I’m just goi go float this storyline for now, before I fully flesh out a character sheet, and forget it.
@Crimson Flame You want a magic storyline? Since Wiccan’s powers aren’t using magic, but rather controlling/manipulating it, he isn’t bound by the same rules regular wizards and sorcerers are. I propose this puts a target on his back. An Untrained/Inexperienced boy pulling at forces he doesn’t fully understand has consequences. Former Members of WAND (MC excluded) and maybe even Dr Strange could deem that the only solution is taking drastic action. With MC stepping in and claiming it’s outside the Sorcerer Supreme’s jurisdiction and telling former fanatic WAND agents that it’s an avengers issue.
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.
Getting ready for dumb “Siri, what’s the weather supposed to be like tomorrow?” “I don’t understand, but here’s what I found on whether or not tomorrow likes you.” Jokes
@Martian My concept at the moment is a former Agent of Shield. More specifically the secret sub-division of Shield, W.A.N.D. I see it as Doctor Strange and the Masters of the Mystic Arts handle more outward facing threats, while WAND deals with more domestic problems. Basically the Sorcerer Supreme makes sure the Earth doesn’t get invaded and WAND stop magicians from screwing things up for the everyone else. Now with Shield gone, MC would have stepped up and joined the Avengers to provide a little more mystical insight when Dr Strange is busy.
Race, Age, Time in the Caravan: Human, 46, 13 years with the Pilgrim’s Caravan.
Appearance: Jormon Bjarg is a 6’7 tall mountain of a man. His frame bulked up with lean muscle from years as knight in a secret order before moving on to traveling with the Pilgrim’s Caravan. Since joining the caravan, he has grown his beard out and let his hair grow longer. He still keeps himself well groomed. Taking pride in his appearance.
History: Jormon is careful to not disclose much about his past. Though he claims to come from humble beginnings. Jormon was born to a farmer and his wife. When Jormon was three, a particularly hard winter struck, and the family’s crops died. Cold and starving, they pleaded to the local noble, who asked for Jormon in exchange for helping the family. The noble ensured Jormon’s parents that the boy would be well taken care of. The deal was reluctantly agreed to, and the noble gave Jormon’s parents food, and gave Jormon to a shady hermetic order to repay an old dept.
Jormon doesn’t talk about his life as part of the order, aside from the odd out of context story, like that time he had to fist fight a grizzly bear that knew karate, or beat a dragon in a chess game. It’s unclear whether these things actually happened, or if they are just stories he tells to amuse his fellow travelers, but it is clear to those that spend time with him that he didn’t leave the order with fond feelings. He pushes back and becomes quite snappy if pressed about his time in the order.
Jormon Bjarg has been quite clear with those in the caravan. His life started when he joined the trope. Having been with the group for thirteen years, he is among the few people who have been with the caravan that long. In the transient lifestyle of the Pilgrim’s Caravan, he has seen people come and go, and become a staple of the trope. While he started out as simply working security for the convoy, after more then a decade on the road he has picked up extra responsibilities. Mainly taking it on himself to look after and help those less experienced travellers.
Personality: Jormon has two sides, loving and supportive father figure, and cold, distant killer. Which side you get depends on how you present yourself to him. Jormon values independence, but understands that noons can do everything by themselves. He respects the courage it takes to ask for help, and will often jump to help someone that has asked for it. His brand of belong is often teaching, rather than outright just doing the job for them. He wants them to understand how he did it, so they might do it themselves next time. However, if you simply expect him to do your work for you, he will quickly lose patience and leave you alone to suffer. He has no time for those too arrogant to ask for help.
Motivation: Jormon is running from something. That much is clear. The order he was once a part of holds a grudge, so Jormon keeps moving. The found family, and the chance to be a father figure he missed growing up is just a bonus.
Skills, Strengths and Weaknesses, and Tools: Jormon is a trained knight and has the skills that come along with that, as well as a few little order specific suprises. Trained to use a greatsword with frightening proficiency. Jormon is a monster is a monster hunter. Experienced at fighting beasts and humans alike. While predominantly a swordsman and physical fighter, his most unique skills are the battle runes and field alchemy of his former order.
Jormon is adept at casting the battle runes of his former order. They are simple spells and enchantments used by the primary fighting force of the Order. They were developed by the Order’s high mages to give their martial fighters more versatility. Special runes were inscribed and taught to their knights. These runes are cast through simple hand gestures. The runes Jormon knows are listed below.
Puh (Thunder) - A single hand gesture creates a wave of thunderous force.
Noselgo (Break) - By casting this gesture with both hands, a single non magically enhanced item shatters.
Tarn (Winter) - By casting this rune with one hand, Jormon runs his hand along his sword, imbuing with the power winter. Frost forms along his blade dealing extra cold damage.
Haruduch (Shadow) - By casting this rune with both hands, he can cloak himself in shadows, giving him an advantage in stealth in darkness.
Illume (Light) - Casting this rune with hand creates a bright light. He can infuse that light into an object so that the object emits the light.
Taikha (Storm) - casting this rune with hand, he can imbue the power of lightning into his sword by running his hand over the blade, or clench a fist around the rune to imbue his next punch with lightning damage.
Aevus (Time) - Using both hands, Jormon borrows time when he casts this rune.
Flaris (Fire) - Casting this rune with one hand, it can imbue Jormon’s sword with fire, or be used without the sword as a sort of flamethrower.
Pell (Feather) - A quick one handed rune used to slow a fall, preventing fall damage.
There are many more runes, but Jormon doesn’t know them. If he were to find one of the tomes written by his order that detail other runes, he should be able to learn them.
A trait that was drilled into knights of the Order was preparedness. As such they were taught the basics of alchemy, and taught to use commonly available resources as reagents. While the finished products aren’t as good as professional alchemical compounds, they will do in a pinch. Jormon can pretty easily create a poison coating for blades out of foraged ingredients. He can also create a sort of health potion, that while won’t restore someone to health, will stabilise them and stop them from getting worse.
Race, Age, Time in the Caravan: Human, 46, 13 years with the Pilgrim’s Caravan.
Appearance: Jormon Bjarg is a 6’7 tall mountain of a man. His frame bulked up with lean muscle from years as knight in a secret order before moving on to traveling with the Pilgrim’s Caravan. Since joining the caravan, he has grown his beard out and let his hair grow longer. He still keeps himself well groomed. Taking pride in his appearance.
History: Jormon is careful to not disclose much about his past. Though he claims to come from humble beginnings. Jormon was born to a farmer and his wife. When Jormon was three, a particularly hard winter struck, and the family’s crops died. Cold and starving, they pleaded to the local noble, who asked for Jormon in exchange for helping the family. The noble ensured Jormon’s parents that the boy would be well taken care of. The deal was reluctantly agreed to, and the noble gave Jormon’s parents food, and gave Jormon to a shady hermetic order to repay an old dept.
Jormon doesn’t talk about his life as part of the order, aside from the odd out of context story, like that time he had to fist fight a grizzly bear that knew karate, or beat a dragon in a chess game. It’s unclear whether these things actually happened, or if they are just stories he tells to amuse his fellow travelers, but it is clear to those that spend time with him that he didn’t leave the order with fond feelings. He pushes back and becomes quite snappy if pressed about his time in the order.
Jormon Bjarg has been quite clear with those in the caravan. His life started when he joined the trope. Having been with the group for thirteen years, he is among the few people who have been with the caravan that long. In the transient lifestyle of the Pilgrim’s Caravan, he has seen people come and go, and become a staple of the trope. While he started out as simply working security for the convoy, after more then a decade on the road he has picked up extra responsibilities. Mainly taking it on himself to look after and help those less experienced travellers.
Personality: Jormon has two sides, loving and supportive father figure, and cold, distant killer. Which side you get depends on how you present yourself to him. Jormon values independence, but understands that noons can do everything by themselves. He respects the courage it takes to ask for help, and will often jump to help someone that has asked for it. His brand of belong is often teaching, rather than outright just doing the job for them. He wants them to understand how he did it, so they might do it themselves next time. However, if you simply expect him to do your work for you, he will quickly lose patience and leave you alone to suffer. He has no time for those too arrogant to ask for help.
Motivation: Jormon is running from something. That much is clear. The order he was once a part of holds a grudge, so Jormon keeps moving. The found family, and the chance to be a father figure he missed growing up is just a bonus.
Skills, Strengths and Weaknesses, and Tools: Jormon is a trained knight and has the skills that come along with that, as well as a few little order specific suprises. Trained to use a greatsword with frightening proficiency. Jormon is a monster is a monster hunter. Experienced at fighting beasts and humans alike. While predominantly a swordsman and physical fighter, his most unique skills are the battle runes and field alchemy of his former order.
Jormon is adept at casting the battle runes of his former order. They are simple spells and enchantments used by the primary fighting force of the Order. They were developed by the Order’s high mages to give their martial fighters more versatility. Special runes were inscribed and taught to their knights. These runes are cast through simple hand gestures. The runes Jormon knows are listed below.
Puh (Thunder) - A single hand gesture creates a wave of thunderous force.
Noselgo (Break) - By casting this gesture with both hands, a single non magically enhanced item shatters.
Tarn (Winter) - By casting this rune with one hand, Jormon runs his hand along his sword, imbuing with the power winter. Frost forms along his blade dealing extra cold damage.
Haruduch (Shadow) - By casting this rune with both hands, he can cloak himself in shadows, giving him an advantage in stealth in darkness.
Illume (Light) - Casting this rune with hand creates a bright light. He can infuse that light into an object so that the object emits the light.
Taikha (Storm) - casting this rune with hand, he can imbue the power of lightning into his sword by running his hand over the blade, or clench a fist around the rune to imbue his next punch with lightning damage.
Aevus (Time) - Using both hands, Jormon borrows time when he casts this rune.
Flaris (Fire) - Casting this rune with one hand, it can imbue Jormon’s sword with fire, or be used without the sword as a sort of flamethrower.
Pell (Feather) - A quick one handed rune used to slow a fall, preventing fall damage.
There are many more runes, but Jormon doesn’t know them. If he were to find one of the tomes written by his order that detail other runes, he should be able to learn them.
A trait that was drilled into knights of the Order was preparedness. As such they were taught the basics of alchemy, and taught to use commonly available resources as reagents. While the finished products aren’t as good as professional alchemical compounds, they will do in a pinch. Jormon can pretty easily create a poison coating for blades out of foraged ingredients. He can also create a sort of health potion, that while won’t restore someone to health, will stabilise them and stop them from getting worse.
I am going to plonk this here to start brainstorming what character I want to play.
Hal West, Son of Bez'gumak. Cambion Witch/Wizard from the Sixth Circle of Hell.
Hal West was born of peculiar, damn near unique circumstances. His single mother had made a pact with a rogue witch. A philosopher’s stone in exchange for her first born. His mother then used the magical artefact to break into an American Academy and steal a tome of forbidden knowledge, among other things. Using the tome to summon the Demon Bez’gumak from the Sith Layer of Hell. She bargained with the demon, offering to carry his seed and birth an heir that could be used as a vessel on the mortal plane in exchange for immortality. When the half demon baby was born, the witch and demon had a custody battle over the boy, who would be named Halbert West-Blackfeather. He would be raised by the witch, spending every weekend and alternating Christmases in Hell. Neither the witch nor the demon were permitted to harm the boy. He is expected to pick a side when he graduates from the academy.
How did you envision vampires working? People aren’t really born Vampires, so the whole waiting for a vampire to turn 18 for them to attend a college doesn’t really work considering most vampires would be older than 18 when turned.