrior. Very mindfuck-y, but rewarding.
  • It Makes Me Happy That I'm Not Them, by Miles S Mistoffelees
  • Recommended by chelonianmobile
  • Synopsis: A one-shot detailing the fate of a deceased OC pine marten by the name of Keinruf in a Hellgates bearing a distinct resemblance to that of the Jackverse.
  • Warnings: The author's not kidding when he says the ending is "disgusting" - it features a lot of Gorn. Even before that, the story rapidly moves into Nightmare Fuel.
    • Sheer creepy awesome. As well as Keinruf, we encounter a few familiar faces; Swartt's Ironic Hell is both amusing and profoundly eerie. Plus it's heavily influenced by Jack and has a funny Shout Out to Discworld with the Death of Rats. It actually got this troper musing on possible Ironic Hells for the other Big Bad characters; for Ferahgo and Klitch, I'm voting for a small room containing nothing but the two of them.
  • The Urthblood Saga, by Highwing
  • Part I: The Crimson Badger
  • Part II: The Shrew War
  • A variety of related side stories can be found on Highwing's profile.
  • Recommended by Samadhir
  • Synopsis: The Crimson Badger Lord Urthblood arrives at Redwall, bearing a dire prophecy of a massive war that will soon sweep over the lands, and offers his help in preparing the abbey for it. From this simple beginning starts a truly epic, complex tale of great battles, betrayals, moral uncertainties, truly interesting characters and every kind of dramatic and exciting elements a reader could want in a story.
  • Comments: The best fanfic this troper has ever read, and one of his favorite novels period, this ambitious, multi-novel, Door Stopper fic is miles better than the official novels as far as I'm concerned. One of the great classics of the ROC in the early 2000's, this tragically underrated masterpiece was one of the first fics to make in-depth explorations of the oft-used "noble vermin" theme that is so common in the Redwall fan community, and it does so in a truly brilliant way. But that's far from the only reason to read it; the story constantly forces the reader to re-evaluate the characters and conflicts in it, making you unsure who's side you're supposed to be on, which characters feel sympathetic and who's really good and evil. No-one illustrates this better than the mysterious badger for which the saga is named: he's a well-intentioned crusader who has done many good things for the world, but nevertheless uses very questionable methods to attain them, never making you sure if he's a hero or villain. Sadly, the saga isn't finished; after The Shrew War finished publication in early 2004, Highwing announced that he would complete it at a later date, but due to real-life issues and the declining popularity of the Redwall books and the ROC never got around to do it, ending TSW on a massive cliffhanger. Now however, he's started posting it on Fanfiction.net again, and if the saga gets more attention and renewed popularity, that would be the deciding factor in reviving it for a third novel. In short, this is a must-read for any Redwall fan, and for anyone who enjoys furry fiction or just well-written fan fiction in general.
    • The Urthblood Saga is definitely an above-average fic. It has several strong points: (a) Great characterization, and many likeable characters. Significant Character Development even for relatively minor ones. (b) Grand and overarching vision. Perhaps the only Redwall fic that actually tries to introduce major changes to the verse in a believable and gradual way, instead of postulating significant differences as its premise. (c) Highwing has writing style comparable to that of a professional author. Unfortunately, it is not without major flaws as well (a) Waaaay too wordy and slow-moving; would benefit enormously from mercyless editing. Every part of the saga has noticeably less actual plot happening than an average Redwall novel, while being approximately 3-4 times longer. Add Kudzu Plot being in effect, and you'll end with the real conflict of the story not even being set up yet after enough pages for an entire fantasy saga or two. (b) Urthblood is a Villain Sue (or God Mode Sue, if you believe that he didn't go off the deep end yet). Took note how long this fic is? In all this time he has yet to be meaningfully challenged. Only once he suffers something that can be considered a serious setback, and that because he was clearly holding back his true power. But this pales before the fact that the only other characters who have any sort of real plot agency are straightforward villains who are clearly designated to dance in Urthblood's palm. Everyone else has yet to do anything proactive beyond minor subplot conflicts. Considering the above-mentioned sheer length of the fic, this is... problematic. (c) 95% of inventions appearing in the saga, as depicted are either straight-up impossible, or can't be made without an advanced industrial society already in place. Depicted Lensman Arms Race is unbelievable in general. Logistics is just one step from being ignored entirely. A serious sin for a fic that clearly strives to be gritty and "realistic".
    • This fic is possibly the best I have ever read. I agree that are some logistics flaws, but it is exceptionally well-written. A must-read.


Shipping Fics

  • A Mask And A Song and Winter's Flowers by warrior4
  • Recommended by Ironic Mouse
  • Pairings: Martin and Rose, Gonff and Columbine, OC/OC, others
  • Tags: Fix Fic, Expanded Universe
  • Synopsis: A year after the fall of Kotir, Redwall Abbey is nearing its completion. However, far to the north, the valley of Noonvale is bracing for the invasion of Rassk the Mask and his Silent Slavers. Brome, who has taken his father's place as leader, decides to send out Emalet the owl to find Martin and bring him back. Martin eventually arrives, backed by Gonff, Columbine, and the Redwall otter crew, and defeats the slaver fox. After recovering from the fight, Martin is astonished to find it is Rose who has been caring for him, and a few days later, he asks her to marry him. However, within minutes of his proposal, Rose and Columbine are kidnapped by the ravens of the All-Pack. Now, Martin and Gonff must band together, along with many others from Noonvale and Redwall to rescue their fair maidens.
    • These have got to be some of the best fanfictions I've ever read. Warrior4 manages to resurrect Rose without breaking canon, and without making it feel like an Ass Pull in the process. The story features dozens of familiar characters, from both Mossflower and Martin the Warrior, and manages not to derail any of them. There a number of wonderfully crafted original characters, who all get a good amount of Character Development, and a few well-placed Shout Outs. In addition, Rose and Columbine manage to subvert the classic Damsel in Distress situation, by aiding their own rescue from the inside. Warrior4 also manages to capture some of Brian Jacques' trademark feel with a fair amount of well written poems and songs. And finally, to top it off, the main antagonists are some of the best Anti Villains I've ever read. Forgive my gushing, but this is seriously a must-read for any Redwall fan.

Other Fics

  • Survival Games

Some writers in the fandom participate in survival-themed writing contests. Ten to twelve writers apply anonymously with an original character and collaborate to create a story. The audience votes one out each week, and the character dies in-story. Started with Redwall Online Community Survivor, or ROC:S (lost to the wilds of the interwebs), continued with the Questors Bold series (the first is missing, but there are four more-- the newest being the fifth), and there's a new one almost every year. Try Redventure, Redwall: Revolutions, and Midnight Mossflower.

  • Redwall RTS Game

The Redwall book series, in all it's structure, story, and classiness, it actually delivers quite a perfect draft for a Real Time Strategy game, modelled after... er... let's say the Age of Empires series, the Anno series, Cossacks, American Conquest, and Empire Earth (EE II and III are two big disgraces!). Like any other of such RTS games, it may contain a campaign, single missions, skirmishes, and a multiplayer mode.

In the single missions, e.g. Redwall may be constructed over the courses of several books. It may be the player's job to supervise, and/or defend the construction. Or you can take charge of Salamandastron, and defend the area on the coast, and the county.

In the campaign, those scenarios may be used as well, together with plots of different, correlating books. Alternatively, the player may also form and lead a horde to pride and glory; also in a skirmish or a multiplayer game.

In another version, the steps of e.g. Martin the Warrior can be traced throughout the different books, in a campaign similar to Napoleon: Total War (Total War series).

The gameplay: When not working with the afore-mentioned Redwall or Salamandastron scenarios, some other maps could be used (Northlands= mountains, Mossflower= continent, Sampetra= Islands, etc.), or you play on a randomly- generated map. After designing or picking a leader or hero (like in Tropico 3, and AOE III), a special character with special leading features and abilities (though varying fields of expertise, sanity and occupation, like e.g. defenses, strength, or resourcefulness), each faction (normally Woodlanders vs. Vermin) with a HQ on opposite sides of the map, where their main goal may be to construct, a colony, a refuge, or some other type of secured community, ridding the area of their foe(s), either offensively or defensively (in the Woodlanders' case), or you can horde troops, and dominate the map (the same idea, but a little bit more offensive) with the amount of troops you collected (for the Vermin faction).

Apart from the leaders, technology trees are of importance too. You can choose from one (like in Company of Heroes), depending on what type of strategy the player sees as fit on this map. They can upgrade features of most aspects (like economically -when collecting resources, or building units-, and militarily- improving units' abilities). I will think about that aspect a little bit later though.

Now, the rough two main sides' Faction Calculus may be Woodlanders (few but strong; Powerhouse) vs. Vermin (many but weak; Subversive). There will be many more, other, sometimes neutral factions, like robber gangs (always hostile to Ws), corsairs (always hostile to Ws), tribes (could be neutral, hostile to one side, or both sides, depending on the species), mercenaries (hostile to one side, depending on the species), warrior clans (hostile to one side, depending to the species) and monsters (hostile to either side). More specifically, there can be Gousim travel groups or settlements, whom you can recruit, or help, as long as you're a Wl.

Additionally, the main factions (these being Redwall Abbey, Salamandastron, Land Of Ice And Snow, Sampetra, Vermin Land Robbers, Malkariss, Castle Floret, etc) will have individual unit traits themselves, multiplying the depth and detail in combat once more. Redwall Abbey will then have 1. mainly civilians and militia, who 2. are defensively doctrined, 3. headstrong, 4. specialized in medicine and rehabilitation, 5. native to woods and fields, 6. inspirational yet hesitant leaders, and 7. are inferior and subjective in combat. The land of Ice And Snow has 1. mostly light soldiers (yet being professionals), 2. powerful leaders, 3. yet not particularly strongly motivated, 4. fearsome, 5. native to northern hemispherical locations (cold and snowy ones), 6. aggressive, and 7. undisciplined and vengeful in combat. Salamandastron 1. has a balanced offensive/defensive doctrine, 2. has a fearsome reputation, are 3. native to cliffs and coasts, 4. mostly heavy infantry (with Sleepers notwithstanding), 5. aggressive leaders, and 6. cool-headed and methodical. Et Cetera. (with thanks to Hot Headed Astronomer)

BTW, I have thought about an assignment option for the player, to perform for a neutral, non-hostile side (like in Anno 1701, Anno 1404, or Cossacks II). In return, they promise the player resources, or troops.

    • Of course, there are many troop types:
      • Workers: e.g. tribesbeasts, Redwall mice, slaves, moles (on Zarpaulus' request)
      • Populace: e.g. Redwall mice, 'conscripts'
      • Militia: e.g. tribesbeasts, mercenaries, 'conscripts', Malkarissian Fanatics
      • Swordbeasts: e.g. Any close range infantry, like Waterhogs
      • Archers: e.g. Any wide range infantry, like the '’Greytail horde’’
      • Scouts: e.g. Gousim, tribesbeasts, any trackers
      • Skirmishers: e.g. Otters, Squirrels, Gousim, Long Patrol Sleepers
      • Elite troops: e.g. Long Patrol, heroes,
      • Officers: e.g. (like in Company of Heroes: Opposing Fronts): e.g. Long Patrol(,) heroes
      • Corpsbeasts: e.g. Redwall nurses, seers, traveller foxes, "magicians", healers
      • Artillery: e.g. Fire swingers, ballistas, battering rams, siege towers, etc.
      • Ships: e.g. corsair ships, fishing boats, logboats, galleys, merchant vessels

These troops would rather be divided into squads, scores, and regiments, like in Cossacks, American Conquest or Company of Heroes (but can also be moved singularly, alternately) . They can be moved around, and replenished. Each regiment has the said special abilities, which it can perform on field. They can man forests and enter buildings for ambushes or attacks. They can dominate ‘sectors’ on the map, like in Company of Heroes and The Settlers – Rise of an Empire, and their goal is to destroy the enemy.

In this game, it must be necessary, to remove most prejudicial elements of both sides. In other words, that the Vermin faction is not to be disregarded or disadvantaged in any way (also not their appearance. After all, they are just animals as well), and their masses should balance their weakness.

By the way, there would still be the conflict between micromanagement vs. macromanagement: I in fact planned to balance it for good, by giving player both the chance to control individual units, or to put them into large regiments and even task forces.

Furthermore, there will be some characters who do have special abilities, yet are no heroes in that sense. May appear in (but not restricted to) the campaign mode. Some figures could be Sela the Vixen, who is an expert in healing, espionage and counter-intelligence. Vallug Bowbeast is an expert sniper. Pakatugg Treefleet is good in setting ambushes and in camouflage. Farran the Poisoner is all about chemical warfare. Enough said. Such specialists are not only the only ones who are permanently able to perform such tasks, but could (such as in the case of Pakatugg Treefleet) enable nearby soldiers to do the same, when e.g. placed in the same regiment.

Now, this may just be a rough copy, and Ill get around to edit it in the near future, with any troper’s aid or ideas. Feel free to subscribe and support.

  • Hmm, I would have moles as Redwall workers rather than mice, and the "neutral" factions are kind of weighed against the Vermin. Maybe all "neutral" factions come under the control of their favored faction when found, mercenaries and corsairs being equivalent to Guosim (which is available depends on the map).
    • Good idea. Just edit the text above. You are free to do so (just, if possible, don't delete anything; this is supposed to be a collection of ideas). Now, on the other hand, you'll surely find enough vermin tribes in Mossflower. At least, you don't run out of them after every book.
      • Glad to see I'm not the only one who's thought of this. And the resources in the game would be the same as in Age of Empires (wood, gold, stone, food). Each side would also get a "Hero" unit, like in Warcraft3. In fact, this troper thought up how a Redwall RTS game could work all the way back in '04.
        • Ditto, Hot Headed Astronomer. As this troper said already, feel free to edit.
        • Okay, the idea I had for the playable factions were Redwall, Salamandastron, Vermin Hordes, Marlfoxes, Land of Ice and Snow. Redwall would be the "middle of the road" faction, much like the Terrans of Starcraft. Salamandastron would focus mainly on powerful units, much more like the Protoss. Marlfoxes would focus more on stealth and trying to subvert enemy factions, much like House Ordos from the Dune games. The Vermin Hordes would be favoring Zerg Rush tactics; lots of weak units who do a lot of damage overall. And as for the Land of Ice and Snow? They'd be like a mix of Zerg and Protoss; weak units being lead by insanely powerful ones. For resources, gold would come from gold mines, stone from quarries, wood from trees, and food either from farms, fish, birds, or fruit trees. Unless you play as the Land of Ice and Snow, who can use enemy units for food.
          • Sorry, I'm not aware of either Starcraft or Dune. But I see your point of inter-faction variation, that is not only limited on the sides Woodlanders & Vermin. Your's I have added above.