Ideally, I'd like to have five or six players. I'm thinking about making my own character, who would sorta prod everyone along, but would always stay on the boat, letting the players do the fun things.
Off in the Western Ocean, there is a series of archipelagoes and islands that are so expansive that they are the entire world for several nations. Inhabited only by humans, these island chains are referred to in their native tongue as the Land. Not having contact with the mainland for over a millennia, their culture and magic developed in an entirely different way. Because of the danger of flooding and other natural disasters, magic and the culture as a whole has evolved to advocate maintaining a harmony within nature. Among the archipelagoes, there still exist violent raiding societies that will roam in long boats, threatening the other peaceful settlements. Although resistance to attack is expected, to seek the violent destruction of these groups is considered horrific by the rest of the societies, and rather peaceful envoys occasionally approach the raiding groups, seeking to enlighten them. Magic is primarily focused on channeling the weather, healing the ill, and other activities that improve the life of others. Combat magic is unheard of, though there are several schools of magic that teach their students how to combat forces of darkness, as well as several games popular with Mages that have been adapted centuries ago from magical combat drills. The mainland made contact with the Land only 50 years prior, when a deep water Lavas trade vessel was blown off course and was rescued by a group of far flung fishers. Since then, there's been a steady growth in trade between Lavas and the Land over the years. Lavas nobles value the exotic goods the Land sends, while the Sunset Islanders all enjoy the goods made by the Dwarves. Although there are embassy's in major Lavasian cities, and a dedicated port city for Lavasian vessels, the Sunset Islanders have chosen to keep interaction between the two at a minimum, aware that there is a danger in opening the door all the way with these sometimes untrustworthy strangers. Hearing about the Mad King, several dozen of the best Mages began to travel to the mainland
Appearance: A tall, lean brown skinned woman with tightly curled hair wrapped in a colorful cloth and a generous smile, Kat wears sturdy Lavasian travel clothing. The left shoulder of all her clothing has additional padding on it. She carries with her a tall engraved staff with her at all times. She has a tattoo of a snake eating its own tail on the back of her shoulder. She wears a bronze knife on her hip, and carries a quiver and bow with her, strapped to the massive backpack she carries. She speaks with an accent, and uses many Lavasian vernacular. She has the ornate piercings of a Purification Mage, someone who defends the Harmony against forces of darkness that try to disrupt this world. On her shoulder rides Samedi, a crow.
Personality: Characteristic of nearly all Sunset Islanders, Kat values a strong sense of humor and friendliness. Kat feels a deep sense of personal responsibility towards making sure that harmony is maintained throughout the world, seeing it is as her duty and honor as a magic user to protect and serve others. She is incredibly generous, and will share as much as she can with others, sometimes letting other people use her sleeping roll for the night instead of her. She delights in nature, and enjoys spending time in the mainland wilderness, so different from her home. Despite her extensive knowledge in Arcane and philosophical matters, Kat can still act like a young girl when it comes to social matters, and sometimes comes off as naive.
History:
The daughter of the local midwife and bronze smith, Kat had a positive and loved filled childhood, playing with her siblings and helping her parents at their work. By the time she reached 9, it became apparent that she possessed magical ability, and desiring to learn more, began spending much of her time with the town mage, a kindly old man who delighted in having a student to pass on some of his knowledge to. He had never attended any of the major schools, however, and could not perform the greater magics that Kat began to express interest in. And so, after numerous letters and a visit from another mage to observe Kat's natural ease with magic and her deep love of harmony, was admitted into the Yard of the Crow, a prestigious mage school. Kat's family wished her well, promised to write letters to her, and loaded her down with all the supplies she would need for her schooling. Kat took well to the Square of the Crow, delighting in the pure study of magic, history, and philosophy. It was here that Kat mastered the great Chant Spells, which could summon or calm great storms. She assisted older students in preparing to carve their staff, the mark of all Sunset Islander Mages. When Kat saw a violent Salt Demon be banished from it's attack on the school, Kat vowed to study how to maintain the Harmony against vile forces. And the school Kat attended had one of the best Purification Mages in the Land- Arlo Tence. Arlo was at first skeptical of letting the scrawny thirteen year old girl study to become a Purification Mage, but when Kat appeared at the door of his quarters every day for a month, he finally gave in, and gave her an hour of tutoring to start with, certain that the hard work of Purification would drive her off any notions on the romance of being a Purifier sooner or later. Much to his surprise, Kat took to it like a fish to water, and soon Arlo gave more and more of his time to teaching his young prodigy. When Kat was 17, she carved her staff, officially recognizing her status as a Mage. She returned home for a short time to celebrate and see her family again. After a month of being home, however, Kat desired to return to becoming a Purifier, and returned back to the Square of Crows and Arlo. For the next few years, Kat and Arlo would travel across the Land, blessing villages with protection spells, dealing with complex village feuds that resulted in curses being flung, and banishing demons back into their own realm. After Kat returned the ghost of a king to the realm of the dead on her own, Arlo decided that she had earned the rings of a Purifier. Upon receiving the rings, Arlo gave her another gift, a psychopomp, a guide of the dead, in the guise of a crow named Samedi. Shortly after earning her rings, Kat began to hear talk about the forces of darkness that were facing the mainland. Concerned about the danger the Harmony was in, Kat arrived in Lavas with a group of young Purifiers, all of whom enlisted with the Lavanian military as Mages. Kat was the only Purifier to survive the initial battle, and is currently beating a retreat, trying to find the best way to return Harmony to this war torn land.
Equipment: Wooden Mage Staff, imbued with magical power. Bronze dagger, a gift from her father, with several Purifier runes carved into it by Arlo. Sturdy Lavanian leathers, common gear worn by Lavanian Mages. Samedi, a psychopomp who leads the peaceful souls of the dead into the realm of the dead. He is accompanying Kat to act as her guardian, helping her improve her control over her magic, and assisting when she needs to see into the world of the dead. When asked, he once half jokingly said he was older than the sun. A giant backpack loaded with all the supplies a young woman needs to save the world. (includes an outfit for dances)
@CelticSoldier I'm hesitant to give this a full approval, just because I have some concerns with how Ambrus seems a little one-note for me. The greatest flaw is supposed to be something that could, if unchecked, lead your character to be slumped over, crying with their eyes torn out as they regret everything they've done. Elaborate a bit more on his flaws, make him more human. And I think you may have misunderstood what the Skills section is supposed to be. I already know in his greatest Strengths section that he is as slick as snake oil, I want to see what *other* skills he has. Can he use that sword, or is it just for show? How good is he at sailing? Fill some of that out a bit more. Make those few changes, and you've got a full approval.
Off in the Western Ocean, there is a series of archipelagoes and islands that are so expansive that they are the entire world for several nations. Inhabited only by humans, these island chains are referred to in their native tongue as the Land. Not having contact with the mainland for over a millennia, their culture and magic developed in an entirely different way. Because of the danger of flooding and other natural disasters, magic and the culture as a whole has evolved to advocate maintaining a harmony within nature. Among the archipelagoes, there still exist violent raiding societies that will roam in long boats, threatening the other peaceful settlements. Although resistance to attack is expected, to seek the violent destruction of these groups is considered horrific by the rest of the societies, and rather peaceful envoys occasionally approach the raiding groups, seeking to enlighten them. Magic is primarily focused on channeling the weather, healing the ill, and other activities that improve the life of others. Combat magic is unheard of, though there are several schools of magic that teach their students how to combat forces of darkness, as well as several games popular with Mages that have been adapted centuries ago from magical combat drills. The mainland made contact with the Land only 50 years prior, when a deep water Lavas trade vessel was blown off course and was rescued by a group of far flung fishers. Since then, there's been a steady growth in trade between Lavas and the Land over the years. Lavas nobles value the exotic goods the Land sends, while the Sunset Islanders all enjoy the goods made by the Dwarves. Although there are embassy's in major Lavasian cities, and a dedicated port city for Lavasian vessels, the Sunset Islanders have chosen to keep interaction between the two at a minimum, aware that there is a danger in opening the door all the way with these sometimes untrustworthy strangers. Hearing about the Mad King, several dozen of the best Mages began to travel to the mainland
Appearance: A tall, lean brown skinned woman with tightly curled hair wrapped in a colorful cloth and a generous smile, Kat wears sturdy Lavasian travel clothing. The left shoulder of all her clothing has additional padding on it. She carries with her a tall engraved staff with her at all times. She has a tattoo of a snake eating its own tail on the back of her shoulder. She wears a bronze knife on her hip, and carries a quiver and bow with her, strapped to the massive backpack she carries. She speaks with an accent, and uses many Lavasian vernacular. She has the ornate piercings of a Purification Mage, someone who defends the Harmony against forces of darkness that try to disrupt this world. On her shoulder rides Samedi, a crow.
Personality: Characteristic of nearly all Sunset Islanders, Kat values a strong sense of humor and friendliness. Kat feels a deep sense of personal responsibility towards making sure that harmony is maintained throughout the world, seeing it is as her duty and honor as a magic user to protect and serve others. She is incredibly generous, and will share as much as she can with others, sometimes letting other people use her sleeping roll for the night instead of her. She delights in nature, and enjoys spending time in the mainland wilderness, so different from her home.
History:
The daughter of the local midwife and bronze smith, Kat had a positive and loved filled childhood, playing with her siblings and helping her parents at their work. By the time she reached 9, it became apparent that she possessed magical ability, and desiring to learn more, began spending much of her time with the town mage, a kindly old man who delighted in having a student to pass on some of his knowledge to. He had never attended any of the major schools, however, and could not perform the greater magics that Kat began to express interest in. And so, after numerous letters and a visit from another mage to observe Kat's natural ease with magic and her deep love of harmony, was admitted into the Yard of the Crow, a prestigious mage school. Kat's family wished her well, promised to write letters to her, and loaded her down with all the supplies she would need for her schooling. Kat took well to the Square of the Crow, delighting in the pure study of magic, history, and philosophy. It was here that Kat mastered the great Chant Spells, which could summon or calm great storms. She assisted older students in preparing to carve their staff, the mark of all Sunset Islander Mages. When Kat saw a violent Salt Demon be banished from it's attack on the school, Kat vowed to study how to maintain the Harmony against vile forces. And the school Kat attended had one of the best Purification Mages in the Land- Arlo Tence. Arlo was at first skeptical of letting the scrawny thirteen year old girl study to become a Purification Mage, but when Kat appeared at the door of his quarters every day for a month, he finally gave in, and gave her an hour of tutoring to start with, certain that the hard work of Purification would drive her off any notions on the romance of being a Purifier sooner or later. Much to his surprise, Kat took to it like a fish to water, and soon Arlo gave more and more of his time to teaching his young prodigy. When Kat was 17, she carved her staff, officially recognizing her status as a Mage. She returned home for a short time to celebrate and see her family again. After a month of being home, however, Kat desired to return to becoming a Purifier, and returned back to the Square of Crows and Arlo. For the next few years, Kat and Arlo would travel across the Land, blessing villages with protection spells, dealing with complex village feuds that resulted in curses being flung, and banishing demons back into their own realm. After Kat returned the ghost of a king to the realm of the dead on her own, Arlo decided that she had earned the rings of a Purifier. Upon receiving the rings, Arlo gave her another gift, a psychopomp, a guide of the dead, in the guise of a crow named Samedi. Shortly after earning her rings, Kat began to hear talk about the forces of darkness that were facing the mainland. Concerned about the danger the Harmony was in, Kat arrived in Lavas with a group of young Purifiers, all of whom enlisted with the Lavanian military as Mages. Kat was the only Purifier to survive the initial battle, and is currently beating a retreat, trying to find the best way to return Harmony to this war torn land.
Equipment: Wooden Mage Staff, imbued with magical power. Bronze dagger, a gift from her father, with several Purifier runes carved into it by Arlo. Sturdy Lavanian leathers, common gear worn by Lavanian Mages. Samedi, a psychopomp who leads the peaceful souls of the dead into the realm of the dead. He is accompanying Kat to act as her guardian, helping her improve her control over her magic, and assisting when she needs to see into the world of the dead. When asked, he once half jokingly said he was older than the sun. A giant backpack loaded with all the supplies a young woman needs to save the world. (includes an outfit for dances)
Name: Preferably era appropriate, and try to avoid naming them after major characters from other Epics. (I don't want to see another Achilles or a Medea, mkay?)
Epithets: Swift-Footed Achilles, Pale Armed Helen, Clever Odysseus, etc. Any nicknames your character has from being cool.
Age: Keep it reasonable for a group of survivors returning from a Bronze Age siege. Kids grew up really fast then.
Gender:
Appearance: What do they look like? Pictures are fine, but a text description is needed as well.
Personality: What sort of person are they? Elaborate here.
Bio: Their life story. Pretty Self Explanatory.
Skills: What can your character do? Odysseus could wrestle and be sneaky, but he could also build boats. Is it medicine, athletics, swordplay, poetry, skill with the lyre? List them all. But keep them reasonable, these are the mundane things your character can do. Greatest Strength: Why will your character be sung about generations after they're dead? Is it their ability to lead men into the heated fray of battle? Their favored connection with the Gods, granting them prophecy? Their ability to perform witchcraft and other arts, performing all sorts of incredible magic? Are they incapable of drowning? Whatever it is, list it here.
Greatest Flaw: No true hero is perfect. Achilles was vain, Odysseus relied so much on cunning he didn't know when to stop lying, Oedipus was cursed by the Gods into a horrific destiny that he fulfilled no matter what he tried to do. Jason was heartless. Whats the thing that will ruin your character? It can be an internal fault, or an external curse. Whatever it is, it's brutal and worthy of the Epics.