The Flowsheet:
Step Two: Describe a Six-Person Party
The Western Wizard
The Wizard is a representative of the rulers of the Ebon Grove. She has made pacts with the powers of air which allow her to do minor tricks with wind and fire. Her powerful charms provide access to flight and nuke effects. She is well-educated in history and magic, and has contacts in the wizard order and among powerful spirits.
The Southern Shaman
The Shaman was trained by the clergy of a smalltown cult. He's largely unburdened by pacts, relying on a large set of charms for most tasks. He uses mainly earth and water magic, especially healing and control powers. He's also got decent staff melee and wilderness skills.
The Soldier of the Middle Kingdom
The Soldier has a horse and a sword, and probably some armor. He has no inherent magical abilities, but can detonate charms given to him by others. He can sneak around, lead forces, and intimidate fools.
The Northern Royal
The Oathsworn is a descendant of the Northern Dynasty. His powers come from a variety of pacts with various Fair Ones and other spirits. He uses neither charms nor weapons. His skills include combat against the supernatural, diplomancy, athletics, and superior crafting.
The Wandering Woodsman
The Woodsman has a bow, and a horse. He is friendly with the powers of the woods, and with the barbarian peoples. He has some minor druidy magic.
The Eastern Ambassador
The ambassador is extremely well-educated and charming. He is trained to negotiate with the Fair Ones, the nobility, and so on. Most of his relevance comes from major rituals. He also has substantial wealth and resources.
Party One: Soldier, Ambassador, Shaman
This team has a shortage of flashy magic, but is solidly capable of most tasks. Soldier is a combat monster supported by healing and controls form the shaman. Ambassador is the face, shaman handles wilderness skills. Soldier does stealth jobs.
Party Two: Oathsworn, Woodsman, Wizard
All three characters have slid combat, mobility, and stealth abilities. They have a harder time cooperating than team one, and they aren't very subtle, but they get the job done.
Plague strikes a nearby town! If something isn't done, your homeland will be deserted and the commerce will dry up. Fortunately, the Goddess of Ice lives on a nearby mountain. You've heard she controls a spring whose waters will heal any ailment. The party saddles up and rides out there. Since the mountain is in land controlled by a rival nation, they get hassled by a border patrol and go convince the local potentate to let them harvest the waters. As they ascend the mountain they fight the Queen's Ice Tiger Guardians, are ambushed by their sorcerous nemesis, and finally gain the peak, where they must cajole the Goddess into giving them the spring water.
Step Five: A Campaign
Step Six: System
Most likely a class-less, skill-based system.
Step Seven: Fill In!