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  1. “Timing is everything. That's why it is so important to have complete control of it.” () (Maybe Doctor) PRIMARY ROLE Ranged Attack, Explosions, Skills, Knowledge SECONDARY ROLE Backup Healing, Scout RACE: Human(ish) AGE: 33 GENDER: Male Description Always impeccably dressed, sharply groomed, and well-quaffed, Devlin takes pride in his appearance. This is more strategic than it is narcissistic, presenting himself as an unshakable foe not to be taken lightly. Never working up a sweat. His gear is well, stowed around his person, several obvious vials and spheres of alchemical solutions ready to hurl. A trademark clock hangs from a chain at his hip, which he is often seen manipulating as he speeds through time. Additional clockwork components are also placed across his person. His movements are always precise, to the extent that almost every one of them seems pre-meditated. In fact, they often are. His sharp eyes are constantly scanning everything, though it becomes even more disturbing if they cease their constant motion and focus all their discerning on you. His voice is cultured, reflective of his well-heeled upbringing. His pronunciation is sharp, his vocabulary loquacious. There is often a hint of humor in his tone. Good humor if his mood is bright, vicious satire if he is feeling... competitive. His knowing smiles are much more common than than full laughs, though a good companion with a stirring joke can bring his guard down and allow some true feeling through. Personality Devlin is smart, and he knows it. He rarely misses an opportunity to let you know about it. He enjoys being better than others, and thrives on being one-step-ahead. In many ways, he is a complete arsehole. But his friends and companions might say, "Well, at least he's out arsehole!" For he is loyal to those who are loyal to him, and wants those around him to be their best. He might come across strong in his baiting and cajoling to do so, but he would tell you, "You can't argue with the results." His banter sometimes annoys his allies. It definitely annoys his enemies (at least those that can understand him, and he has developed many ways to make sure even the dullest of enemies understand his taunts and verbal abuse.), and he has developed more than a few ways to discombobulate them with words, in addition to his combat techniques. He can be very obsessive, and overly concerned with his image. If you interrupt his study of something or seem to denigrate him in some manner, his response is swift and forceful. Further, his relationship with time is... loose, to put it one way. This can have several effects that are a bit confusing for those around him. He has experienced several possible causal chains already, and his deep study of time has left him highly confidence (perhaps overconfident) in his own analysis of all outcomes. Thus, he can get upset when someone else begins telling him what to do. A little too upset. Backstory A Prodigy and a Wunderkind Devlin was quite the prodigy as a younger man. He was first in his class at the prestigious Montillo University, making short work of his studies while still finding time for dances, carousing, and general debauchery. He once beat the famed 20th-Don Elviria Camastio at a game of Ajadrez. He spent summers learning acrobatics and simple pyrotechnics with the Jartha Grand Circus. The famed Wise Sons Troubadours taught him the art of the flanged lute (and according to Devlin, even offered him a spot in the troupe). His post-graduate studies were spent engrossed in deep alchemical studies and theoretical natural philosophy, during which he co-authored a famous paper on the relative time properties of arcsilver reagents. Devlin's future looked bright. Time Askew An experiment on a fateful day lead to a new path in life. Devlin had spent an obsessive fortnight building a kind of clock which utilized very specific properties of an experimental chemical compound, several quasi-mystical clockwork components, and a dash of aether. Upon activating it, his consciousness was briefly de-coupled from the normal flow of time, his perception sped up, then slowed down, then he was viewing both the past and future seemingly simultaneously. Manipulating time wasn't unheard of among the magically powered, but he'd just seemingly found a way to tap into the time-stream through scientific study and chemical engineering. The discovery was invigorating, but also mind-bending. Devlin spent the next years of his life steeped in study and working on projects expanding this new magitech. He reduced and redesigned the clock into something much more compact and efficient. Elegant even. He began experimenting with his timeline. Outside of that first set of visions he got, he never got any glimpses of the future. He figured out some methods to view the path. He figured out how to slow his personal time, or speed it up, or cause strange stutters in the flow around him. He even figured out how to manipulate only his perception of time, allowing his mind to process and problem solve independent of how his body flowed in time. This opened up extraordinary possibilities. Any subject Devlin wished, he could become an expert on. He could read an entire book in what was subjectively mere minutes to others, his eyes flicking in hyperspeed as he flipped rapidly through the pages. He could practice skills with extraordinary rapidity, completing thousands of hours of practice in a fraction the time. He used his new technique as a springboard to magical study, enhancing what he already knew into other completely new spheres of power. Once he had expanded his abilities sufficiently, he brought them to the courts, guildhalls, and theaters of the world. Iconic For a time, he was a small sensation among nobility who sought entertainment or a man of useful skills in their court. Flowing from one to another, he solved problems, entertained, espoused wisdom, and helped them leverage power. He parlayed his abilities into personal fame. Devlin called on his early days in the circus to entertain noble and common alike with physical feats and alchemical spectacle with a showman's aplomb. Iconic Devlin, they began to call him, or Devlin the Amazing, Devlin the Icon. It was on one such social and entertainment engagement for the Duke of Tonkio that Devlin discovered a new obsession. A nest of basilisks was causing all sorts of havoc on the far edges of the Duchy, and a representative of the Hunter's Guild was called in to take care of the beast. A number of inebriated members of the court with more boldness than good sense decided to accompany the whole excursion, and Devlin went along. Why not? Why not, indeed. There were several good reasons, it turned out, which for some of the accompanying nobles included loss of life and limb once the whole expedition went pear-shaped. Devlin kept a cool head, and used his time dilating abilities with great efficacy in assistance of the Hunter. Traps disabled the monsters, and chemistry destroyed them. The Hunter was impressed. Devlin felt alive as he rarely had. The Hunter's Guild The excitement of putting his life on the line, not to mention the sheer triumph of overcoming a powerful beast intent on destroying him, drew Devlin in like little else had. This was putting his abilities to a true test. Using his vast store of knowledge in tangible (and sometimes explosive ways). What else compared to the hunt? Certainly not gaining the applause of those prattling nobles in court. He joined the Guild immediately. His mental abilities were strong, and his knowledge useful, but he needed to hone his body as much more of a weapon if he wanted to survive more than his first encounter. So Devlin through himself into training like he'd tackled his studies; with complete dedication and obsessive work. He was aided in making extraordinary progress by his ability to manipulate time, and his keen mind in studying and applying new techniques. He turned his chemical knowledge to the purpose of developing poisons that would defeat, or at least slow, some of the fiercer monsters out there. He studied with the best trainers in the guild, learning hand-to-hand techniques letting him fight with complete precision. Combining this knowledge and practice with the ability to perceive time more slowly, he found he was able to deliver strikes with unerring accuracy and speed, causing devastating damage. He put thousands more hours into being able to throw weapons with uncanny precision, delivering small spheres of chemical agents and mechanical shrapnel into impossible gaps in defenses. He used his unstable relationship with time to get small glimpses into where an opponent would be, setting traps and ambushes to take them out with little danger to himself. Devlin has become an Icon in the Guild, not just in the courts. And he plays that part, not forgetting the value of showmanship and speaking generously of his own abilities (or denigrating others). Though he is physically in his third decade, he has spent so much subjective time sped up that he is years older according to the amount of time he's experienced. He's successfully hunted many monsters, and rid the world of many dangers. Then the matter of the island came up. A vision from his first experience with broken time flashed through his mind the first time he heard about it. It was the last vision he'd seen of his future. Himself, several other figures (a few of which suddenly came into sharp focus, for he knew them), and a monstrous being made almost entirely of eyes and mouth, looming over them. It felt like... destiny. Even if he didn't believe in such nonsense. Devlin submitted his name for the expedition immediately. He had to find out what it meant.
  2. “Life and death, two sides of the same coin. One is merely the eye of the storm that is the other.” () (, ) PRIMARY ROLE Debuffer/Scout SECONDARY ROLE Utility/Healing RACE: Mistfolk AGE: 46 GENDER: Male "Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way around or through it. If nothing within you stays rigid, outward things will disclose themselves. Empty your mind, be formless. Shapeless, like water. If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot, it becomes the teapot. Now, water can flow or it can crash. Be water, my friend." Appearance At first glance, Nivel is rather unassuming. Besides his pale blue-green skin and swirls of lighter blue, tattoo-like patterns, Nivel appears very much like a human man of slightly above-average height and build. He looks healthy and athletic, though not strongly-muscled; rather, his form is lean and wiry. Nivel prefers light clothing in shades of blue and black, over which is donned a deceptively simple leather tunic the color of dark ocean depths. His calm, steady eyes of limpid blue hue wash over his surroundings, absorbing details and piercing through veils of deception. Below the surface, one finds Nivel is concealing many hidden truths, as well as hidden weapons. Nivel's connection to beings of elemental water isn't terribly surprising given the coloration of his skin and his abilities, but his concealed needle launcher, other weapons, and alchemical tinctures and poisons feel at odds with the seemingly gentle, patient man he presents in public. Personality Nivel is extraordinarily patient, and among his friends and allies is warm, friendly, and nurturing. One might say his bedside manner is impeccable. However, he does have some quirks which those unfamiliar with him may find peculiar or off-putting. His concept of personal space is practically non-existent, and his boundless curiosity leads him to poke and prod for answers to questions when some people would rather keep things to themselves. Furthermore, he is capable of turning off his emotional response as though extinguishing a flame, which has been an incalculably useful boon to him in both medicine and its opposite venture – namely, the work as an assassin and hunter of monsters Nivel takes on. Background In his earliest years, Nivel was a mere curiosity. Although he appeared completely human, his skin had a slight greenish tinge, leading his parents Irvan and Nerissa to believe he was ill or had a minor birth defect. As he grew older, however, his affinity for water deepened and his bright blue eyes sparkled like sapphires as his skin took on the hue of sea water. It became abundantly clear that Nivel had a latent hereditary link to beings of elemental water, a bloodline no other of his family had manifested. This caused a rift between Nivel's parents, with Irvan accusing Nerissa of infidelity. In truth, the ancestry was merely remote; neither of Nivel's parents ever questioned why they were such strong swimmers, or why the family fishing business was so successful. The splintering of his family was the first lesson Nivel encountered that emotions are fickle, that they must be handled with great care or otherwise sequestered away. Nivel and his mother were forced from their home, and the two traveled extensively during the boy's youth. Nerissa was a skilled healer and alchemist, and she taught Nivel everything she knew as they brought their medical skills from town to town. Nivel took to the trade easily, his curiosity leading him to surpass his mother's talents as he began incorporating skills learned from other local physicians and apothecaries. Meanwhile, Irvan grew ever more bitter at the perceived betrayal; He spent many restless nights hurt and confused, coming to blame Nerissa and Nivel for his insomnia. Eventually, his mind twisted to dark machinations, arriving at the conclusion that the only way he will know peace is if his former lover and only son were dead. He spent nearly all of his money to seek out and hire a world-class assassin of the Phantom Syndicate to track them down and end their lives. It was the only way, he reasoned. The night after his hired killer left with his money was the first time he slept soundly in a decade. The Assassin's Apprentice Rennan Flick had been hired by nobles and dregs alike to ply his dark trade. Occasionally the client wanted a spectacle to be made of their target's death, but most commonly the opposite was true, and little-to-no evidence of an assassination was always the better case for business. Irvan Syrris paid for the latter, and paid well enough. He was no king or lord, but this fisherman's coin was worth the same regardless. So Rennan tracked down the estranged lover and child of the man, making short work of finding the boat in which they traveled to distant shores. They hadn't made an effort to conceal their whereabouts; after all, why should they? Who would have thought the gentle healers traveling from coast to coast would be in an assassin's sights? The master killer climbed aboard the boat late one night while it was docked in a sleepy seaside village. Nerissa was asleep, and as it happened, never woke up once Rennan left her side. The assassin slinked from the berth to the makeshift apothecary workshop where Nivel was distracted, working on some tincture or another. What the assassin didn't count on as he approached the young man was Nivel's highly-tuned awareness, just barely capable of separating the intruder's footfalls from the rocking of the boat. However, 'just barely' was still enough, and with quickened reflexes he turned and threw a tiny needle at Rennan. The assassin barked out a laugh, knowing that he had built a heightened tolerance for poisons and drugs and could withstand some of the deadliest known to man. Yet, he soon found himself falling drowsy and sluggish, dropping to a knee. 'How can this be?' he thought, as the young man hurriedly grabbed a satchel and ran to find his mother. Nivel was heartbroken to find his mother lifeless, unable to be awoken from eternal slumber. When Rennan regained control of his body a minute later, he rushed back to the berth where one target lay slain and the other must surely still be hiding. Nivel hadn't backtracked and the only exit lay on the other side of the boat; the berth was both small and had only a small porthole window, too small for even the boy to squeeze through. For once, Rennan hadn't done enough research, clearly underestimating his prey, and allowed the boy to escape. But how had he done so? Was it magic, or something else? Furthermore, how had the boy overcome his resistance to poisons with such a strong response? One thing was sure, this target was intriguing. Rennan once again tracked down Nivel, but this time approached openly, yet cautiously. "Hello Nivel. Yes, I know who you are. Yes, I... well, I killed your mother. I would say I'm sorry, but truly it was business. Besides, would an apology really matter?" Nivel narrowed his eyes, and though it was clear he was angry and afraid, he maintained his composure. His hand slipped into the satchel, reaching his fingers for specific items, but he refrained from acting just yet. "What I am sorry for is to see such potential go to waste. You have talents I haven't seen before, and I believe they could be very valuable to you... if they are developed properly. I want to propose a truce. We won't kill each other, and in return I will introduce you to a whole new world of possibilities. Sure, you could go back to being a traveling apothecary, accepting pittance for your wares and treatments. Of course, I or someone from my organization would still be tracking you down, and you'd have to deal with threats on your life and anyone you ever get close to. Or, and I believe this is your better deal, you allow me to take you under my wing, train you, introduce you to connections who can help you truly unlock your full capabilities, and if at the end you still want to kill me... well, at least you'll be better prepared for it. So, what have you got to lose?" Nivel didn't take his hand out of the satchel, leaving it there while he absorbed the man's words, considering the offer. It was the better deal, regardless of his craving for revenge. This had been Nivel's second lesson in compartmentalizing emotions. The world was much larger than he could have known, and there were so many secrets left to uncover. Could this assassin actually be the key to uncovering the hidden mysteries, including who he was and where his abilities came from? This may be his best chance. "I... don't trust you, but you could just as easily have attacked me without the sales pitch, and one of us would be dead or running. So, as you said, 'what have I got to lose?'" Nivel spent several years under the tutelage of Rennan Flick, learning how to use his expertise in alchemy in concert with his own latent magical capabilities. Through Rennan, Nivel was introduced to a wide variety of associates with differing talents and backgrounds, including several undine - humanoids with a hereditary link to aquatic beings of great power, like himself. Yet, most of these undine had physical features more akin to aquatic creatures, like webbed hands and feet, or fin-like ears and ridges on their appendages. It wasn't for years later that he discovered a mistwalker, a vapor undine who like him had softer features and a closer connection to the mists and fog. This woman, Kasumi, taught Nivel to connect with the mistsoul, the collective intellectus or spirit of knowledge which flows through mistwalkers and binds them to the memories of their kin. Through the mistsoul, mistwalkers become more attuned to the living element of water, becoming able to transform into mist and back at will. It also grants a sort of near-prescience, as the memories of countless ancestors help to inform the mistwalker of threats and share knowledge that can be invaluable. However, to tap into this spirit would require a mind of water, capable of flowing from calm to chaotic and weathering any metaphorical storm through steady discipline. Training with Kasumi proved to be Nivel's third lesson in controlling his emotions and finally unlocking the secrets of his heritage. Fortunate for him, learning to control this ability also granted him a power to become a master spy and assassin, rivaling some of the greatest in the Phantom Syndicate. As with many organizations dependent on secrecy and deception, the Phantom Syndicate was no stranger to in-fighting and rivalries. After Nivel had spent nearly 20 years working for the Syndicate, the organization dissolved after an attempted power-grab resulted in a bloody coup that decimated the groups ranks. Some died fighting to keep the status quo, while others joined the upstart faction, and others yet left before they could get swept up in the disruptive politics. In the end, there wasn't enough organization to keep the Syndicate together. Nivel, as was his way, disappeared into the winds. After a year trying to work as a freelancer, he joined up with the Monster Hunter's Lodge, putting his skill in slaying to use against more exotic prey, without the messy politics of a league of assassins. Hunters' work was somewhat less glamorous, but it was certainly plentiful, and the Lodge had an incredible reach the world-over. Unlike bog-standard mercenaries, however, their focus was on monstrous threats, and it was solid work with little worry about one's conscience keeping them up at night. Nivel settled in with little trouble at all, and actually began finding that he enjoyed the work more than assassination and spycraft, as he could leverage his expertise in the healing arts just as well as the deathly arts. Then came word of a troubling coalition of Beholders, working in congress with one another. Aberrations had become something of a specialty for Nivel, but this seemed different. The mistsoul told him to be wary, and Nivel was, for the first time since he was a boy, worried about what lay ahead. For once, he couldn't see the path, the mists of uncertainty clouding his vision. Even more reason to forge ahead and uncover the mystery before him.
  3. Status: fluff done; mechanics mostly drafted; no equipment yet Monique Rousseau "Knowledge is power, and you know more if you learn to listen." () // (, ) Primary Role: Support (healer, scout, face) Secondary Role: entertainer, cook Personality Monique is outgoing and personable, one of the reasons she is a popular teacher. Her insatiable “need to know” leads her to start each new interaction with the intent to learn something interesting about whom she has just met; she is good at drawing people out, and rarely finds anyone completely boring (except a rare few of her stuffier fellow academics). With a Guild team, she participates eagerly in the planning but is quite willing to subsume her ego to the needs of the group. Appearance Monique has flaming red hair, usually pinned in a bun when in public, but down to just below her shoulders otherwise. Her eyes are green, with faint crows’ feet when she smiles, the only sign of her middle age. In the city, and especially in the classroom, except on the warmest days she wears thigh-high boots, and a color-coordinated wardrobe consisting of a dress she embroidered herself that just reaches the top of the boots, and a jacket that reaches to her knees. While travelling with a Hunters’ Guild team, she wears practical shirts, trousers, and tunics in muted colours, with shorter boots that don’t restrict her knees. Background Monique Rousseau was born in Vesant, the Duchy of Dinsburg’s second-largest city, to a well-off family of merchants. She was raised in the family compound with her parents, maternal grandparents, two aunts and an uncle, and several cousins. They could afford the best governesses, and, with upward mobility in mind, worked to mold their first daughter into the sort of woman who would attract a husband from the gentry, perhaps even someone with a title of nobility, or at least a younger son of one. They encouraged her to develop a wide variety of skills expected of young noblewomen, and learn enough about different subjects that could help her to engage in witty conversation. Monique enjoyed the process, studying subjects even more diverse than her parents intended. For a while it looked like their plan was succeeding. Unfortunately for her parents, but fortunately for Monique and the rest of the Duchy, at puberty Monique began to hear faint voices in her mind as she was falling asleep or waking up, whispering to her of abilities she could gain if she accepted their guidance and aid. She didn’t tell her parents, but did speak to one of her former governesses, a nun, who took her to her convent where the Mother Superior diagnosed her as one with a gift for hearing benign spirits, and affirmed that they would give her the sort of powers few people could learn. She taught Monique how to embrace the spirits’ help. She was delighted when Monique manifested her first talent, the ability to heal minor cuts and bruises. She (and the spirits) encouraged Monique to focus on advanced subjects more suited to an academic than to an upper-class wife. The Rousseaus took her new direction badly at first, but the Mother Superior convinced them that a reputation as a scholar could attract the attention of higher-level nobility. They could afford an excellent education at what citizens call the University of Vesant but the residence of the distant capital call the University of Dinsburg, Vesant Campus. She was a prodigy, entering the University at 15, but despite her initial promise took six years to graduate because she spent her time studying every subject for which Vesant offered lectures, and some only found in its libraries. She again proved a disappointment to her parents, staying on for a Doctorate. They declined to pay for it, but she won three scholarships and in four years wrote a dissertation on Alchemy and monographs on three different specialized subjects. One of those subjects had involved interviewing adventurers about identifying strange creatures they encountered. This brought her to the attention of the Monster Hunter’s Guild; the Vesant Grand Master suggested she could do her research more effectively by joining the Guild, training as a scout, and observing monsters in the field. Some of her professors chided her for delaying her studies, but despite spending half her time adventuring, she still managed to defend her thesis towards the end of her fourth year. The average was five for those not “distracted by irrelevancies,” in the words of Professor Raoul LeClerc, the head of the Alchemy department. Nevertheless the Chancellor and the Trustees were so impressed by the recommendations of her undergraduate professors that they offered her a tenure-track Lectureship in Alchemy, instead of expecting her to go through the usual servitude as an untenured Tutor. This was despite her having mastered only a few of the esoteric alchemical recipes known to specialists. She had proved a brilliant lecturer; her students had great success as conventional alchemists, but the Chancellor found her even more valuable because of what others had criticized when she was a student: She was interested in just about everything, and could take over a course in almost anything on short notice and often out-perform the original lecturer. She continued “moonlighting” with the Hunters’ Guild. They encouraged her to broaden her skill set, and were delighted at her affinity for magical healing. At first her “extra-curricular travel” took place between terms at the University, primarily in the summer, but gradually she began to take short leaves, then longer leaves. She finally made arrangements with the University to change her schedule so that she gave intense but short sequences of lectures in many different subjects, a role that was rare but at which she excelled, attracting many wealthy students to the University to hear its most entertaining and effective teachers. She finally spend the entire year of her first sabbatical with a team primarily hunting aberrations. The Chancellor had been skeptical at first, but she returned with a nearly-complete manuscript “On the Identification of Creatures of Madness” that became the definitive encyclopedia on distinguishing one aberration from another. At twenty-eight she finally reconciled with her parents by marrying Phillipe LeBrun, fourth son of the next-younger brother of the current Lord Mayor, Jean LeBrun, Count Vesant. Phillipe was close enough to the local seat of power to be syled “Lord Phillipe LeBrun,” but Monique insisted on being called “Doctor Rousseau” instead of “Lady LeBrun.” There was a minor controversy over her keeping her maiden name, but she held that she was already well known in her field under that name and would lose considerable prestige for the University if she switched. Over the next four years Monique took a hiatus from her work with the Guild to bear three children. Phillipe was sufficiently wealthy that she had the best nurses and governesses in the city, which let her manage to keep up lecturing albeit at a much more subdued pace. At the unheard-of age of thirty-four, the University granted her a newly-created Professorship in General Studies, getting her out from under the disapproving glare of the aging Professor LeClerc. She promptly signed on with the Hunters’ Guild again, and resumed her life as part-time teacher, part-time adventurer. Monique is now forty, her children Sylvie, Phillipe junior, and Justine being 12, 11, and 9 respectively. During their childhood her missions with the Hunters’ Guild kept her away from them for what added up to three or four months each year, but it was almost always broken up into stretches of two or three weeks. The whole family was worried about her going on this most dangerous quest, but when she explained that the whole Duchy was in danger, they dried their tears and put on brave faces.
  4. (Bli-th Glin-dur) "When you know about something it stops being a nightmare. When you know how to fight something it stops being threatening." Prodigy (Mimic) Incanter PRIMARY ROLE Front-line striker, flanking and combat maneuvers SECONDARY ROLE Support caster RACE: Human AGE: 36 GENDER: Male Appearance Blaidd is of average height and has an extremely lean, hard physique. His most striking features are his woad-blue tattoos of arcane spell runes, which have been carved into large portions of his limbs and torso. Scars cover his body, signs of the battles he has faced the past few years since joining the guild. He has handsome (if haggard) features, with a beaded but unkempt brownish beard and a shaggy, beaded horse-mane hairstyle. His eyes are distinctly icy blue.. He wears a hip pouch and a thin string of charms over a torn brown waistcloth sash, which is worn over loose, black cloth pants, bound at the calves with brown leather straps. He wears no top and no shoes. Personality Crude, pragmatic, and cynical. In his line of work Blaidd understands the need for finding enjoyment in the moment, thus he would normally be found enjoying his life with lots of ale, women and the rowdiness of any dive bar that he can find. The grim reality that the next mission is his last, is a knowing fate that he wears around his neck. Blaidd enjoys the thrill of the hunt and known for his ferocity and skill. Backstory "So what made me want to be a monster hunter?" "Fame, glory, treasure, slay an old enemy that once wronged you? It's all the same, it doesn't matter why. When we are all there in the lair of the beast, goosebumps along your skin and warm piss running down your leg as you stare at those damned yellow eyes shining in the darkness and the feeling of death's embrace waiting to greet you like an old friend. It's all the same" "Me? Well I was just a dumb kid, no good at nothing of note except getting into a scrap and being a general nuisance to those around me. Needed a job. Something that paid well. Saw their flyer nailed to the board in this bar I spent some quality time in, can't remember the name it's been so long." "FIGHT MONSTERS, GET PAID. HIGH DANGER TO LIFE. PAYS WELL" "It was pretty blunt but being short of pocket change and willing to back myself in any fight I thought why not? Hell, I can always give it one go, get paid and then bounce if it wasn't for me. Hey, how hard can it be right?" "Boy was I wrong, that first time will never leave me. Gave me some leather armor and a blade, first aid kit just in case I got a boo-boo. Part of a 6-man cell, tasked to hunt this giant wolf that was terrorising some poor farmers few miles away. Sounded easy enough, hell I had come across wolves before when I was a kid out hunting with my friends in the woods. Nothing to worry about." "I can still hear that horrible sound, the deep guttural growl that echoed around the cave entrance the wolf had made home. Then we saw it. I''m still convinced that was no wolf. Big as a house it was, teeth as long as any longsword and sharper too. Mean, mean yellow eyes that reflected the flames of our torches. Whoever's idea it was to attack at night was an idiot, to be honest I'm pretty sure he was the first one to have it's teeth sink into his flesh. Nothing like hearing grown men cry as they beg for their lives to Sarenrae whilst you try to stop you arms from shaking and keep moving to stay alive. It was a disaster. Between those of us who survived, we managed to get our blade's through its hide and put it down. We barely made it. Here see those scars, first of my collection courtesy of that mean son of a b****." "Anyway, we returned got paid. And to be fair to them, they were right they paid well. I drank and ate like a king that night, figuratively speaking. So I never quit. I hung about like a bad smell, kept fighting, kept getting paid. But things got harder, the monsters got tougher and soon I was barely surviving. I was never that good with a blade anyway. This is when I met Lucian." "He's a god-damned wizard, figuratively and literally. We had crossed paths a few time, whenever we had a mission that needed some insight, he specialised in all things monsters. Beasts, giants, aberrations he knew everything about them. Spent his whole life researching, even spent a bit of time in the field to see them up close. I remember him telling me about this one time when he and his crew got snuck up on by a basilisk, he almost got made an ornament in the mayor's garden. Sorry getting side-tracked. He approached me with an offer, said something along the lines that he had made a breakthrough in his field of research and needed some help and I was the perfect guy. Something about having the innate magical essence that met the qualifications necessary. At first I turned him down, didn't want to risk getting put out of action and missing out on some gold. But he explained it to me, he wanted to create the capability to absorb the very beings of monsters and creatures alike and turn it on them. Imagine facing down a dragon and spitting fire right back it! Which I don't recommend by the way, those b****** are tough as nails and literally eat the stuff for breakfast. So I agreed." "It still took learning on my part, whilst he gave me the tools to do the job, I still needed the aptitude to study the anatomies of the creatures we faced, needed to understand the very nature of magic it self. Never thought I was book smart but I worked hard and found I took to it. He carved magic runes into my flesh that would be used as a funnel for drawing the creature's essence into myself and enable me to draw upon the energy to through their own s*** right back at them. Not only could I use their magical capabilities but I was able to manipulate my own being to replicate them!" "There were some unforseen side effects initially and I did see some permanent changes in my body, started ageing less, my wounds healed a bit quicker and felt stronger all round." "So with that, I was able to level out the playing field for us within the guild. Fight fire with fire. Earnt a couple of nicknames along the way, the Monster Devourer, the Graceless Mimic, they thought it made me sound fearsome." "And here I am, a bit older, a collection of scars and a bit of a drinking habit. Still alive and kicking and ready to face the next monster that decides it wants to piss on our parade." * * * * * * * * * * Before life in the guild: "So I grew up in a town called Steelbridge, not exactly a place I would call teaming with excitement. Boring. Most people who live their work the mills, the local farm land, you know? pretty boring lives. Me, I was born into a decent enough family, not lots of money but it was still good. My Da worked the mill, long days which always ended in the bottom of a tankard, don't blame him to be honest. It was hard work but it made enough coin to put food on the table for us. I couldn't complain, not really, but I didn't want that life. I was always looking for excitement and boy did I look for it. Got me in trouble a few times, nothing serious but think the local guards and captain took a liking to me. I worked as best as I could, took odd jobs here and there before deciding to take a trip across the countryside, nothing to tie me down, seeking something more exciting than Steelbridge. I was pretty good with my hands, made some money in between towns fighting in the inns and taverns, whenever there was a fighting ring. Didn't always win but enough that I never went hungry and without an ale. I would like to say that I led an eventful life before my days with the guild but in all honest I never found it. I bounced around, seeing what I could but I never found it, just boredom. Then I saw the flyer and with it the thought that I've finally found something exciting and something I can be good at." * * * * * * * * * * Gaining of power: "How I got me power? As I said, met this smart, little guy called Lucian. Came up with the idea himself about using monster's own strength against them. Didn't matter the type, they can have fangs, claws, made of fire, kill with one look, it didn't matter. By harnessing their very essence we could extract their abilities from them and mimic what they could do. But it required some work. Lucian explained it was not going to be easy, this hadn't been tried before and hell he wasn't even sure it would work. He explained it to me as best as he could, now I may look rough and ready but I'm not stupid so I listened but in honesty he lost me after the first half hour. Anyway, it required some specific arcane runes as a way of first making a connection to the creature and through some incantations the runes inscribed on me would act as a funnel to channel the energy into my body, allowing me to store it within before drawing on it when I wanted to harness their power. Easy enough right? God those runes were painful, not just a normal tattoo they had to literally be scarred into my body with an enchantment placed upon them to get them to work. It hurt. That was the easy part. I then needed to learn how to use it, learn the incantations necessary, then learn as much as I could about each monster we were likely to fight. Lucian explained that the better understanding I had of not just the creature but it's environment and in some cases how they were created, it would make it easier to make that connection and consume their essence. It took months, lots of book reading and lots of practice in the field where I'll be honest it was never smooth sailing. Had some close calls but at least I could always fall back on my fists. I made sure to have some training just in case things turned hairy and I couldn't use these new abilities. But it did work. I became a living weapon so to speak. I could harness their magical nature, became capable of even shifting my form to match them. It made me stronger, tougher, faster, my hands turned to claws and my teeth to sharp, razor blades. I even breathed fire and lightning. I could fire rays of energy that could burn through any hide. I could even stare a Bodak down and wither it away. I could cast magic like anything we came across. It was incredible, thrilling seeing these transformation and power I was capable of. There were some unexpected changes. I didn't need to sleep as much and I healed faster, much faster but it was more than that I could feel my personality change, more irritable and ferocious. Terrifying right? I got to admit, ironically I've become more like a monster than I am human. But its worth it. I can fight anything. I can stop the worst ones from killing indiscriminately and stop the chaos these creatures cause. Mission Reports Mission report X213: Monster: Redcap Type: Fey Threat level: Low Notes taken by Blaidd: "Got told of a pack of little old men causing havoc on a small settlement about a few days ride away. Apparently causing terror to the good people that resided there. First it started with a bit of damage before it escalated to animal slaughter. When the locals sent some of their men to confront them, they were slaughtered. Not the nicest bunch supposedly. So we headed out, group of 4 of us, hand picked to deal with them. I wasn't convinced we were needed, should have sent some of the newbies to deal with them but regardless a tasks a task and it was good to get out in the field. Took us 4 days to arrive and what a sorry state it was. The fields were empty, no sign of anyone working the fields. Smoke billowed into the sky from where hay bales had been set a light. A horse lay dead in a field, it was in a sorry state. As we wandered into the main road through the village, it was a wreck, carts broken and destroyed and not a sign of anyone. It didn't take long to realise they were hold up in their homes, scared frightened to leave. After a bit of time spent talking to the Alderman, we got a good description of these little f****ers. 3 feet tall, with twisted frames, pointed ears, and long white beards, little horrible gnomes. Their hats dyed red from the blood of the people they killed. Horrible little things. The Alderman explained, stuttering in fear, they had appeared from the local woods a week or so ago, at the crack of sunset. Little evil laughs that haunted the good people as they caused chaos and carnage. They come every eve to see what more fun they can enjoy, occasionally taking anyone who was unlucky to be caught outside, dragging them off into the woods. So we set up, waiting on the side of the road, sat balancing on the edge of a fence, watching for signs of these little b*****ds. Didn't take long, as the sun began to set turning the sky an ominous blood red, the sound of clacking metal boots rang out before a low wicked laughter rang out. They came hoping down the road, like some magical fairies here to bring joy. At the sight of us they flashed us a wicked smile before charging us hoping to kick our heads in. They were bloody ferocious, kick like a mule, bite, scratch and aim for your eyes. It was almost comical watching us fighting in the middle of the road with these 3 foot angry old men. One of them had broken my foot when it slammed its iron-shod boot on it whilst I tried to hold it still, also had a punctured lung when another stabbed me with a pitchfork it had found. Should have seen the look on their face when it retaliation I breathed a stream of hot fire right at them in response. Anyway, between us we managed to take them down, killed the 5 of them before the last tried to make an escape, he got an arrow in his back as his leaving present. Tough fight but the people were grateful and paid the fee eagerly once we were done. Mission report X225: Monster: Hezrou Type: Outsider (Demon) Threat level: Medium Notes taken by Blaidd: "Demons. Hate them. Horrible, twisted monstrosities spawned from the Abyss to inflict horrible tragedies on our world. A rift had appeared to the south, allowing demons to spew out from the layers of the abyss, which in no time at all as is there nature they began to corrupt and destroy anything in their path. The guild put together several cells of guild members to go hunt down the demons that had managed to get through. Ours was tasked with one that was identified as a fiend with armored flesh that was scaly and moist. A large, toothy mouth that gapes below a pair of hungry, reptilian eyes and noxious vapors and foul fluids that constantly weep and seethe from it's body. It wasn't hard to find. It had made home in a backwater swamp, it's foul presence corrupting the world around it. Plant life had begun to twist and knurl and the water had become infused with a foul odor and brackish taste. A local village on the edges of the swamp had already begun to change, the people sick, covered in horrible boils and warts and new born babes born as deformed mutants. It wasn't a pretty sight. We hunted it deep into the swamp, where it sat almost subdued as it hungrily devoured what I can only assume had once been a local worker. It played and toyed with him, taking its time to enjoy its meal. It was sickening. We circled and attacked it, attempting to flank and surround it from all sides, give it no time to react. The stench hit us, some of my teammates stumbled as the noxious vapours hit us, throwing up their lunch into the swamp. As we trudged through the swamp towards, trying not to trip over the hidden vines beneath the murky water, I drew upon the magic essence within me, the runes carved upon my flesh glowing blue in the haze, as my hands shifted to claws, my skin hardening, teeth filing to points ready to pierce this horrid creatures flesh. I sent a beam of fire towards the creature as the rest assaulted it from all sides, their blades and spells striking it flesh. Explosions tore around it, swamp water bursting into the air before turning to vapour from the heat. The fiend tore at our flesh, piercing through any armour we wore, its claws like sharp blades of steel and teeth like spears. I was able to draw some of its essence to strengthen me, sending a blast of chaotic energy right back at it. It died, bellowing curses in abyssal at us, as its black blood poured into the swamp, the water becoming permanently corrupted. It's going to take bloody weeks to get that stench off of my skin." Mission report AX267: Monster: Adult Red Dragon Type: Dragon Threat level: High Notes taken by Blaidd: "Dragons. Bloody hate 'em. Mean, evil , greedy b*st*rds. We got tasked with collecting on some gold. Got wind of a horde of treasure that was ripe for the taking, just sitting there waiting to be collected . Convenient innit. One issue, there was already someone sitting on that gold. Big, bad, red dragon, that loved to gobble up anyone who tried to steal its s***. Found him in his cave, we had manged to catch him when he was sleeping, heard he liked to take a slumber in between time spent raiding the local area, setting fire to buildings, terrorising the local inhabitants. Whatever it is dragons like to do. Anyway, we attacked, strengthed up as best we can, with a fair bit of fire resistance that one of our clever, clever mages gifted us, thank god anyway as I wouldn't have had any hair left when it woke. It's hide tough as any metal, took everything to pry open one of its scales just so I can give him a scratch. Also, note to self, don't try to breathe fire right back at it. Ever heard a dragon laugh? Cause he certainly got his kicks out of it before hitting me with his tail. Between me and one of the others, we were able to pin him down and stop him from flying away, allowing enough time for the rest of the team to lay the smackdown on him. It was one hell of a fight, still got the scars to prove it."
  5.                    Yukito Nanaya "Just a wandering spellsword looking for a challenge..."   Basic Info Name: Yukito Nanaya Race: Human? Classes: Inquistor (spheres/soldier of god/sanctified slayer) / Sage Role: Frontline striker, flanking buddy, backup-healer Sheet: MW sheet, AMF sheet and Google Sheet   Summary Yukito, or Yuki to his friends, is a well known spellsword from a distant land.  Which distant land that is would be a great question, because he's not telling anyone the answer.  Most suspect he has a dark past that he has left behind, while a select few that know Yuki suspect that he's just playing 'cool and mysterious' because he thinks that's awesome (and those people pay no heed as a result).   Undeniably over confident to the point of being cocky, yet he has the skills to back it up...                         Appearance A human standing at roughly 6'1", with a strong athletic build and a pale complexion, Yukito looks a little out of place, but not drastically so.  His dark wavy shoulder length hair is frequently a mess, and is often pulled back into a ponytail to keep it out of his face.  He has amber eyes, a sign of something else within.  Several tattoos adorn his body, most of which are easily concealed under clothing.  He frequently smells of tobacco, which isn't surprising given his chain-smoking habits.   Since coming to these lands, the demon slayer has taken up the more common garb of the land, rather than stick to his traditional yukata of his homeland.  This is usually a long sleeve shirt, with the sleeves rolled up, a vest, and a pair of slacks - clothing commonly seen among duelists and swashbucklers that have forgon armor.  Embroidered on the back of his vest is Amaterasu's holy symbol.   Personality Yukito is very much an overconfident man, in part because he has the skills to deliver what he promises.  Which is usually death to those who would oppose him, or threaten the general populace.  His frequent trash talk and taunting is one part tactical mind-games and two parts his own amusement.  He almost always has a cigarette in his mouth, even in a fight.  Despite this, Yukito is a man with honor - granting quarter to those who request it, parlaying when possible, and avoiding drawing his blade unless the situation truly demands it.     When not on the job, Yukito is a very laid back man that enjoys a good book and a good drink.  Years ago he took up writing as a hobby, and has written a few books about his adventures.  Furthermore, he has become a very skilled cartographer, taking joy in making maps.  He's contemplated retiring sometime in the next 5-10 years, so he can travel and explore the world.  He also enjoys cooking, although he is not particularly skilled at it.     History The real story surrounding Yukito is one shrouded in mystery.  In part because Yukito loves the extra bit of attention for being cool and mysterious (he is a bit of a dork like that), but also because he just doesn't like talking about it.     In a unknown distant land, Yukito was a slayer of demons and monsters.  He worked with the shaman of his land to fight the demonic hordes that plagued his homeland.  Like many before him and many after him, Yukito lost his family to demons, in this case his wife and child.  But despite his best efforts to eradicate the monsters from his homeland, it was never enough.  Worse yet, the demon slayer organization he worked for fell into in-fighting and corruption.  At the source of it all was a monster that had taken over the mind of chain of command, which Yukito exposed and barely slew, but not without suffering a mishap nor causalities.  The final exchange took the head of the monster, but also resulted in a strange magical implosion, which sucked Yukito into it.   Yukito came to in a strange land, badly injured.  The battle had drained him of everything he had and was hanging on by a thread.  Thankfully, the demon slayer was discovered by a monster hunter, who helped him recover and get back on his feet.  The slayer would join the hunter in a local quest to take on an ogre, as thanks, which would lead to more adventures with other hunters.  In the end, Yukito joined up with the Monster Hunter Guild, making good use of their resources to continue his trade as a demon slayer in this new land.   He had considered returning to his homeland after realizing where he had ended up, but the logistics of returning home were too great.  Furthermore, the slayer organization had too much in-fighting and corruption with no sign of stopping anytime soon, even with the monster responsible for it slain, and Yukito was far too jaded to deal with that.  He had nothing to go back to.  So instead, staying in this new land and exploring and traveling while plying his skills seemed like a far better use of his time and energy.     Since then, Yukito has almost broken the Monster Hunter Guild record for most confirmed monster kills in a year in two non-consecutive years, released two books about his adventures and travels, drawn up several regional maps of great detail, and even created a small shrine dedicated to his goddess, Amaterasu, which he tends to when he's not working as a demon slayer.   Faith Amaterasu - the goddess of the sun The patron goddess of samurai, demon slayers, and heroic figures in a distant land, Amaterasu represents the sun which burns evil away and brings life to all.  She expect honor and bravery from her worshippers, but urges them to not to seek battle unless it's necessary.  She also teaches her worshippers to honor and respect their ancestors.   Back in Yukito's homeland, it was believed that he was Amaterasu's chosen for a short while, specifically when he was gathering and leading a revolt against the corrupted Demon Slayers.  It may attribute to how he survived that final battle, although the sun goddess hasn't said anything even when asked.  But Yukito doesn't know anything about this one way or another - the rumor itself (which appeared some time before his disappearance and persists among the surviving demon slayers) nor Amaterasu's position on it.  
  6. Core Stats Name: Cal Race: Beholder-Human Hybrid Gender: Male Age: 25 Classes: () / () Description Cal does not exactly make for an imposing presence. Medium height and scrawny to the point of almost looking emaciated, he tends to dress in a long series of robes, scarves, and even a few bandages, leaving barely any skin visible except around his face - and even there, he wears an eyepatch to cover his right eye. When he unleashes his powers, though, things are different. Hidden beneath his myriad of clothes are eyes - dozens, perhaps hundreds, of a wild array of colours and even shapes, some unlike anything any humanoid would ever show. And just like the beholder that created him, he can unleash devastating rays of energy from his eyes, capable of all the powers of a beholder and more. (The eyepatch is because if he ever has both eyes open and exposed, a swathe of antimagic energy washes over anything he looks at.) Personality Cal has a certain outlook on life that one could almost call 'fatalistic.' He likes to make grim predictions about something going wrong - always seeming rather smug when he's proved right - and assumes that almost everyone he meets is an enemy or hindrance of some manner. Nonetheless, when he's around people long enough to trust them, he can grow to be deeply loyal, and is more than willing to put himself on the front line to protect his friends despite his rather unimpressive personal combat skills. Not exactly the most charming or erudite person, Cal nonetheless possesses a sometimes surprising amount of intuition and knowledge of even esoteric matters - a product of a life travelling the world doing whatever random jobs he can be paid for - though his brusque demeanour and his apparent surprise that whoever he's talking to doesn't understand something that to him feels obvious can be a bit grating. Background Cal's father would've charitably called himself an entrepreneur. In practice he was a grifter, travelling around the world on whatever vessels or caravans he could wheedle his way onto as his various get-rich-quick schemes blew up in his face, stooping to real work only when there was no other options. Cal's mother was a minor noblewoman in the Kingdom of Stelius, and for a couple of short years, the two were deeply in love. But in time, and as always, Cal's father's money ran out, his lover's family grew unwilling to continue supporting him, and in the end Cal's mother herself rejected him, accusing him of caring for nothing but himself and having Cal's father banned from the manor house. To this day, Cal has no idea how he ended up in his father's custody. In a happier story, having to take care of a child might have been the impetus for Cal's father to clean up his act. But it wasn't. He scraped by on charity and pity, spinning the tale of a devoted father who'd been abandoned by a wicked wife who wanted to see nothing of her son, and used Cal's very existence as an excuse to get away with even more than he ever had before. And so this was the life Cal grew up in - a life of picking up new trades as soon as possible, keeping one eye on the doors, making sure you always had an escape route. And so, in time, father and son came to the small port of Relith. Cal was seventeen at the time - and to the malevolent forces that lurked around the sleepy fishing village, the perfect target. Old enough to have a resilient enough physiology, young enough to still be growing and capable of adapting, and a total stranger. Someone who no-one would miss. It was a long time before Cal ever truly understood what had happened. All he knew at first was that for the first time in his life, there was something that had meaning - a desire, whispering and prickling in the back of his mind, to leave the stable he and his father were sleeping in and to come out to a cave, some half-hour's walk away from the village. Dressed only in his nightclothes, barefoot, he was scratched, bruised and muddy by the time he arrived, but he didn't care. Only the Suggestion mattered. Then the experiments began. Cal had been captured by a Beholder that called the island its home. And possessed of a hatred for its kin beyond even a normal Beholder, it had a plan - a plan that would allow it to wipe out its rivals and become the ultimate Beholder. The first stage of the plan was to reconfigure Cal's physiology, turning him into a horrific, abominable fusion of human and aberration, with all the benefits of opposable thumbs and not only the standard powers of a Beholder's eyes but more capabilities besides, tortured to the extent that he could do little more than beg for a merciful death from a being whose telepathic powers still held him in an unshakeable grip. To this day, Cal still has nightmares about that time. The second part of the Beholder's plan was to transfer its very soul into the newly-primed body of the hybrid human. If it could do so, it would be able to repeat the process again, and more easily at that, transferring itself into new, young bodies when its existing ones withered and expired from the side-effects of the transformation. But it was cautious. It might not have cared one whit for the well-being of the teenage human, and it was relatively confident that it would be capable of handling the effects the transformation would have on its new host, but it certainly didn't want to discover only too late that it had miscalculated and find itself trapped in too much pain to reverse the soul transfer. So instead, it sent its prospective host on a mission - a trial run to check that for all its begging and pleading and screaming, it was physically capable enough. Having heard of another aberration near by, it dispatched Cal to exterminate the interloper. Fortunately for Cal, someone else beat him to the punch - the Guild. And when they were attacked by a horrific, Beholder-like monstrosity, one of the Guild members threw an antimagic field around it - suppressing the enchantment that had been controlling Cal for almost two years. The Guild members were not entirely sure what to think when the 'monster' fell to its knees and begged them to help it. It took almost two years for Cal to recover from his experience - although 'recover' might be a little bit of an exaggeration. The experiments the Beholder had done on him had caused permanent damage to him, and it was only through some somewhat experimental alchemical concoctions of their own that they were able to help Cal adapt and come to terms with his new state. But once it was done, he could've lived a relatively normal, healthy life - perhaps even more than normal, given the heightened nature of his physiology thanks to the Beholder's experiments. But he didn't. The Beholder might not have killed him, but it had taken his ordinary life away, a life he would never get back. And not everyone was as lucky as him to have been rescued. But there were others out there who never had to suffer at all.
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