Aww, thanks! This wasn't too much trouble for me and I quite like to play with Photoshop whenever I can!
Ooooh thanks @MagusDream. Idk if I'll use them long-term, but I'll make an effort to start off with it.
Sure thing! And don't feel pressured to use it, to each their own posting style!
ooo, this is super cool!
Thanks! I tried to give each character a font to make it different. I don't have that many fonts though, I'll scurry around later to find some more.
Announcement
Everybody, I'm officially starting the RP this coming Sunday, December 11th! I'll be making the first post and, though later Destinations will be created by players, I'll take the liberty of creating our first Destination myself. I want the chance to get to set the mood, try to show what we can do with a solid setting.
Now, if you haven't yet completed your CS, there's no cause for concern. (Neither have I, even.) You can join the Caravan at any point along its journey- if you're done tonight or in three weeks, so long as the RP is still going, your sheet will still be read and reviewed.
Thank you all for your patience. I look forward to both exploring and building this world with you all <3
Alright, gonna prepare for Sunday and have everything ready on my end!
The excitement and feeling of community here are wonderful to see! I personally don't use fancy headers just to save on space, but I respect the effort you went to, Magus. And that's an interesting height chart too, it seems like our average would be on the larger side if not brought down by Cricket, who I didn't quite realize was *that* tiny.
Thanks! I also plan on making an actual chart to help organize some stuff for me (yes, I'm an Excel chart maniac) and I don't mind sharing it later in case anyone wants to make usage of it.
No apologies needed. The point I was trying to make is I think it'd be cool/necessary to have multiple pantheons and somehow they're all real, sort of like the Riordanverse or Indiana Jones. Your death and my death can operate at the same time without issue. I also wasn't trying to be accusatory of you taking from Pratchett, just wondered if it was in part an homage?
That's the whole idea behind Lord Jester. The Old Wolf was part of a pantheon that ruled over Oscana until an empire muscled their way in, destroying their temples, converting their people, and the former gods were exiled - not to the Material realm, but down to the Shadow Realm, a bunch of fallen.
Had they been more powerful, maybe they could have converted the invaders into some very ugly frogs, but they didn't get the chance.
@Expendable NOTE - Do not include that temple in any world building here.*
Grim was one of the psychopomps for the pantheon, but His power was separate, so He found Himself under "new management". Now He's sort of freelance, mostly with the old believers.
I've read Terry's Good Omens and the various Discworld books and even watched the movies. That last was a mistake, as Death's voice is what I hear for Grim.
Oooh, here's a concept - six year old girl trapped in the fairy realm for thirty-odd years. Her body hasn't aged in all that time, but she's gotten strong enough to wield a halberd. And she really, really hates the fairy realm.
Thank you! I love how small she is compared to everyone else too. It will definitely give off a different dynamic (naturally with the height), since she will have difficulties talking to anyone or traveling or anything. She is going to have a wonderful time trying to get anything done. lol
Edit: The only one she will have a somewhat normal interaction with is Rita.
Thank you! I love how small she is compared to everyone else too. It will definitely give off a different dynamic (naturally with the height), since she will have difficulties talking to anyone or traveling or anything. She is going to have a wonderful time trying to get anything done. lol
Edit: The only one she will have a somewhat normal interaction with is Rita.
You say that, but who knows. Maybe Ark will become her Linguini, like Ratatouille.
When I was creating Siri, I realized that there would be some additional characters who step in from time to time as a part of her world, and I didn't want to surprise anyone when they did. Dia would be a companion to Siri and seen in her cat form most of the time.
And yes, I know it won't fool the fairies.
The Witch
Sireena Siri
"As per our contract, your name now belongs to me," the Fallen lord smiled, satisified. "You are now 'Siri'."
Race, Age, Time in the Caravan: Human, 25, 1 year
Appearance: This woman puts you in mind of a mysterious raven. She has narrow blue eyes that are like two windows on the afternoon sky. Her thick, straight, coffee-colored hair is worn in a handsome, exotic style. She is tall and has a wasp-waisted build. Her skin is white. She has hollow cheeks. Her wardrobe is sexy.
Sireena Siri grew up on the family farm with her mom, dad, three brothers, and an older sister. When she was twelve, she found a violin in a chest of an abandoned house, and spent a lot of time learning how to play it, hanging around the village tavern begging for lessons from the wandering minstrels who'd visit.
When she was 15, Taryn the tavern keeper pointed out that Sireena Siri was hanging around enough that he might as well offer her a job as one of the serving wenches, and she could play her violin for the crowd when they didn't have a minstrel.
The tavern keeper died a few years later, and his wife, jealous of the attention her husband had given Sireena Siri, fired her on the spot. That night, one of the boys from the neighboring farm was a guest at the dinner table, sitting next to her. It didn't take her long to figure out that her parents were trying to set her up for marriage. She ran away the next day, disguising herself as a boy to avoid unwanted attention on the road.
A little over a week and three counties later she got robbed by some highway men. Angry at the meager coins in her purse, one of them grabbed up her violin, suggesting it might be worth a few coins. When Sireena Siri tried to take it back, the gang jumped her. She woke up in a feather bed in the house of Mother Lily, the local midwife, who had found her on the side of the road where the gang had left her. When she asked about her violin, Mother Lily sighed, shaking her head and told her the only thing that was left by the side of the road was her, and how like a musican to worry about their instrument before themselves. She then began listing Sireena Siri's injuries, starting with the broken right arm and wrist.
Sireena Siri spent the first week mourning her violin, but began to take an interest in Mother Lily's house with all the drying herbs, the massive medicine chest, her curious brewing apparatus, and her visitors. Noticing her interest, Mother Lily began sharing some of her work, the making of medicines.
And then the highwaymen who'd robbed Sireena Siri made the mistake of trying to burgle Mother Lily's house.
When it was over, Mother Lily guided a stunned Sireena Siri to a wagon in the barn, hitched up her horse, then turned her attention to the cottage - which rapidly shrank until it was the size of a child's toy, which the then picked up and placed into a chest filled with straw. A toy-sized barn was careful place beside it, and more straw packed around them before closing the chest. Bare dirt showed where each had stood.
And so began her apprenticeship. It wasn't easy, she thought she would never light the candle with anything other than a taper from the fire. Until she heard a whisper....
The unseen voice named itself Lord Jester, and it seemed to toy with her, needling when she demanded answers, not veiled hints and strange exercises, but somehow Lord Jester's riddles and Mother Lily's teachings came together.
And then a rider appeared at their door.
"Open the door, Sireena Siri," Mother Lily sighed. "It's time."
GOOD EVENING, the hooded figure seem to say, standing in the doorway. It glanced curious at Sireena Siri, leaning close. DO YOU SEE ME, CHILD? "Y...yes, milord." MANY TIMES I HAVE STOOD HERE, BUT NOW IS THE FIRST TIME YOU HAVE SEEN ME, Grim sighed, straightening. WE WILL MEET AGAIN, AND NOT JUST AT THE END. Grim took a step towards Mother Lily, then paused to stare at the crystal ball in the bookcase. AND ONE DAY, I WILL COME FOR YOU AS WELL.
Personality: Warm and caring, it is concerning when she suddenly starts laughing out of the blue. Sometimes she seems very distracted, as if she's listening to people who are not there. Or talking to her cat as if it was a person. Knowing some of the things she collects in the woods and fields, one wonders if she might be sampling her own wares...? Still, she's a good doctor, loves to play the violin and collects 'miniatures'.
Motivation: Traveling in the caravan would be one way to avoid the angry mobs looking for someone to blame for when their crops fail and their cow dies, but her patronus Lord Jester has commanded it. Not that she minds too much, it's been an interesting trip, so far. Skills, Strengths and Weaknesses, and Tools: Animal Handling - Has a way with animals, but not with her cat.... Cooking - a master of the kitchen Fortune-telling - It's almost as if she has a direct line with Fate. Herbology - knows many uses of many plants, always eager to examine new plants Hermetic Magic - still a journeyman in the study of the Laws of Sacrifice Medicine - a master at tending to illness and injury, can perform minor surgery. Potion-making - A journeyman in the creation of potions, odd explosions still happen sometimes. Shrinking - able to reduce objects and later restore them to their normal size (See Sympathetic Magic) Singing - Fair singer, knows a lot of songs. Sympathetic Magic - still a journeyman in the study of the Laws of Sympathy. Violin - Very good musician with the violin.
°Strengths - Clever - Dedicated - Caring
°Weakness - Makes a lot of assumptions - Fondness for alcohol and sweets - Sense of duty - quirky sense of humor
°Tools - Patronus Lord Jester - Dia, when she chooses to help. - Living wagon, home/workspace/surgery - Her team of horses...? Best to avoid when their eyes turn red.
What They Most Want: Knowledge and new horizons
If They Had a DnD Alignment, It Would Be: Neutral Good
Do They Follow Their Heart or Their Mind?: Their heart.
Worst Fear: To be trapped
Favorite Color: Red
Most Like The Animal: A Swallow
Favorite Time of Day: Sunset
How They Dress: - Wide brim hat, either black or white - Red dress - Black bodice - White apron - Knee-high black boots - Colorful... sweaters and scarfs when it gets cold - A red hooded cloak - Plague mask - Leather satchel that holds various items and her journal - Necklace with a crystal ball pendant.
Favorite Season: Spring, the renewal of the world
What Gods/Spirits/Whatevers They Worship (If Any): Lord Jester
The Cat
Lanpendia Dia
"As per our contract, your name now belongs to me," the Fallen smiled, satisified. "You are now 'Dia'."
Race, Age, Time in the Caravan: Half-demon, 17, 1 year
Appearance: - A black cat with green eyes. - A black cat with green eyes and large bat wings. -This girl makes you think of a dashing jaguar. She has green slitted eyes that are like two spheres of jade. Her thick, straight, black hair is worn in a simple style. She is short and has an athletic build. Her skin is black. She has small feet. Her wardrobe is uncomplicated.
History: -Born in the Shadow realm, she quickly realized that her mother treated her different from her other siblings, a sort of cold resentment. It finally drove her from nest, only to be abused by both stronger demons and slumming Celestials as she tried to make a living for herself. There wasn't much to remember.
Caught one day outside of her lair by a group of lower celestials eager to prove themselves, they took turns punching and abusing her until Jester appeared towering over them in his Wolf form and drove them off.
For the first time in her life, Dia felt... safe. It didn't take her much to agree to sign away her name and become one of Lord Jester's most loyal minions, eager to please him.
Personality: -Anger bubbles away below the surface, appearing as a sort of bitter resentment one can hear in her voice and in her mannerisms. She does not engage in 'play' - pleasure makes you drop your guard, makes you vulnerable, open to attack. Is it paranoia when you know the world is really out to get you?
Motivation: -To serve Lord Jester with all her being, fearing if she fails, he might cast her out.
Skills, Strengths and Weaknesses, and Tools: - Flaming claw attack - Melee-fighting - Shape-shifting - Stealth - Hermatic Magic
°Strength - An internal reservoir of magical power - A trust in Lord Jester - Able to speak in any form, although the smaller the form, the deeper the voice. - Her non-demon half allows her to cross over to the Material World without need of preparation or possession. - Absorbs and converts heat into magic
°Weakness - A sense of duty, of responsibility - A lack of social skills
What They Most Want: - Safety
If They Had a DnD Alignment, It Would Be: Lawful neutral
Three Likes: - Lord Jasper's attention - warmth - a full belly
Three Dislikes: - being touched by others - those who abuse others - Celestials
Do They Follow Their Heart or Their Mind?: -The heart cannot be trusted.
Worst Fear: -To be abandoned and alone
Favorite Color: -Black
Most Like The Animal: -Black Jaguar
Favorite Time of Day: - The night
How They Dress: - In human form, they may appear wearing a loose peasant's blouse and breeches. - In either form, they wear a collar with a crystal ball pendant suspended from it.
Favorite Season: Summer
What Gods/Spirits/Whatevers They Worship (If Any): -Lord Jester (The Old Wolf)
These next two are just NPCs that Siri and Dia interact with. They have no power in the campaign against the caravan or its people. Jester can't cross over to this world unless a place has been prepared for him, and nobody except a few can see Death.
Also, Jester is offering their grand unified theory on magic and Shadow Realm relations.
The Patronus (NPC)
Lord Jester
NPC Patronus Although, to be honest, I do miss the old names....
Race, Age, Time in the Caravan: -Fallen Lord, At the beginning, Never.
Fallen - a being from the Celestial realm who's been drained of magic and exiled to the lower realms Fallen Lord - a Fallen who's managed to regain a significant measure of magic. What makes them dangerous is how they've managed this... Appearance: -This guy puts you in mind of a witty comedian. He has deep-set violet eyes that are like two windows on the evening sky. His luxurious, straight, salt and pepper hair is medium-length and is worn in an utilitarian, severe style. He is tall and has a wiry build. His skin is cream-colored. He has a large nose and wide feet. His wardrobe is complicated, with a lot of greys and blacks. -The Wolf, black and gray fur with cream highlights, as tall as a two-story building. His howl can bring wolves from miles around.
History: -We were there in the beginning, my brothers and sisters. Well, not before She, no one was there before She, not even Death. My brothers and sisters, we had charge of a small corner of the world, Oscana, and we guided those who lived in our lands, leading them out of savagery. Oh, the stories I could tell you of those days... -But then Empire came. They wanted our part of it, our lands, our people. We were driven out of our place in the world and so we fell. -Now, our names are forgotten, our temples destroyed, our people who would not submit wiped out as heritics and heathens, and with them our power gone from this world. Many of my brothers and sisters are now but dust and dim memories, their names only whispered by the wind. -But then the old Empire and their gods too, in their time, were driven out.
Personality: - Teacher - Mischievous - Curiosity
Motivation: -With all the time that has passed, they now have only the merest toe-hold in the Material world and are eager to see what the child races have done since they fell.
Skills, Strengths and Weaknesses, and Tools: - Hunting - Knowledge of the world from before their fall - Medicine - how to treat injuries and illness - Hermetic Magic - The Laws of Sacrifice - Sympathetic Magic - The Laws of Sympathy - Teaching - the ability to inform and bring about inquiry
°Strengths - Access to a reserve of power they've accumulated in the Shadow Realm after many years. - Very limited ability to portal beings between the Material world and the Shadow Realm. - Shape-shifting
°Weaknesses - They cannot set foot in the Material world unless a place is prepared for them. - They can only experience what is happening in the Material world through their projection and through anchors such as crystal balls (stare into the void and see who blinks first) or their minions. - Cut off from the Celestial Realm, they have only the fraction of the power they once had.
°Tools - Their minions, through which they can spread their influence. - Their shadow, a projection that allows them to limitedly view and communicate with the Material world or even the Celestial - however, takes power and is vulnerable to attack. - The creation of artifacts
Rotation of the Material World causes magic to be depleted in the Shadow Realm. This, perhaps most of all, explains why the demons in the Shadow Realms hate the Material World, as it steals away their magic, keeping it low and the realm barren. However, some demons have learned how to create a reservoir within themselves and in objects to hold their magic safe, and to work with less. It's also the reason why demons can work such powerful magic in the Material World.
Fortunately, demons cannot cross into the Material world unless a place is prepared for them, such as using sympathetic magic to create a conjuring circle to thus alter the area within to match the Shadow Realm, or they may possess a host - and not necessarily a living one. (See Succubus, Vampirism, Hermetics)
This stolen magic forms currents within the Material World, in what is called Ley Lines, each taking up elemental aspects of Earth, Wind, Fire, and Water. Those with the training can, if they are close enough, tap into these flows, although it can take time for them to gather this magic.
However, there is only so much magic the Material world can hold onto, so the ley lines radiate away this power where it collects in the Celestial realm, giving the Celestials a surplus of magic that they can use easily.
But ley lines may be too far for a mage to tap into. One way power may be gathered is through the study of Hermetics, also known as the Laws of Sacrifice. Many assume that sacrifice requires the death of a living being, but it can also be giving up some of the magic within all living creatures through the use of repetitious rituals like prayer or dance, directed to an altar. It's why so many gods have temples constructed, giving them a source of power they may tap into away from the Celestial realm.
One must be very careful in old temples and stone circles, as sometimes the altars has been depleted and will draw away one's magic if they connect with it. Some demons have this power too. If too much of the host's magic drawn away, they become shambling hulks, unable to restore balance within themselves.
Hermatics also works with the concept of equivalent exchange, of sacrificing items of equal value to what they desire. However, sometimes the value of the sum is greater than its parts, be careful in your trades.
Sympathetics is another field of magical study, sometimes called the laws of Sympathy, or like calling to like through similarities and symbols like runes. The tale of spinning straw into gold represents Sympathy magic. Those trained in Runes or symbolic magic can use these to gather and direct magic. When they say "words have power", they are right. One should wary giving up their true name.
What They Most Want: -To return to power in the Celestial Realm and to be free to walk the Material world once more.
If They Had a DnD Alignment, It Would Be: -Lawful Neutral
Three Likes: -The Sun's warmth -New life and new lessons to learn -Clever people
Three Dislikes: -Pettiness -Meaningless Destruction -Those who let evil pass uncontested because it does not inconvience them
Do They Follow Their Heart or Their Mind?: - Their heart, but they're trying to control that.
Worst Fear: - To be cut off from the Material world entirely
Favorite Color: -The color of magic
Most Like The Animal: -The Wolf
Favorite Time of Day: -The moment that exists between days.
How They Dress: - Polo shirt and khakis A suit of dark armor with a wolf's head on the chest plate and a wolf-skin they wear as a cloak - or the Wolf.
Favorite Season: -Winter, when the Material world rests.
What Gods/Spirits/Whatevers They Worship (If Any): -The immutable She who was there before Us and will be there past the End.
The Psycopomp (NPC) - Likes to show up when things get interesting. Or for parties. He's bored.
Grim (NPC)
Oscana's Reaper of Souls
Race, Age, Time in the Caravan: Psychopomp, Eternal, From the Beginning
Appearance: A skeleton dressed in tattered black robes, carrying a scythe, with a spark or flame burning in their eye sockets.
History: WHEN THE FIRST SPARK OF LIFE APPEARED, I WAS VAGUE AND UNFORMED. WHEN DISEASE RAN RAMPANT IN OSCANA, I BECAME AS I AM NOW. I SHALL REMAIN THIS WAY UNTIL THE END OF THIS UNIVERSE.
Personality: Dispatched curiosity. HE finds life to be... odd, in its quirks.
Motivation: Duty, especially to the old believers.
Skills, Strengths and Weaknesses, and Tools: - Collecting Souls - Cooking - Horse Riding - Reaping
°Strengths - Walls younger than a millennia are mere insubstantial shadows. - Ignored by the living. - Comes for the souls of Gods, Kings, Heroes, Mages & Witches, and the Old Believers, scattered by the old empire. - Can control the passage of time, slowing it down, speeding it up. - Able to ride anywhere in the world or the other realms to collect a soul.
°Weaknesses - Curiosity - Can be seen by Gods, Mages, Witches, Drunks, Ghosts, Small children, & Cats.
°Tools - Scythe
What They Most Want: Order
If They Had a DnD Alignment, It Would Be: True Neutral. It's of no importance to Him what the living do, His job begins when their lives end.
Three Likes: - Cats - it's nice to be seen - Libraries - full of dead thoughts - Parties - although they tend to go downhill at midnight, when the party goers try to take His 'mask' off.
Three Dislikes: - Being called a killer, a thief, or blamed for suffering - He claims no lives, He merely claims what he is due. With Him, suffering ends. - Those who try to cheat Him to gain some extra life. That's not His department. - With the fall of the Oscana, the fall of the old Empire, and the scattering of the few remnants of the Old Believers, He has a lot of time on His hands.
Do They Follow Their Heart or Their Mind?: Mind.
Worst Fear: Disorder and chaos.
Favorite Color: Black.
Most Like The Animal: A lion.
Favorite Time of Day: Night
How They Dress: Tattered robes. Scythe. A black horse.
Favorite Season: Winter, a very busy time.
What Gods/Spirits/Whatevers They Worship (If Any): SHE
That said- the use of Character Sheets for gods and god-like entities is a little awkward. I would prefer that you didn't try to fit the Lord Jester and Grim into sheets that were designed for caravanners; it just doesn't function well. Plus, it causes confusion over what is and isn't a player.
They could have both been explained in hiders in Siri's sheet, or just outlined here and given more detail IC.
Also, many of the claims in Lord Jester's "magic" section can't be accepted here. Such as:
Many assume that sacrifice requires the death of a living being, but it can also be giving up some of the magic within all living creatures through the use of repetitious rituals like prayer or dance, directed to an altar. It's why so many gods have temples constructed, giving them a source of power they may tap into away from the Celestial realm.
One must be very careful in old temples and stone circles, as sometimes the altars has been depleted and will draw away one's magic if they connect with it.
This has far too many implications for every other player whose character has a religion. It would force everyone's gods to follow these rules, and it removes all the mysteries of faith.
I'm all for worldbuilding here, but that's mostly meant to be done IC, not with sweeping exposition in a CS. Honestly? I think this would seriously damage players who want to be paladins or priests or wandering ministers or whatever; now they have to make sure their character's faith fits all that you wrote.
So I have to reject Lord Jester, Grim and Dia's sheets completely. I'd rather you just mention somewhere in Siri's sheet that she follows a god called Lord Jester, and maybe offer a few paragraphs of exposition regarding what she believes about that god. You can do the same with the cat. But all this definite exposition about gods and demons? It's just a bit too far. We're only building our characters at this stage.
Ooooh thanks @MagusDream. Idk if I'll use them long-term, but I'll make an effort to start off with it.
@Expendable I was discussing this with Tortoise in a PM haha. Cause Mergoux is a servant to Death as well, albeit a much different form of her. Sort of like your Death, she's not likely to do much other than maybe pass on a message or two or something, but just for kicks here's her quickie CS just for kicks. BTW, is your death based on Sir Terry Pratchett's death at all?
"I am she who is Death. All meet me, though few wish to."
Race: Elder God Age: The fifth eldest god. Time in caravan: NA
Appearance: A gaunt, pale-skinned woman, with large black wings. What would be pink on a person, (lips, fingernails, inside the mouth) are black, as are her eyes. From a distance, her eyes appear much much larger, due to the intense black circles under them from millennia without enough rest.
History: Born when the first thing died, she has carried the duty of collecting the souls of those who have passed, so that they might pass on to whatever afterlife is coming to them.
Personality: Irritable, short-tempered, aloof, but not cruel. Sympathetic to a degree, but often to cranky to show it.
Motivation: It is the task she is given, so shall she do it.
Skills, Strengths and Weaknesses, and Tools:
Strengths Flight Physically very strong and durable
Weaknesses Not very practiced in combat. Bit of a softie for kids. Easily distracted or angered. Narcoleptic
Tools 2 Sickles, which can be merged magically into a scythe when needed.
Near eldest of all the gods is The Morrigan, The Crow Goddess, Death herself. So feared is she that none speak her true name, so long has this tradition been in place that the name itself is long since lost. Instead the call her The Morrigan, and those still more fearful refer to her only as 'the goddess'. Resembling a pale-skinned woman, so wan and withered as to look like a corpse warmed over. Her voice is a harsh croak, her eyes shining and black. Yet for all her appearance, she is no great evil. She is simply the end. All the harshness attributed to her comes from the simple fact it is her task to collect the souls of the dead, yet she is not some being who may travel across the earth in a shroud of darkness. Instead bearing great black wings upon her back, she flies across the world, collecting slowly the souls of those whose time has ended. It is a thankless task, a ceaseless duty, and it wears thin on her patience towards mortals. Death is inevitable, death is immortal, death will come for you, but above all death is simply exhausted.
Like other gods, she will occasionally take on servants, or apprentices. The Morrigan makes her choices carefully, often seeking those who give her the most work. Those killers who bring death in droves, they are given a choice, to serve her or to meet her for that final time. Presented with such a choice, few choose the latter. What tasks they are assigned is a closely guarded secret, even amongst the other servants of the Lady Morrigan, but all know the punishment should they ever fail...
I have to reject this as well, for all the same reasons as above.
As a general rule: don't make a CS for gods or nations or concepts or whatnot. Those are just for our characters, and I don't really want to make definite rules about the metaphysical as this early stage.
Cricket is extremely friendly. I believe she is going to be the type of character who tries to befriend everyone. So, yes, it depends on Ark and Yes, I believe they certainly will as well!!!
So I have to reject Lord Jester, Grim and Dia's sheets completely. I'd rather you just mention somewhere in Siri's sheet that she follows a god called Lord Jester, and maybe offer a few paragraphs of exposition regarding what she believes about that god. You can do the same with the cat. But all this definite exposition about gods and demons? It's just a bit too far. We're only building our characters at this stage.
Understood. I shall edit out Grim and do a rewrite under the worship section about the Old Believers and Jester.
Did anyone ask for nameplates to be used when posting? No? Well, I did them anyway.
There are still some missing, but I'm scurrying through Pininterest to find images that are close to the character's description. But anyway, feel free to enjoy it!
Yooooo! I usually make my own, but dude, yours are hella good. Don't mind if I do!
Appearance: This woman puts you in mind of a mysterious raven. She has narrow blue eyes that are like two windows on the afternoon sky. Her thick, straight, coffee-colored hair is worn in a handsome, exotic style. She is tall and has a wasp-waisted build. Her skin is white. She has hollow cheeks. Her wardrobe is sexy.
Sireena grew up on the family farm with her mom, dad, three brothers, and an older sister, just outside of the tiny village of Upper Hythe. When she was twelve, she found a violin in a chest of an abandoned house, and spent a lot of time learning how to play it. Sireena would pop down to the village tavern The Old Wolf, begging for lessons from the wandering minstrels who'd visit.
When she was 14, Taryn the tavern keeper pointed out that Sireena was hanging around enough that he might as well offer her a job as one of the serving wenches, and she could play her violin for the crowd when they didn't have a minstrel.
The tavern keeper died a few years later, and his wife, jealous of the attention her husband had given Sireena, fired her on the spot. That night, one of the boys from the neighboring farm was a guest at the dinner table, sitting next to her. It didn't take her long to figure out that her parents were trying to set her up for marriage. She ran away the next day, disguising herself as a boy to avoid unwanted attention on the road.
A little over a week and three counties later she got robbed by some highway men. Angry at the meager coins in her purse, one of them grabbed up her violin, suggesting it might be worth a few coins. When Sireena tried to take it back, the gang jumped her.
She woke up in a feather bed in the house of Mother Lily, the local midwife, who had found her on the side of the road where the gang had left her. When she asked about her violin, Mother Lily sighed, shaking her head and told her the only thing that was left by the side of the road was her, and how like a musican to worry about their instrument before themselves. She then began listing Sireena's injuries, starting with the broken right arm and wrist.
Sireena spent the first week mourning her violin, but began to take an interest in Mother Lily's house with all the drying herbs, the massive medicine chest, her curious brewing apparatus, and her visitors. Noticing her interest, Mother Lily began sharing some of her work such as the making of medicines.
And then the highwaymen who'd robbed Sireena made the mistake of trying to burgle Mother Lily's house.
When it was over, Mother Lily guided a stunned Sireena to a wagon in the barn, hitched up her horse, then turned her attention to the cottage - which rapidly shrank until it was the size of a child's toy, which the then picked up and placed into a chest filled with straw. A toy-sized barn was careful place beside it, and more straw packed around them before closing the chest. Bare dirt showed where each had stood.
And so began her apprenticeship. Magic was alternated with lectures about plants, more details on the making of medicines, the brewing of ale, beer, the bandaging of wounds, lectures on the stars and the moon, suturing, winemaking and distilling, the telling of fortunes, brewing of potions, birthing babies, stitching of wounds, treating illnesses...
As well as readings from the Old Believers' bible Mother Lily kept hidden underneath a loose floor board, even though the last soldier of the empire had marched south long before Sireena was even born. Some of the stories were about the mischevious Lord Jester, a shapeshifting wolf who played pranks on foolish people to get them to mend their ways.
They'd also moved the cottage three times, changing their names and their looks each time to become new people so that the angry villagers whose cows had died or their crops had failed wouldn't find them.
One morning, returning to the cottage after a particularly difficult birthing to a farmer's wife of triplets (two sons, one daughter), she found Mother Lily sitting at the table, her body stiff and cold. There were also two glasses of last summer's wine on opposite sides of the table, but no sign who the visitor had been.
After she had buried Mother Lily after the rites of the Old Believers, Sireena decided to change her name to Siri and to join the pilgrimage.
Personality: Warm and caring, it is concerning when she suddenly starts laughing out of the blue. Sometimes she seems very distracted, as if she's listening to people who are not there. Or talking to animals like they having a conversation. Knowing some of the things Siri collects in the woods and fields, one wonders if she might be sampling her own wares...? Still, she's a good doctor, loves to play the violin and collects 'miniatures'.
Motivation: Tired of moving constantly whenever the villagers would blame them for the family cow dying, the crops failing, or the odd bit of property that vanished one night in lieu of payment, Siri has decided to join the pilgrimage and to see some of the places mentioned in Mother Lily's books and minstrel songs.
Skills, Strengths and Weaknesses, and Tools: Animal Handling - Has a way with animals Cooking - a master of the kitchen Fortune-telling - It's almost as if she has a direct line with Fate. Herbology - knows many uses of many plants, always eager to examine new plants Hermetic Magic - still a journeyman in the study of the Laws of Sacrifice Medicine - a master at tending to illness and injury, can perform minor surgery. Potion-making - A journeyman in the creation of potions, odd explosions still happen sometimes. Shrinking - able to reduce objects and later restore them to their normal size (See Sympathetic Magic) Singing - Fair singer, knows a lot of songs. Sympathetic Magic - still a journeyman in the study of the Laws of Sympathy. Violin - Very good musician with the violin.
°Strengths - Clever - Dedicated - Caring
°Weakness - Makes a lot of assumptions - Fondness for alcohol and sweets - Sense of duty - quirky sense of humor
°Tools - Living wagon, home/workspace/surgery - a small library of books. - her shrunken collection of "miniatures"
What They Most Want: Knowledge and new horizons
If They Had a DnD Alignment, It Would Be: Neutral Good
Do They Follow Their Heart or Their Mind?: Their heart.
Worst Fear: To be trapped
Favorite Color: Red
Most Like The Animal: A Swallow
Favorite Time of Day: Sunset
How They Dress: - Wide brim hat, either black or white - Red dress - Black bodice - White apron - Knee-high black boots - Colorful... sweaters and scarfs when it gets cold - A red hooded cloak - Plague mask - Leather satchel that holds various items and her journal - Necklace with a crystal ball pendant.
Favorite Season: Spring, the renewal of the world
What Gods/Spirits/Whatevers They Worship (If Any): An old believer of the ancient gods of Oscana, admirer of Lord Jester.