Stepper (from The Journey)

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Stepper (49)

Project: Family movie (“The Journey”)

Known as: Stepper

Real name: Steps Across the Land like Lightning and Echoes of Thunder

Group affiliation: Patron

Physical description: Stepper is built like a draft horse (a Clydesdale, specifically – down to the hair on his hoofs). He is very large (the lowest point on his back is slightly over Patron’s head). He is a beautiful dappled gray, like silvery moonlight shining through the foliage at night in the forest. His mane is pure white and he is a striking figure.

Personality: Stepper is disciplined soldier through and through. He believes in strict regimen, chain of command, and the right way being the only way. Pity the groom that doesn’t meet his standards in helping him prepare for the day (saddle polished, cinched properly, etc.). He is extremely professional and does not idly chit-chat while at work (he will gladly discuss tactics). In battle he is brave a fierce. When off-duty, he will gladly discuss military history with anyone who is knowledgeable on the topic. As his commander and friend, his is extremely loyal to Patron (only she may ride him, unless she orders otherwise).

He really dislikes Spellbreaker, who to Stepper has no sense of duty.

History: The goddess of thunder and the goddess of lightning have been known on occasion to fashion children for themselves. One such creation was Skycleaver, an equine goddess of horses who had the strength of thunder and the speed of lightning. Every 125 years, Skycleaver chooses to grant her blessing to a newly-born horse. Those such blessed have been some of the greatest equine heroes in the history of the kingdom (with a few being instead the most formidable of villains). “Steps Across the Land like Lightning and Echoes of Thunder,” or just “Stepper,” is the latest horse so blessed and is among the most gifted.

Seeking greatness, Stepper enlisted in the military (note, the kingdom’s military is was quite diverse at the time – with more than a few talking animals and mystical creatures). He thrived in the military where he proved to be exceptional in many roles. His tremendous speed and bravery made him a terrific messenger. His strength and organizational skills made him a great quartermaster (both hauling and inventorying supplies). He was terrifying on the battlefield – his hooves and teeth being lethal and his supernatural speed and strength making his charge shattering to most any barrier he faced.

Stepper became rather arrogant as he seemed heads and shoulders (literally) above any of his peers. In a realm of magic, however, some worried that his confidence would not serve him well as there were foes who could lay him low, especially if he was overconfident. One of his commanding officers, Patron, decided that the problem should be addressed. To the surprise of all, she challenged Stepper to one on one combat: Stepper was to meet her in the afternoon at a location she specified.

Stepper would have simply scorned such a challenge from someone else but felt that would be too disrespectful to a superior officer. Additionally, he believed that since she was foolish enough to make such a challenge, she had not developed a proper appreciation for his gifts. He decided an up-close demonstration might be exactly what she needed. He would try not to hurt her TOO badly.

At the appointed time and location, Stepper was insulted to see that Patron had arrived without her fabled armor nor sword. As if that alone wasn’t enough to stoke his anger, she greeted him with a number of choice insults. He shot into battle like an arrow, heedless to the damage he might cause. But as fast as he was, Patron was quick. Waiting until the last possible moment, she was able to leap and roll out of the way of his initial charge. He attempted to turn around quickly but encountered a problem. The footing became loose and wet and he slipped and continued sliding forward. This caused him to travel into still worse terrain. In his eagerness to teach Patron a thing or two about his abilities, he was getting a lesson in making sure you considered your battleground before fighting.

Patron had led him into, or perhaps had created, and area of quicksand. Soon Stepper was thrashing mightily and causing himself to get more and more mired. While he was struggling, Patron causally pulled out a bag of acorns. Once Stepper was mired up to his belly, Patron called to him to yield. Stepper angrily refused, so Patron hit him square between his eyes with an acorn. Of course this caused the mighty Stepper no harm but enraged him mightily. After more thrashing, Patron gingerly stepped closer (the terrain being less of an issue for her lighter weight). She again called to him to yield and after his refusal scored another shot with an acorn.

This continued until Stepper was mired up to his chin. At last, Patron said, “You have been bested, great Stepper. It is obvious to all that I have won this conflict. Will you let your pride trump your honor?”

“Honor?” Stepper spat back. “What honor is there in yielding? And what honor do you have in using trickery to defeat me?”

“If it were trickery, it was of the mildest sort,” Patron answered. “What soldier lets his opponent choose the battleground? What soldier has no care for the terrain while fighting? And as for yielding, you were sparring with an ally today. I did not challenge you to the death. We spar to learn and improve ourselves. There is true nobility in acknowledging an ally you respect has out gamed you and that you have learned a lesson. So, horse, have you learned a lesson, or shall your pride drown you?”

After a long pause, Stepper said “I yield.”

Immediately lines were cast and Stepper was pulled from his plight (Patron had planned for this end).

“I believe I might have more to learn from you, Patron” Stepper said.

“We shall learn from each other, my friend,” Patron responded. “I, too, have learned a lesson. I had insulted you to lure you but I now I regret urging such speed from you. You barely grazed one of my feet as thundered by but I am quite certain there is now a bone or two broken in that foot.”

“You showed no sign of injury,” Stepper said.

“Indeed,” Patron replied with a smile that turned to a grimace. “It would seem that the lessons are coming fast.”

From that day on, Stepper became Patron’s most loyal follower, friend, and steed.

Role in the narrative: I think Stepper and Spellbreaker will be nice foils for one another and add some comic relief. I like the image of a serene knight riding calmly while her sword and horse bicker. Stepper is Patron’s partner, though the fact that she is the rider lead some to believe that Stepper is her possession. When this happens, Patron simply jokes that the tried having Stepper be the rider but it didn’t work out so well.

Abilities: Spellbreaker would be a heck of a sword if he allowed himself to be used as one. Virtually no other weapon could destroy (or even nick) him and he is very sharp. Common or even well-crafted blades and shields could not stand before him in the hands of a skilled swordsperson (and Patron is exceptional). Unfortunately, he doesn’t approve of being used in such a way.

His usefulness to Patron comes from his ability to disrupt spell effects. Most magical effects are “woven” and he’s able to cut the “threads” holding the magic together. He doesn’t actually absorb or destroy the magic – he just undoes the purpose it’s been put to. He is no more dangerous to magical creatures than he is to any creature but he can stop spells in progress and end their effects. So a basilisk might turn someone to stone but Spellbreaker could set that person aright with a tap. If a mage sends a lightning bolt at Patron, Spellbreaker can disrupt it as so much static electricity, and so on.

Inspirations: The acorn thing may have come from Braveheart (I should have remembered about the rock). There are loads of hero horses out there, from Veillantif to Trigger. I’m having trouble thinking of a heroic one that talked, though there must be some in fantasy literature. There are a lot of talking horses out there (e.g., Mr. Ed and My Little Pony), but they tend towards comedic or child-focused. Gaining an ally from besting them (Robin and Little John) or beating a mighty foe through wits are well-traveled tropes.

Spellbreaker (from The Journey)

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Spellbreaker (48)

Project: Family movie (“The Journey”)

Known as: No nicknames

Real name: Spellbreaker

Group affiliation: Patron

Physical description: Spellbreaker is a longsword and a pretty fancy one at that. His pommel matches Patron’s symbol: a tree with jewels for fruit. For Spellbreaker, the jewels are literal (amethyst). His handle is leather wrapped for grip, but the leather has been dyed to match the amethysts. His cross guard continues the three themes; worked as two branches with amethysts at each end. This blade always looks like highly polished silver and it has runes saying, “Any tapestry can be undone by pulling the right thread.” The blade neatly tapers down to an elegant point and his edges are razor sharp.

Personality: Spellbreaker is a magical, intelligent, talking sword. Not that his intelligence serves much purpose. He can’t act on his own (he can only be wielded), nor does he provide helpful battle advice. In fact, he’s a pacifist, and one of his greatest fears is that he might be used to run someone through (which he considers gross; the thought of it makes him want to vomit, if he could vomit). He enjoys singing (though he’s not particularly good at it) and always suspected that it was some sort of mistake that he ended up a knight’s sword instead of a minstrel’s instrument. Patron likes him – he reminds her not to take life too seriously. He is still very useful at disrupting magical effects and Patron cares a mace as well in case she needs something to, you know, actually harm someone.

Spellbreaker loves Patron as a sister and would sacrifice himself for her.

History: Spellbreaker is the creation of the greatest smith in the kingdom, named Smith. Smith Smith was a tad mad and when making magical items things often went a little wonky. This meant that Smith Smith occasionally created artifacts of superlative power and usefulness and other times made items with characteristics out of synch with their purpose. With Spellbreaker he managed to do both.

Spellbreaker is an amazing sword. As a longsword alone he is impressive – essentially indestructible with a perpetually razor-sharp edge. His ability to disrupt the results of any working of magic makes him incredibly useful in a magical kingdom. In many ways he is more shield than sword – deflecting and canceling magical attacks.

He is a pacifist who dreams of a singing career, however. He gets sickened by thoughts of hewing a limb or spilling guts and has fainted at the site of blood. Of course, his fainting is pretty undramatic, as it just means that he is quiet for a while. By the way, unconsciousness is one of the few times he’s not talking or singing.

He is happy enough to destroy a spell, cut a rope, and the like, however. In fact, he is a little insecure about his martial abilities, so he enjoys the praise he gets in these situations. He starts getting nervous when Patron uses him to parry another blade or hit someone with the flat of his blade. Patron tries to respect his concerns and carries a mace (and uses him as a shield) for when she has to get nasty.

Stepper and Spellbreaker do not get along. On the surface, they are like two bickering people who at their core really like and appreciate one another (except that the second part is not true).

Role in the narrative: Mostly comic relief, however since the Order uses magical weapons he is critical to protecting Patron.

Abilities: Spellbreaker would be a heck of a sword if he allowed himself to be used as one. Virtually no other weapon could destroy (or even nick) him and he is very sharp. Common or even well-crafted blades and shields could not stand before him in the hands of a skilled swordsperson (and Patron is exceptional). Unfortunately, he doesn’t approve of being used in such a way.

His usefulness to Patron comes from his ability to disrupt spell effects. Most magical effects are “woven” and he’s able to cut the “threads” holding the magic together. He doesn’t actually absorb or destroy the magic – he just undoes the purpose it’s been put to. He is no more dangerous to magical creatures than he is to any creature but he can stop spells in progress and end their effects. So a basilisk might turn someone to stone but Spellbreaker could set that person aright with a tap. If a mage sends a lightning bolt at Patron, Spellbreaker can disrupt it as so much static electricity, and so on.

Inspirations: There are several intelligent talking swords out there; probably the most famous is Elric’s Stormbringer. Though I didn’t think of it overtly, I think Spellbreaker is an homage parody of Stormbringer (they have very different personalities).

Patron (from The Journey)

First time at this blog? Check out Home for details on the project and the Character Index for more of an overview of the characters.

Patron (47)

Project: Family movie (“The Journey”)

Known as: No nicknames

Real name: Patron

Group affiliation: The Mothers

Physical description: As one of the Mothers, Patron looks like Mai (Kana and Eri’s mother) with some differences. Patron is younger, taller, and much more muscular than Mai. She wears her hair in a crew cut for no other reason than it is pragmatic for wearing her helmet (vanity is not a vice the Patron possesses). She is a knight and usually wears armor or a tabard. Her symbol is a tree with jewels as fruit – representing life and magic.

Personality: Patron is brave, honorable, and stalwart. There is no one you’d want more at your back during a fight (of course, it is more likely that you are covering HER back). She is also charismatic, inspiring, and a great public speaker.

History: The Mothers have always been as far as anyone knows. Where Okaasan is emotion and Sagemai is mind, Patron represents physical prowess. Most of her time has been traditionally spent as a knight-errant, wandering the kingdom and helping those in need. However, the advancement of the Order of Stability has pushed her into a new role: resistance leader.

Early on she had no reason to oppose the Order, though she was personally surprised that so many were willing to give up their magic (a part of themselves). This concern was reduced when she learned the process was reversible. She could see the nobility in those giving up their personal magic for the good of all.

Her perspective changed when it started to become clear that the Union had more of an effect on people than removing magic. No one reversed the Union, ever. Order communities while peaceful and safe seemed to be cold places of little joy. The straw that broke the camel’s back was when news spread that people were starting to be forced to go through Union (not just by the Order, but by their communities as well). Her knight-errant instincts kicked in once it became clear that the magical people and creatures of the world were becoming in need of protection.

She leads a rag-tag group of magical resistance fighters. While this might sound like a classic story of good vs. evil, it is more complex than that. Many of her followers (and a disproportionate number of them are her most formidable fighters) favor not only stopping the advancement of the Order but also a destruction of all authority. While Patron knows she is doing the right thing in protecting the people and creatures who never intended any harm, she also finds herself allied with the monsters that threatened people and contributed to the rise of the Order.

She is wise enough to see that war is inevitable. So her primary focus is making sure her side isn’t completely destroyed; and she hopes to find the best solution for all after that.

In their quest to find the answer to help the kingdom, Patron and her forces will be the first group the Stotherts visit.

Role in the narrative: As with all the Mothers, Patron represents an aspect of Mai through the eyes of Kana as a young child. In this case, Patron is the fierce protector aspect of Mai. Beyond metaphor, Patron is the Mother most important to the plot, as she leads the magical resistance.

Grant also sees the connection between Patron and King Granite. It is meeting her that will help him discover that he turned into King Granite when they first came to the kingdom because for an instant Kana saw him as the heroic figure she once considered him when she was little. Grant becomes convinced that the personal power he needs to uncover is to build his daughter’s admiration of him again – so that King Granite can save the day. Reconnecting with his daughter becomes a major focus of the plot.

And he will succeed – just in time to realize that the Journey is not about him leading his daughter to have faith in him (his job is to help his daughter have faith in herself).

Abilities: Note Patron does NOT possess any innate magic. She is a champion of magic but not magical herself. This does not mean she isn’t extraordinary. She has the greatest martial prowess in the kingdom (she is the finest swordsperson). She is smart and strategically-minded. She is a gifted leader both in terms of seeing how people can work together most efficiently and inspiring them to do so. She is exceptionally brave and there is no fear she can’t overcome (with the possible exception of the fear she might not be able to save all of those in her care).

She does possess a few magical items. Her armor is very light but almost undamageable (she still feels blows – she could be stuck so hard she is injured even though her armor is not). Her sword, Spellbreaker, can cancel magical effects. This means she can parry mystical lightning bolts and the like and destroy magical shields (Note that the Order does used stored magic for their weapons, so this is important). It is worth noting that Spellbreaker doesn’t absorb/steal magic as the Union does – it simply disrupts the applications of magic (as a result, he is no more deadly to magical creatures than any other sword other than being a counter to their magical effects). Her partner (not possession) horse is called Stepper (full name is “Steps Across the Land like Lightning and Echoes of Thunder”) and is incredibly fast, strong, intelligent, and talks.

Inspirations: I didn’t engage in as much word play in naming Patron. I was looking up synonyms for protector and liked “patron” as it is similar to “matron” (apropos for the Mothers theme). She is inspired by many brave and magical knights: Eowyn, Brianne of Tarth, Arthur/Lancelot/Much of the round table, Odin (magical horse), Shining Knight, etc.

Sagemai (from The Journey)

First time at this blog? Check out Home for details on the project and the Character Index for more of an overview of the characters.

(Note: Back to the family movie project, “The Journey.”)

Sagemai (46)

Project: Family movie (“The Journey”)

Known as: No nicknames

Real name: Sagemai (pronounced sage-my)

Group affiliation: The Mothers

Physical description: As one of the Mothers, Sagemai of course looks like Mai (Kana and Eri’s mother) with some differences. Sagemai is a few inches taller, and slimmer. Her hair is cut short and has gray accents throughout. She looks older than the true Mai, with more wrinkles. She is not frail however and moves with assuredness and steadiness.

Personality: Sagemai is calm and reserved, but warm. She is much like the wise mentor archetype without the frequently associated crotchetiness. She delivers hard news with a sympathetic look and a hand on your arm. She is honest and direct, however. Where Okaasan might say whatever she thinks will help someone feel better, Sagemai aims to help the person over the long haul even if it means causing some short-term pain. Sagemai loves her sister Okaasan but finds Okaasan a bit flighty. Sagemai is not above sending Okaasan on an errand so the “grown-ups” can talk.

History: The Mothers have always been as far as anyone knows. While Okaasan has a home in the Nook, Sagemai lives in a system of nearby caves that only she can enter. People believe the caves are filled with books and artifacts and that Sagemai spends her time plumbing the mysteries of the universe. Still Sagemai is not a recluse and she regularly makes herself available to provide knowledge and advice. She is not therefore a knowledge hoarder, but she might be criticized for often wanting to be the gate/filter the knowledge passes through (her motivations here are benevolent; she has had bad experiences where knowledge has flowed into the wrong hands or to the right people but at the wrong moment).

When the Stotherts wake up in Okaasan’s home Sagemai is there having breakfast with Okaasan. After being introduced to them all, she is peppered with questions around how the Stotherts can get home. Sagemai indicates she knows little to nothing of the land that the Stotherts come from but she does know of similar visitors in history. The visitors have always come at a time of crisis, have been challenged to grow and change, and have been of great help. The mechanics of their return home varied but usually it involved visitors finding power within themselves (Sagemai will be making some references to similar stories in the past – to make it clear this is a deliberate homage to these types of stories). It is difficult for Sagemai to give them specific to dos as the past stories have varied greatly in how long the visitors stayed, how they grew, and the power they found within themselves.

She can, however, tell them of the crisis being currently faced by the land. The Order of Stability is a group of knights who aim to make the kingdom more safe and secure. They have been demonstrably successful at this, as the communities under their rule have very low rates of crime and mortality.

Of course, these communities also seem to have low rates of art, joy, festivals and the like.

It seems a key component of the Order’s method involves something called the Union. This is a process where magic is taken from individuals and stored and distributed centrally. People and creatures place their hands on a magical orb and swear their loyalty to the Order. At this point, their magic is syphoned away (this causes mystical creatures like talking animals or centaurs to be transformed into normal humans). Likewise, wizards and witches can no longer independently use magic after the process. Finally, the process also seems to make people generally more amenable to law and order and blunts more extreme emotions and creativity.

Meanwhile, the collected magic is used by the Order to improve the community – provide street lights, help crops grow, heal the sick, etc. As a result, most people join the Order willingly. A few do so largely due to social pressure, but the Order’s successes have caused their cause to spread. Those who don’t want to submit to the Union are pushed out of their communities/relocated. However, people have begun to question if the whole kingdom will ever be safe and secure without everyone going through Union. Plus, those avoiding Union are often viewed as selfish, as Union doesn’t “hurt” you, and declining it means you want to keep your magic for yourself rather than share it for the betterment of all.

Conflict between the Order and those refusing Union is starting to brew. Sagemai is convinced that as the Stotherts find their power, they will be the ones to decide, or resolve, the future of the kingdom.

The first result will be raising issues among the Stotherts. Eri will see the Order as potentially a good thing. Kana will empathize with those declining Union (and knows more of what is going on than she wants to admit). Grant will think the key to this all is discovering their power.

Sagemai will ultimately advise them to visit both factions and consider.

Role in the narrative: Another mentor/call to action character (and honestly, exposition). The Order of Stability reflects Kana’s fears about growing up (being asked to leave behind childish things, choose a responsible vocation, etc.). Kana views adulthood as an evolution into drudgery and the magic going out of her life. Of course, the Order may reflect any number of fears to the viewer – loss of freedom for security, etc. I’m not aiming for political commentary here, in fact I’d like to avoid it (heavy-handed messages often take me out of the story as a consumer). It seems difficult however in the current climate to try to hit on some universal themes without a political layer being applied to it.

Abilities: Sagemai is extremely intelligent and wise.

Inspirations: The name might be a little too-on-the-nose, just adding “sage” to “Mai.” The primary motivation again is thinking about how many different people an involved mother can be to a child. In decomposing someone into multiple people, however, each aspect is a bit more cliched than the whole person. In this case, the mother as the wise person you can always go to with a question (teenagers often seem to forget about this aspect). Sagemai has the calm, even-tempered wisdom of Obi Wan with a bit more warmth. She is more reserved than the “free spirit” grandma trope and doesn’t joke/isn’t comic relief.

MinOnion (from Mizfits)

MinOnion

First time at this blog? Check out Home for details on the project and the Character Index for more of an overview of the characters.

(Note: I’ll get back to The Journey soon. Today is a step towards building a rogue’s gallery for the Mizfits.)

MinOnion (45)

Project: Comic (“The Mizfits”)

Known as: No nicknames

Real name: Al Lium (search on it – it’s a classic style comic book name)

Group affiliation: Counter

Physical description: Al/MinOnion is a small, thin man with a large nose and substantial overbite. He likes to wear suspenders with buttons on them (perhaps a Mork or Office Space fan). Otherwise he is pretty unremarkable. One might think he would have bad breath, but he actually takes is dental hygiene very seriously (one can only stretch the onion theme so far).

Personality: MinOnion is annoying and needy. He consistently invites himself to events and parties but is utterly socially tone deaf. He tells bad/offensive jokes, brays loudly at these jokes, and regularly invades people’s personal space. He frequently interrupts people’s stories with tangents only marginally topically related. He is very lonely but tries too hard and can’t read social queues.

At his core, he’s not a BAD guy. On the other hand, he’s not a good one either. So desperate to be accepted, he will do about anything for someone willing to keep him around (and who at least pretends to like him). He lacks principles and thus his morality is dictated by whomever he is following at the moment.

History: Al Lium grew up on a farm in Iowa (they grew corn; again, the onion theme can only be stretched so far). He showed his talent to be annoying at a young age, asking endless questions. He didn’t care about, or even remember, the answers and often repeated the questions. He just seemed to love getting a response – any response – from others. He didn’t develop the social skills to increase the likelihood of a positive response in part because he didn’t care about nor empathize with other people. This combination meant that he often sought out interaction with others, while others avoided the same.

He lost his parents early in his adulthood (several believe they lost him) and became something of a drifter. Ultimately, he became a truck driver (he couldn’t keep a job where he had extended exposure to others). He would speak nearly non-stop on his CB even though very few ever responded (nor stayed on the same channel).

One day he was carrying a load of (you guessed it) onions to a distribution center near New York City. Unfortunately, this was during the “All Saint’s Anarchy” event when Boost amplified Random’s power to a degree that the laws of reality were temporarily on hold. Al and his truck were struck by the wave and his truck cab was transformed into tapioca pudding.

The suspension of reality somehow resulted in Al surviving this calamity and he woke up on the side of the road with his load of onions strewn about him. Al soon found that he was permanently changed by the event. While getting up, he touches a couple of the onions and they transformed themselves into duplicates of himself. Startled, he tried to flee and tripped – touching and transforming still more onions. The duplicates began to just follow him around but obeyed when he yelled “get away from me!” As the duplicates wandered off in random directions, Al tested a few more commands and found these duplicates were quite obedient.

At first Al thought his loneliness problems were solved but without the ability to speak and no emotions, the duplicates made for poor company. He then thought he could use his powers to some sort of benefit but lacked vision or the ability to plan well. He attempted a bank robbery with his duplicates, but it went poorly. The duplicates were good at following a command but less so with plans. Plus, they looked just like him, so they weren’t great for protecting his anonymity.

Eventually he was found by Counter, who did have ideas for how to best take advantage of Al’s abilities. Dubbed “MinOnion,” Al is happy to be part of any organization and feels like he has found family with Counter and his crew. Most of them (Counter included) prefer the duplicates’ company to Al. Still, and extremely cheap army of obedient workers who don’t need to be fed is simply too useful to not keep MinOnion around.

Role in the narrative: Villains with big plans need workers/armies/henchpeople. MinOnion supplies these without

The world of the Mizfits isn’t TOO serious, but I do worry I went a little too silly with the whole “onions” angle. When I first conceived the character, he was more of a Multiple Man type and I might have to remove the onions ultimately. I do think it would be a cool scene if the Mizfits caught a sprout and found out it was an onion, though.

Abilities: MinOnion can transform onions into nearly perfect duplicates of himself (sans clothes, btw). It’s possible he could do this with other vegetables/plant matter, but he has never tried (at least he believes it only works with onions). The onions have to draw the extra matter from somewhere, so they need to root and grow to complete the transformation. The process is very fast – the duplicate is complete within about 10 seconds. MinOnion doesn’t have to wait for one to complete before starting another but he does need to touch the onion to initiate the process. Finally, the size and characteristics of the onion have no effect on the resulting duplicate (MinOnion carries around a bag of pearl onions for emergencies).

The resulting duplicates (MinOnion calls them “sprouts”) are not smart, can’t speak, and are without emotion – but can follow basic instructions pretty well (e.g., “kill those heroes!” “load the boxes into the truck,” “stand in formation and listen to the boss’s speech”). These instructions can come from about anyone but they tend to follow Al’s most closely. Physically they can do most things MinOnion can do and are of similar strength. Underneath their pseudo-skin they are still big, human-shaped onions though, so they aren’t that durable (e.g., they lack bones). Much like an onion in your kitchen, they eventually go bad and they quickly stop moving once that starts to happen.

Inspirations: I did a Google search and found some “minonions” but they seemed to be profiles/screen names people used (I didn’t search long). Villains need henchmen – often times just for the heroes to beat up. Comics are filled with them – I mean, how does AIM and Hydra have so many members? Who thinks it is a good idea to work for the Joker? Can the salary and benefits be sufficient to regularly take a flying shield to the head or be fed a knuckle sandwich served by Chef Batman? I always liked the Despicable Me Minions; why even bother to explain why henchpeople do what they do – just invent a species of sentient tic-tacs that have always existed to serve evil. Lots of “copy” characters out there (the Multiple Man, DupliKate, etc.). Of course, the whole “power in contrast to their person” is a Mizfits theme (in this case, a lonely person can duplicate himself – but the resulting “people” are poor company).

The Boofurs (from The Journey)

First time at this blog? Check out Home for details on the project and the Character Index for more of an overview of the characters.

The Boofurs (43)

Project: Family movie (“The Journey”)

Known as: No nicknames

Real name: Boofurs

Group affiliation: Okaasan

Physical description: Each Boofur is about the size of an adult’s hand with the fingers fully spread. They are shaped like a manta ray except they have six small feet/hands on the edges of their “wings.” They are usually flat/floppy, but can inflate themselves (looking a little like a round loaf of bread when they do). They have faces on the front underside of their bodies, and when moving around they fold up the front edge of their bodies in a 90 degree angle upwards in order to see where they are going. Finally they are covered with fluffy orange fur (they are odd critters).

Personality: The Boofurs share a hive mind and therefore don’t have individual personalities. This also makes them substantially smarter than you’d expect from animals with brains of their size, as they share cognitive functions across the colony. Still, we’re not talking about rocket scientists here. They are harmless to most creatures – they eat dust, mold, and the odd crumb, but they do not attack any living creatures. Okaasan can telepathically communicate with the hive mind and cares for them, so the Boofurs love and help her.

History: The Boofurs at Okaasan’s house are believed to be the only ones in existence. They used to be a furry shrub in her back yard; only after some time did Okaasan realize that they were a colony of tiny creatures. Some say that they were created when a feather duster was struck by lightning while covered in maple syrup. No one seems to know where this origin myth came from.

Okaasan and the Boofurs have a nice, symbiotic relationship. Okaasan gives them a nice, safe home and sustenance as needed; the Boofurs clean constantly and are happy to shape themselves into whatever items Okaasan needs (they are usually furniture). The Boofurs are very flexible, surprisingly strong, and with their hive mind and ability to inflate themselves the colony can shape itself into many different objects. Furthermore, they are skilled at arranging their fur so it is not apparent that the object is formed from many tiny creatures. After the Stotherts arrive, Eri spends a good chunk of the evening sitting on an orange, furry easy chair she doesn’t realize is made of Boofurs (she discovers it later when she moves to another sitting space and they reform into an ottoman for her).

Role in the narrative: They really don’t have a strong plot point. The magical world needs to seem very inhabited and rich, so creatures like the Boofurs need to be invented. Plus, they might end up “cute,” who knows? (What kid wouldn’t want a plush toy of an orange, furry manta ray that they could blow up?)

Abilities: Each Boofur is surprisingly fast. They are extremely flexible and the colony can therefore combine and shape themselves into many things (driven by the hive mind). Their ability to inflate and fluffy fur covers any gaps they might have.

Inspirations: Somewhat like the Tribbles from Star Trek meets a nanite cloud. Cute little dudes are ubiquitous in films like these (e.g., the minions from Despicable Me).

Okaasan (from The Journey)

 

First time at this blog? Check out Home for details on the project and the Character Index for more of an overview of the characters.

Okaasan (42)

Project: Family movie (“The Journey”)

Known as: No nicknames

Real name: Okaasan

Group affiliation: The Mothers

Physical description: Okaasan (like all the Mothers) looks like Mai, but with some differences. Okaasan is heavy set and her hair is always done up in a tight bun. She always wears floral dresses with an apron. She is neat, tidy, and wrinkle-free. She frequently wears a warm smile, when not a reassuring look of sympathy.

Personality: Okaasan is loving and patient – almost unassailably so. She is extremely giving and won’t be happy until those around her are happy (or at least content). She is highly empathetic and can read the needs of those around her – from telling a good joke to giving them a quiet, warm hug. She is a flawlessly good person who can only exist in magical places.

History: The MM takes the Stothert family to the Nook, a hidden valley. They are dropped off at the home of, and welcomed by, Okaasan. Grant and Eri are taken aback by her resemblance to Mai. She has a special greeting for each. She takes both of Grant’s hands, looks him directly in the eyes, and says “It is wonderful to see you.” For Eri, Okaasan looks her up and down, claps her hands together, and exclaims “Look at this remarkable young woman!” Finally, Kana (who blushes and can’t make eye contact with Okaasan) simply gets a long, warm hug (which Kana melts into). From that point on, Kana is often seen holding Okaasan’s hand or under her arm.

Grant and Eri pepper Okaasan with questions – Is she really Mai, who also got swept into this land? (No, dearies – but she sounds wonderful). Is she a relative of theirs, a Sato? (She’s never heard the name before, and the only relatives she knows about are her sisters). Does she know Da Ogre? (Yes – she has both fed him and wrapped his knuckles on occasion). Does she know how they got to this place? (Of course – the Mobile Mobile) Does she know how they got to this magical land? (Are there other lands?) Does she know how they can get home? (Time enough for that after they rest and eat).

While getting asked questions, Okaasan has already got them in her cozy home, seated, with blankets. She has been in the kitchen and is soon serving each of them their favorite snacks. They barely finish those before they are seated at the table and served their favorite meals (each of them). She gives them robes to change into and mends and presses their clothes. Any offers to help her are met with polite dismissal. Any detailed questions are met with “My sisters will be able to answer questions tomorrow.”

They are soon being settled into bed. The three Stotherts have a chance to privately discuss their predicament. They will discuss how kids usually get home in the stories (by achieving some great deed for the land) and what seeing someone who looks like Mai means (Grant suspects it has to do with him as she is his estranged wife – maybe he needs to try to win her back here? – Grant is working under the faulty assumption that the story is about him). Kana actually knows a lot of this stuff – but is too embarrassed to admit it (her childish imaginings are basically on display). Eri will note how several things in this world seem familiar.

Role in the narrative: The world of the Journey (you’ll find out eventually, as will Grant) is made up of things from Kana’s imaginings. For Grant, Kana has two images: King Granite, the noble protector she saw her father as when she was little and plain old Grant. Her mother (Mai), however, has been much more present and Kana sees her in several ways. The Mothers represent her complex and mercurial views of Mai. They are metaphors on how we try to pigeon-hole the people in our lives, even from moment to moment. The Mothers each are a bit of a stereotype/cliché, as they are one simple aspect of a complex person (Mai). One emotional point I hope to work in is that the daughters will realize that no single aspect of their mother equals their actual mother.

Okaasan is Mai as provider and nurturer. She is also the first Mai figure that Grant meets and an early step in him learning what is going on in The Journey.

Abilities: Okaasan is good at anything that is helpful to someone else. She’s basically a magical creature in that regard and can basically do anything and find anything she needs in her small home.

Inspirations: The Wizard of Oz (movie) is an obvious one (seeing fictional versions of real people in the magical land). I really feel like the multiple characters each being aspects of a person is NOT something I made up but I’m struggling to find a specific example. If it comes to me I’ll add it here.

 

Turkey (from The Journey)

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Tibalt Turkey (41)

Project: Family movie (“The Journey”)

Known as: Turkey

Real name: Tibalt Turkey

Group affiliation: MM’s plush animals

Physical description: Turkey is the odd duck (pun intended) of the Mobile Mobile’s animals. He’s the largest of the dangling animals (half again as big as the others, who are all about the same size). Furthermore, while all the animals are whimsical in their design rather than overly accurate to the animals they represent, Turkey is really odd. He has a pink body, blue feet, and his tail feathers are rainbow colored. Even the string attaching him to MM is different (yellow where the others have white). It’s pretty obvious he was a replacement.

Personality: Turkey is belligerent and aggressive. He seems to have a chip on his shoulder about being an unusually hued turkey and not matching the other animals (note the other animals are nothing but kind to him). He finds insult in even the most innocent comments directed at him. He’s quick to defend both himself and turkey-dom (“Ben Franklin wanted turkeys to be the national bird of the United States you know, pal.”).

History: It’s pretty obvious that Turkey was a replacement toy on the mobile, at least in the real mobile that inspired someone to think up the Mobile Mobile. As far as MM, the other animals, and Turkey can remember he has always been a part of the group, however. Turkey will tell people that the Dreamer created him to stand above the other animals. He is the truly extraordinary one. Secretly, however, he wonders if he is cursed.

When Grant tries to get on his back (since he is the largest), Turkey is indignant (of course). He not only tells Grant no, but goes on a lengthy rant about his status as “Lord of the Turkeys” and the history of turkeys. His droning only adds to the annoyance of the spinning and the lullaby as they travel.

At the end of the trip, Turkey is actually singing his woes to the tune of the lullaby. A tear may even be sliding down his waddle.

Role in the narrative: A little comedy relief, hopefully. Also maybe some stuff around being different. In the case of Turkey, MM and the other animals already accept him. He just needs to accept himself.

Abilities: He can dangle from a mobile and act indignant well.

Inspirations: This one was pretty short – I wasn’t aiming to pad my 100 or anything (e.g., I won’t be doing a profile on each of the animals). Turkey just struck me as kind of funny yesterday and I have the vague sense there is something of worth about Turkey. I may have to think about it and return to him.

The Mobile Mobile (from The Journey)

Mobile icons – By Mister Pixel and By irene hoffman, US of the Noun Projectmobile

First time at this blog? Check out Home for details on the project and the Character Index for more of an overview of the characters.

Mobile Mobile (40)

Project: Family movie (“The Journey”)

Known as: MM

Real name: Mobile (as in movable) Mobile (as in what hangs in over baby’s cradles)

Group affiliation: None

Physical description: MM is a giant baby mobile. At the top there is a large circle that has his face and on the back there is a large knob (on a standard mobile, this would be something that could be wound up to make the mobile turn). Below his “chin” there is a short chain that attaches to four arms that protrude like a large plus sign laid flat. Dangling from end of each of these arms is a plush animal (an elephant, a zebra, a tiger, and (oddly enough) a turkey). To get a sense of MM’s scale, each of these plush animals is large enough for an adult person to sit on.

MM floats so his animals are just above the ground. When he moves in any direction, his arms rotate moving the animals in a circle and a little lullaby plays. It’s initially charming, but quickly becomes annoying.

MM can also magically reduce his size to that of a standard mobile in a baby’s room (he can only shift between the two sizes). When he is small, he can turn extremely fast (he looks like a blurred frisbee).

Personality: MM is very sweet and helpful, if not particularly smart. His zebra is smart and rather chatty; his elephant likes knock-knock jokes; his tiger is often sleepy; and the turkey is mean and rude.

History: After the Stotherts escape Da Ogre, they begin walking in the direction of the sound of water. They notice the very unusual flora, and Grant and Eri are mystified (Kana is very quiet, though occasionally she seems to sort of nudge her family away from some of the plants). They then notice this blurred disk flying towards them, darting like a bee. It makes a very odd sound (it is a sped up lullaby). Grant picks up a stick, ready to swat it, but Kana tells him to wait.

The disk settles at eye level before them and slows down. It eventually stops and hovers, the animals dangling. The face greets them and asks if they need a lift anywhere. Grant tries to ask it several questions about where they are, but MM gives very vague and unhelpful answers (he is trying to be helpful, the questions are just beyond his ability). He keeps offering them a ride.

Grant begins to get impatient but Eri asks where they would get a ride to (Kana is looking very sheepish and blushing while this is happening). MM says he only goes to a place that is safe with food and places to rest. With it getting dark, Eri thinks they should give it a try. Grant points out that MM couldn’t carry them, at which point MM expands to his full size and tells them to hop on.

The three decide to do so (Grant at first approaches the turkey, but the turkey rudely dismisses him). The ride begins, and the three smile at first, but quickly find the song and the turning to be annoying. Eventually they arrive at the safe place.

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Role in the narrative: MM gets them from A to B. The way the characters react to him also start to plant clues: Grant finds MM annoying, Eri thinks he looks familiar, and Kana seems embarrassed for some reason.

Abilities: He can change size, float, move fairly quickly, turn, and play a lullaby.

Inspirations: We will find that this world is populated by creatures imagined by one of the characters. I thought of something that might inspire the imagination of the very young and liked the “mobile” and “mobile” wordplay. Talking objects are nothing new (e.g., Beauty and the Beast).

Da Ogre (from The Journey)

First time at this blog? Check out Home for details on the project and the Character Index for more of an overview of the characters.

Da Ogre (39)

Project: Family movie (“The Journey”)

Known as: Da Ogre

Real name: Dorian Alexander Ogreton

Group affiliation: None

Physical description: Da Ogre is, well, an ogre. He’s eight feet tall, cartoonish muscular, and dark orange. His head is abnormally large for his body and he has very little neck visible. He has two black ram’s horns that curl around his ears and stick out past his chin. His lower canines are huge and their tips are even with his nose (which is tiny – basically just two holes). He carries a rough club that looks like it just might have been a small tree ripped out of the ground.

Personality: Da Ogre is vicious, roaring monster. At least to what he considers easy prey. He is quite refined and proper with those he considers powerful.

History: When Grant, Eri, and Kana get back to Grant’s apartment, Eri takes some time trying to charge or somehow get the broken smart phone from Uncle Lynn to work. After some time, she gives up and leaves it to study. Kana curiously picks up the smart phone, and it begins to glow. It then begins to shake and she drops it. It then begins to blaze with light and Kana calls to her family.

When Grant and Eri arrive in the room, the phone is in the middle of the room with a large energy vortex surging from it. Kana desperately grasping the edge of a couch as the vortex attempts to pull her in. Everything loose in the room is flying about. Eri without hesitation leaps to the other end of the couch and starts making her way to her sister. Grant, entering seconds after Eri is stunned and confused.

Eri calls to her sister to hold on while Kana cries for help. Grant tells them he’ll get something to help, takes a step away, but immediately returns as he’s at a loss on what to get. He holds the door frame and tries to reach out to the couch which has started to slide. Eri reaches her sister and grabs her wrist and uses her other arm to grab the back of the couch. The couch begins to slide more and the other edge of it moves past Grant’s reach. The couch tips forward and both girls yell as they are pulled into the vortex and vanish.

Grant stands agape for a moment and glances around utterly confused. He calls to the girls then notices the vortex is starting to shrink. He reaches out a hand and hesitates. He then swallows hard and dives to the vortex and vanishes.

After a crazy trip through a mystical portal, on a wooded hill a couch suddenly falls from the sky and lands with a crash. Two young women soon follow and land on the couch before bouncing off. Moments later, their father hits the ground with a grunt, missing the couch. A couch cushion falls a moment later, hitting Grant in the face. The stunned people get to their knees and stare at each other. Grant begins to speak only for what he was going to say to be drowned out by a deafening roar and a crash of something large moving through the woods. Without comment the three begin running away from the sound.

A large wooden club crashes down on the couch shattering it. It is held by Da Ogre, which again bellows and begins running after the people. Running through the forest, Grant begins to fall behind. He yells, “Keep running!” and then mutters under his breath “when did both of them get faster than me?” Da Ogre meanwhile is running through the forest like a wrecking ball, roaring the whole time. Kana, running full tilt, trips and falls hard. Her sister several steps ahead hears her fall and turns around. Grant nearly collides with both of them. Spinning around, he sees Da Ogre run up and raise his club above them. Uselessly, Grant stands in front of his daughters and throws up his arm to block the blow.

One of the girls yells, “Daddy!” and in a flash of light Grant is transformed. He becomes larger and is covered from head to toe in shining silver armor. A great shield appears on Grant’s outstretched arm and Da Ogre’s club splinters against it. Grant and his shield do not move an inch. Da Ogre, surprised, looks at the remaining stub of his club then down at Grant.

“My liege,” Da Ogre says (in a rich English accent), as he kneels before Grant. “Terribly sorry about that. Are you injured? Of course not – a feeble blow such as I can manage would not trouble King Granite. You see I was…ah…defending the realm against what I assumed to be interlopers. It is not as if I was pursuing what I thought to be easy prey, or anything along those lines. No sir – I remember you forbad eating people, quite clear on that. But, well, interlopers, you understand. The consumption of interlopers is something we should discuss at your leisure.”

Grant stands motionless, looking up at Da Ogre.

Da Ogre scratches his chin, and says “Should I perhaps…”

Grant interrupts him “Go.”

“Of course, of course,” Da Ogre bows his head a final time and rises to leave. “Delightful to see you, my liege, regardless of the circumstances.”

Da Ogre stomps off. King Granite melts away into mist, leaving only Grant behind. He and the girls look at one another, dumbstruck.

Role in the narrative: Da Ogre provides some action and shows that the realm they have landed in is not completely safe. Grant’s transformation into King Granite will at first make Grant believe the Journey is somehow about him. He will later learn that he only becomes King Granite when one of his daughters believes in him the way she did when she was a small child. This will convince Grant that the Journey is about him restoring his daughters’ faith in him (he’ll be wrong again).

Abilities: Fabulously strong, incredibly hungry, and fairly eloquent.

Inspirations: Grant and his shield reminds me of Captain America taking a hit from Thor in the Avengers (I was going to have Da Ogre knocked over by a backlash of energy until I realized that was a rip off). The monster not quite being what he seems at first has been used lots of times (the Snowman offering snow cones in Monsters, Inc. comes to mind).