The Far Isles [ EDIT ]

This game has been retired! That means it's no longer being run.
Testing the Legend in the Mist game.

The Far Isles are a small cluster of islands far from any other land. The people live their lives as they have for generations. Most are simple farmers and fisher-folk. Their communities are small and generally follow the law that has been handed down from their ancestors. They are not rich, but for the most part, they are comfortable, with enough security that there is time for leisure.

This is not to say it is a utopia. There are disruptions, raids, theft, greed, poverty, storms, tragedy. All the evils of humanity are present, but small in scope. The spirits, too, are not always the most peaceful neighbors.

And of course everyone knows not to be caught on the Isle of the Dead when the sun goes down.

(keeping it vague, so that world-building can be more collaborative.)

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To begin with, each character has four themes. (if you have the preview, and wish to use the themebooks, confine yourself to the origin themes for now. There will be plenty of opportunity to develop.)
A THEME is a tag that describes a major aspect of your hero such as their temperament, backstory, or abilities, such as always attentive, goat herder of Milkrest, or gifted archer.
Each theme can have additional TAGS attached to it, representing its minor, related, or secondary aspects. Usually, a newly-created theme
has two more power tags (positive) and one weakness tag (negative).
Each theme also includes a QUEST, a goal or personal journey of your Hero that is related to this theme.

Tags are short descriptors (usually 1-3 words) that define important details about your Hero. They can describe almost anything including abilities, background, items, beings, resources, mental faculties, relationships, style, and more, as well as weaknesses, limitations, and flaws.
Your power tags should be useful. Ask yourself: "What kind of actions would this tag support?"
Your weakness tags should be limiting. Ask yourself: "What kind of actions would this tag hinder?" or "How or when would it cause problems for my Hero?"
Tags like clever or wizard or rich are broad, meaning they can be used in a wide variety of situations and actions. Because of this, they usually require an extra action to use. Specific tags like whirlwind slash or sleeping spell can be used directly, but only in appropriate situations, so they are more focused and reliable. Try to have a balance of broad, specific, and somewhere-in-between tags.

Your Quests should be clear. Most Quests fall into one or more of these categories:
• Your Wish: Something you long for or aspire to
• Your Truth: A statement you believe in and want to uphold
• Your Home: Something you endeavor regularly to preserve
• Your Question: Something you yearn to know above all
Ask yourself: "What could be a Milestone for this Quest?" and "What kind of actions would be considered Abandoning this Quest?"

You and the Narrator must have an understanding about your tags and Quests. What they represent and when and how they can be used. Agree in advance on what each means. Talk about which tags are directly helpful to an action and which are only relevant in an indirect or roundabout way. This will be important during play.

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