The characters

Delant (a one-off)

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’m taking a break from The Journey; I’ll likely return to it later to feel up the magical kingdom a bit. I’ll start another project soon – for now, a one-off fanfic character).

Delant Xarman (52)

Project: Fanfic

Known as: The Jedi Ghost

Real name: Delant Xarman

Group affiliation: The Jedi Order, the Sith Academy (spy)

Physical description: Delant is from the planet Kelsar. Kelsarians appear largely human, but are hairless with smooth, unmarred pale blue skin. Delant has yellow eyes and is short by human standards (5’2”). He is thin, but Kalsarians’ musculature make them stronger than humans. He made an easy transition to the Jedi academy sartorially, as Kelsarians largely wear simple robes.

To survive on Beltrank he had to change his attire. While still wearing robes, they have been regularly smeared with the sap of a specific tree. His robes have dark, irregular stains and an very unpleasant odor. He has to scavenge and adapt to keep himself covered, so his robes are accented with animal pelts and the like. He also wears a head covering which was originally white but has been likewise sap-smeared (creating what at first glance looks like a horrific face). Wear he doesn’t have clothes (e.g., his hands) he is wrapped so none of his flesh is exposed. He cuts a frightening, eerie figure.

Personality: Delant is unusual, even by the standards of Kelsar. He is almost always calm – sort of in a meditative state most of the time. This does not give him the vibe of a wise master who has earned this calm through dedication. Rather, he seems to be born without the typical range of emotions (this becomes obvious as he is often puzzled by the behavior of others). He has troubles focusing on things that don’t interest him and often gives the vibe that he is off in his own world. If he is interested in something, his focus is amazing. For example, when practicing with his lightsaber he might decide to work on creating the perfect downward cross-stroke and will practice the same motion over and over endlessly (forgetting to eat or sleep). Though it will look to others as if he is simply repeating himself, he is focusing on the most minor of differences.

History: Delant was born a rare Kelsarian who was force-sensitive. The people of Kelsar are not given to extremes of emotion, but Delant seemed to be nearly bereft of emotion (excepting perhaps creativity). He did somewhat fit into society as he was careful to follow the rules of society. This made him “good”, but he was not driven by empathy or compassion. On the other hand, this made him extremely principled and resistant to corruption.

Once his force sensitivity was discovered, he was quickly sent to the Jedi academy (the people of Kelsar would be quite pleased by a Kelsarian Jedi). He was a polite and generally obedient student but did not form friendships with his fellow students. He also was a limited student, failing to absorb lessons that did not interest him. The things that did interest him, however, he mastered at an extraordinary pace.

Most notably, this included developing skills with a lightsaber. He quickly outmatched his peers and was soon sparring with more advance students (and ultimately full Knights). It was obvious to the Order that he was a dueling phenom and had the potential to be the finest duelist of his generation.

The problem, however, was that his other skills were distinctively lacking. For example, when trying to move things with the force he largely only managed to nudge the smallest of objects. This presented a challenge to his instructors, as it mystified him how he could easily use the force to make superhuman jumps but seemed unable to apply the same ability to another object. A number of instructors and masters tried a number of approaches, but it eventually became clear that Delant was both extraordinarily gifted and tragically limited.

Ultimately Delant was unable to pass the range of requirements to become a true Jedi Knight. They could not advance him based upon current standards so felt compelled to send him home despite his abilities. Their structure simply had no role for such an extreme specialist. Furthermore, a number of Jedi worried that his focus on combat made him a candidate to be lured to the Dark Side.

The decision was made to send him home to Kelsar but one Jedi master had another idea. This master knew that the Sith would often target Jedi Academy rejects as potential recruits. However, this master was not worried about Delant being lured to the Sith, knowing that he was simply too principled and lacked the anger and hatred to ever fall. This presented a unique opportunity. The master decided to encourage Delant to join the Sith as a spy to provide intel to the master.

Soon enough, the Sith did approach the gifted duelist and he agreed to join them in accordance to the master’s plan. He was taken to a Sith academy on the planet Krovus. Krovus was an unusual and extremely dangerous planet that had no humanoid inhabitants other than the academy. The reason was that while Krovus was reasonably safe during the day, at night a ravenous cloud of insects emerged and destroyed most things in it’s path. Some of the flora and fauna had developed special methods to avoid or repel the insects, and others had a single-day lifecycle as a consequence. No creature from anywhere other than Krovus had been known to survive on the planet’s surface at night without a very tightly-constructed shelter. The Sith selected the planet purposefully for concealment (Krovus is generally understood to be uninhabitable) and as a lesson (or punishment) to the students.

If Delant was a challenging student for the Jedi, he was an impossible one for the Sith. The ways of the Dark Side were impenetrable for a person largely without anger and hate. His only use was as a sparring partner to help the Sith students develop their lightsaber skills. Soon enough, Delant started to seem like a possible threat to the Sith instructors as they began to wonder if they could best him in combat (and in truth he was for reasons that they didn’t realize – he was passing information).

Delant was known to explore the jungle around the academy during the day regularly. The flora and fauna sparked his interest and he began to observe things others missed. One day when the Sith decided Delant’s threat outweighed his usefulness they simply locked him out of the academy one day to meet his fate. He survived the night because he had observed that turtle-like creatures on the planet were among the survivors, as they could seal themselves in their shells at night. Finding an empty shell from one of these creatures, he managed to survive the first night.

From there, he continued to adapt. Realizing that the insects didn’t bother certain species of trees, he covered himself in the sap as an additional safety measure (the shell was too heavy to carry). Covering himself from head to toe, sap-stained, and smelling terrible, he became a frightening figure. Invariably he came in conflict with several of the Sith and soon he began to collect lightsabers.

Thus began the legend of the Jedi Ghost of Krovus.

Role in the narrative: Protagonist of a short story.

Abilities: Tremendous lightsaber duelist. Surprisingly limited in applying his Jedi abilities in any other way.

Inspirations: Star Wars, clearly J. I actually started this as what I thought was an original story, but then noticed many Star Wars parallels and so I set it in that universe as fanfic. As fanfic, it is lazy and awful. Were I to actually write a story here I would do my research and change many things. I cheated – I invented new planets, species, etc. to avoid any inconsistencies (personally, I prefer fanfic where people really study the setting and make their story fit in). Also I ignored the version of the Sith where there were only two (I much preferred the version in some works/video games where there were more Sith). I also have been flirting with writing a character that is not neurotypical but I chickened out and made an alien instead (I worried I’d end up writing stereotypes – another thing I’d like to research before trying to write). He is also something of an inverted Mr. Spock (an emotional person disciplined to be logical vs. a somewhat emotionless person trying to fit in). The bugs appearing at night is a nod to Pitch Black.

The Grandmaster (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 Grandmaster (51)

Project: Family movie (“The Journey”)

Known as: The Grandmaster of the Order of Stability

Real name: Unknown to most

Group affiliation: The Order of Stability

Physical description: Few know what the Grandmaster actually looks like. She is frequently in her armor (including a face-shielding helm), which steel-gray, well-crafted, but very utilitarian without flourish. The only distinguishing mark is the symbol of the order (a bulwark – a section of wall with turrets on the end) on the right shoulder. When not in her armor, she wears very humble clothing that does typically have the Order’s symbol on it somewhere. In normal clothing she wears a mask/hood. This is also unadorned.

Personality: Dedication and service defines the Grandmaster. She wears the mask and generally conceals her identity as a gesture towards humility. Also, she feels she represents the average, non-magical person – so hopes in having no identity beyond “Grandmaster” she is a constant reminder that the Order serves the everyman. By not emphasizing herself as a person she hopes to be a symbol.

There is nobility in how principled she is and in being so dedicated to an ideal. However, she lacks compassion. She definitively believes in the needs of the many outweighing the needs of the few (or the one – Spock in da house!). She illustrates how wild dedication to a cause can sometimes lead to questionable actions.

History: In a world where gods walk among you and in fact the line between powerful person and god is blurry, religion takes an unusual shape in the kingdom. Rather than dedication to an entity, “religion” in the kindom tends to focus on unwavering dedication to an ideal. One such example is the knightly Order of Stability which believes that society thrives when things are controlled, predictable, and safe.

Only a few of the inner circle know the true history of the woman who eventually became Grandmaster of the order. She was a young knight who took a vow of anonymity both as a gesture towards humility and in honor of her order’s ideals. Individuals and personal goals and values do not serve stability and order. She aimed to be an example of sacrificing identity itself in service of the greater good.

This sacrifice quickly made her (ironically) stand out in the order. Where an organization is defined by an ideal, it is natural for a person personifying the ideal to advance. She was also a great leader and highly competent and rose quickly. She was the youngest person to ever become Grandmaster and seemed well on her way to sainthood.

This seemed to be solidified when she saw the opportunity in the creations (and fall of) Calis. She led the production of more of his inventions and testing the concepts with a few communities. These communities indeed became some of the safest, most stable, and even prosperous in the kingdom. The Order went from more of the more formidable groups to looking like they would rule the entire kingdom. And if some individuality was lost that seemed to be an easy price to pay for the Grandmaster who had already personally paid that price.

She is now getting close to the Order realizing all its dreams. The forced Union of the shrinking number of magical people and creatures in the kingdom is regrettable, but necessary.

Others see the death of magic as the death of a magical kingdom.

Role in the narrative: The Grandmaster is Kana’s view on who she has to become to be a grownup (this will become clear when she is unveiled). Kana is afraid she’ll have to give up her creativity and freedom and become serious and responsible. Grandmaster also reflects how as adults we sometimes have to choose between our freedom/personal goals and the rules/group goals of society.

At this point in the story, Grant will have started to win Kana’s respect and love again (the latter he never really lost – it was just buried). This will enable him to change into King Granite more often. He is surprised to find out how much he likes being King Granite and how it affects his confidence (he wasn’t even aware he had insecurities). He begins to connect with Patron, reflecting how some of his issues with Mai are around how he feels guilty and unworthy around her as he knows he has been a poor husband and father. This foreshadows a possible reconciliation in the real world with Mai as Grant will consider that he might be able to step up and be a better family man, rather than “hiding” at work where he is always confident in his abilities.

More importantly, Grandmaster not only reflects Kana’s fears of adulthood, but also fears of becoming like Grant. This realization will be what finally makes Grant realize his job isn’t to save the kingdom, and it isn’t to get Kana to believe in him again. It is for him to find a way to help his daughter believe in herself and her future.

Abilities: The Grandmaster is tireless, dedicated, and inspirational to her followers. She is smart and sees the patterns of society and recognizes opportunity. She is a formidable combatant.

Inspirations: The “hide my identity so I can be a symbol” was implanted in my head by countless superheroes (let’s give Batman a shout-out). As I mentioned in the prior entry, there is some Syndrome from the Incredibles here. But where Syndrome carried a grudge for not being allowed in the “super” club, the Grandmaster sees people with extraordinary abilities as a threat to stability and order. The only way for everyone to feel safe is to share in power equally (sort of a twisted take on Arthur’s Round Table). One of the fun things about doing this project was how I only planned Grandmaster to serve the character of Kana but stumbled into some pretty universal themes as a result.

Calis Collins (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.

Calis Collins (50)

Project: Family movie (“The Journey”)

Known as: No nicknames

Real name: Calis Collins

Group affiliation: The Order of Stability

Physical description: Calis is a man in his late 40ies, though he has the look of a much older man. His hair is long and wispy, and one has to look twice to decide if it is a light blonde or white. It is rarely combed properly, and he wears the simplest of unkempt robes (usually for many days in a row). His face is lined, and his standard expression is a faraway stare of disinterest.

Personality: Calis is a shadow of a man. He is clearly depressed and shows little motivation from anything. More than a few people have observed that he seems to be waiting to die. He will do some things asked of him and answer questions, but he does not bother to ponder the morality of his actions.

Before he lost his family, he was happy, vigorous, and curious. He was very inventive and nearly a workaholic.

History: Calis was one of the most talented young wizards of his generation. Gifted in both magical power and inventiveness, he was known as an innovator and artificer. Curious and adventurous he traveled the world looking for lost magics and fresh ideas. During his wanderings, he met the equally adventurous Melody Maines and they fell in love. Their joy increased a few years later when their son, Caleb, was born.

Eventually they settled in a keep by the sea. It became a place of wonders where their collected artifacts and Calis’ magical inventions were stored. No less adventurous, Calis channeled his impulses into exploring the limits of magic. He accomplished and built things never before seen and felt there was no limit to what he could achieve.

He was working on methods to store magical energy (mystic batteries) and devices that allow those not gifted with magic to employ these stored energies when tragedy struck. His approach seemed to be effective and he created a number of prototype batteries. Unbeknownst to him, the technique he used mystically linked the batteries. So even though he carefully stored them in multiple locations in the keep, when one he was working on exploded it set off a chain reaction and ruined the keep.

To his amazement, he survived (the equipment and regular protective spells he used when experimenting preserved him). To his horror, no one else in the keep did – including his family.

He was so changed by the experience that most who knew him believe he died that day, too. Depressed and withdrawn, his friends thought he would never work again. That was until the Grandmaster of the Order of Stability played on his guilt and fears. She posited a world where magical power was regulated and controlled by a central government. No longer could one gifted individual push the boundaries of magic to the risk of all. All would be given devices to let them take advantage of magic and no longer would those born without gifts be secondary to those born with magic. She had observed Calis’ work from afar and felt he had been on a path to a safer, more fair society.

Calis went back to his work. He did not think he could atone for what happened, but he felt he owed it to those who died to try to prevent it from happening again. His motivations on the surface seemed benevolent but they came from a very dark place of guilt. So much so that he took the Grandmaster’s plan to the next logical step. Not only did he develop inventions to store and share magic, he also made it such the magic was removed from the donating individual. His first successful test subject was himself – symbolically killing who he was.

Unknowingly, using himself in his experiments had a side effect. His reduced emotional range infected the devices, and using the devices blunted the personalities of those using them. The formerly magical people lost much of their drive and passion and became more rulable. A lucky side effect, in the Grandmaster’s mind.

Calis now does little, other than answering the Order’s questions about how to create and maintain the devices. As he waits to die, the world changes around him.

Is there any hope his heart could be reawakened, and his knowledge turn the tide?

Role in the narrative: Spoiler: despite my compelling sentence above, I don’t plan on Calis being the solution. I don’t want the Order to be a purely “evil” force. Calis did some wrong things but he did so as an echo of the tragedy he experienced.

I also want him to be an interesting moment for Kana. She feels guilt for “creating” such an unhappy person and can reflect on her own personal darkness (and its consequences).

Abilities: Currently, Calis has a great amount of knowledge of magic but is unmotivated to do much with it. Before he took his own magic, he was the most powerful wizard in the kingdom.

Inspirations: Pixar is a big influence on this project and my ideas for the Grandmaster may be TOO close to the plot of The Incredibles (Syndrome: “Everyone can be super – and when everyone is super…no one is”). Before I write about her tomorrow I might want to see if I can shake things up more. Grandmaster is really more about government control over freedom and Calis’ story adds a layer not in the Incredibles (essentially a “supers” self-loathing turned against his kind). We’ll see what tomorrow brings (I know one difference is that the Grandmaster does NOT want to be magical/extraordinary the way Syndrome did). As for Calis, there are plenty of broken characters awash with regret and self-loathing (Thomas Covenant is one that had a big impact on me). These are usually stories of redemption but sadly I don’t see that for Calis.

Stepper (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.

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)

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.

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.