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Okoro Obiyo

Stories are important.
— Okoro, probably.

Okoro is an attendant at the Magaambya Academy, representing the Uzunjati. His words match his movements, calculated, precise, and purposeful.

Description

Appearance

Okoro is a bonuwat human with striking looks, bright golden eyes as a sign of a distant Boali heritage. His dark skin contrasts beautifully with his immaculate white hooded robes, clothing mixture of deep greens and bronzes and tailored to exude subtle elegance. His lean, athletic physique speaks to his physical discipline matching his mental: every motion he undertakes is purposeful; every step forward, calculated.

A whisperwood mask of a tiger hangs on Okoro's belt, just beside the buckle, marking him as an attendant. His mask's charred markings and his ringed finger tattoos signify his allegiance to the Uzunjati.

Personality

Okoro is reserved purposefully, as his words are calculated each time. He tends to seem bored, but possibly only because he's deep in thought. He represents the Uzunjati well, as he only speaks with intention. He has a strong belief in the power of stories, and has shared with the Anteater Cohort his own story of trial and error.

Background

Okoro hails from the ocean-side city-state of Senghor.

Current Campaign

S:06 "Aggravated As-Salt"

On the day of the Introduction Ceremony, the party was told to meet someone by one of the statues of the Magic Warrior, the Carmine Jaws. We see Okoro and Esi.

As the attendant of the Uzunjati, Okoro was the Fifth and final task in the perquisite for the Anteater Cohort right before the ceremony. He presented the group with a task to tell an individual story, and told his own.

Okoro's first day at the Magaambya, he found himself in the commons where some initiates were playing a board game. Once he was noticed, one of the plays gestured him over and asked if he has the mind to play. "Of course I do, do you want me to prove it?". the game tied around the principles of magic, with the rules being simple enough. He noticed the pattern and predicted his opponents moves. the person he was playing against never stopped smirking, Okoro learned that each of his moves had been expected and ended up losing the game. He is from Senghor, where many sailors play all sorts of games. the best of which play complicated games and realizes that he spent his life doing this and he still lost. He tries to play again and loses yet again. He gets frustrated and it gets worse each time. when he left to tend to his bruised ego, a teacher approached him and said "What do you mean? How could you be mad? this kind of game you have to lose to be good. Because if you haven't lost, you don't know what you are doing". He realized he could have been the person to give up and stop away, but something that resonated was that he was going to get very good at losing and make sure no one else in the Magaambya will have lost as much as him. when he received his mask, he won his first game! He proceeded to lose every game since, but realized he won the game. Esi being the friend in question.

After Okoro told his story, each party member told their own, with Okoro responding to each with approval. Once the task was done, he leaves with a deep bow, and heads to the Introduction Ceremony.

S:10 "All knowledge is based on what we cannot prove. will you fight? or will you perish like a dog?"

For Crystalhue, Okoro gifts the Cohort an Alabaster and Obsidian Game Set.

In Game Token


Status: Alive

Type: NPC

Played By: Kazavon


Character Details

Full Name: Okoro Obiyo

Pronouns: He/Him

Gender: Male

Also Known As: -

Ancestry: Human

Heritage: Bonuwat

Age: Young Adult


General Information

Class: Mage

Languages: Common (Mwangi),

Religions: -

Occupations: Attendant

Connections: Magaambya(Attendant)

Magaambya Branch: Uzunjati

Places: Senghor(Home Nation), Nantambu, The Spire Dormitory

Children

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