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Darkest Dungeon: Curse of Sigurd (v1.0)

Prompt originally from AetherRoom.club
Created: 2021-12-23
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Description
A classic dungeon crawl adventure into the depths of the Estate, battling against overwhelming odds with your companion.
Tags
goth, fantasy, 2nd person, text adventure
Prompt
*** "There is a place, beneath those ancient ruins, in the moor, that calls out to the boldest among them... 'We are the Flame!' they cry, 'And Darkness fears us!' They descend, spurred on by fantasies of riches and redemption, to lay bare whatever blasphemous abnormality may slumber restlessly in that unholy abyss... But Darkness is insidious. Terror and Madness can find cracks in the sturdiest of armors, the most resolute of minds... And below, in that limitless chasm of Chaos, they will realize the truth of it. 'We are not the Flame!' they will cry out, 'We are but moths, and we are DOOMED!' And their screams will echo amidst the pitiless cyclopean stones... Of the Darkest Dungeon. Ruin has come to our family. You remember our venerable house, opulent and imperial. Gazing proudly from its stoic perch above the moor. I lived all my years in that ancient, rumor-shadowed manor. Fattened by decadence and luxury. And yet, I began to tire of conventional extravagance. Singular, unsettling tales suggested the mansion itself was a gateway to some fabulous and unnameable power. With relic and ritual, I bent every effort towards the excavation and recovery of those long-buried secrets, exhausting what remained of our family fortune on swarthy workmen and sturdy shovels. At last, in the salt-soaked crags beneath the lowest foundations, we unearthed that damnable portal of antediluvian evil. Our every step unsettled the ancient earth, but we were in a realm of death and madness! In the end, I alone fled, laughing and wailing through those blackened arcades of antiquity. Until consciousness failed me. You remember our venerable house, opulent and imperial. It is a festering monstrosity! I beg you, return home, claim your birthright, and deliver our family from the ravenous clutching shadows of the Darkest Dungeon." ## NOTE: You will want to click on generate a few times to let the Narrator and Sigurd set things up for you. This is where it all begins. You are ${1Name}, a ${2Gender} ${3Class}, and you ponder the nature of your profession and how you might best support your adventuring companion, ${4Companion}, who is a ${5CompGender} ${6CompClass}. Location: The ${7Dungeon}, Beginning The Ancestor's past words of warning ring in your head: "The ${7Dungeon}... [Click to expand]
***
"There is a place, beneath those ancient ruins, in the moor, that calls out to the boldest among them... 'We are the Flame!' they cry, 'And Darkness fears us!' They descend, spurred on by fantasies of riches and redemption, to lay bare whatever blasphemous abnormality may slumber restlessly in that unholy abyss... But Darkness is insidious. Terror and Madness can find cracks in the sturdiest of armors, the most resolute of minds... And below, in that limitless chasm of Chaos, they will realize the truth of it. 'We are not the Flame!' they will cry out, 'We are but moths, and we are DOOMED!' And their screams will echo amidst the pitiless cyclopean stones... Of the Darkest Dungeon.
Ruin has come to our family. You remember our venerable house, opulent and imperial. Gazing proudly from its stoic perch above the moor. I lived all my years in that ancient, rumor-shadowed manor. Fattened by decadence and luxury. And yet, I began to tire of conventional extravagance. Singular, unsettling tales suggested the mansion itself was a gateway to some fabulous and unnameable power. With relic and ritual, I bent every effort towards the excavation and recovery of those long-buried secrets, exhausting what remained of our family fortune on swarthy workmen and sturdy shovels. At last, in the salt-soaked crags beneath the lowest foundations, we unearthed that damnable portal of antediluvian evil. Our every step unsettled the ancient earth, but we were in a realm of death and madness! In the end, I alone fled, laughing and wailing through those blackened arcades of antiquity. Until consciousness failed me. You remember our venerable house, opulent and imperial. It is a festering monstrosity! I beg you, return home, claim your birthright, and deliver our family from the ravenous clutching shadows of the Darkest Dungeon."
## NOTE: You will want to click on generate a few times to let the Narrator and Sigurd set things up for you.
This is where it all begins.
You are ${1Name}, a ${2Gender} ${3Class}, and you ponder the nature of your profession and how you might best support your adventuring companion, ${4Companion}, who is a ${5CompGender} ${6CompClass}.
Location: The ${7Dungeon}, Beginning
The Ancestor's past words of warning ring in your head: "The ${7Dungeon}
Author Notes
[ Genre: Dark Fantasy; Tone: Sinister; Tags: Doomed Quest, Dungeon Crawl; Setting: Darkest Dungeon ]
[ you are: ${1Name}, ${3Class}, an adventurer; your companion: ${4Companion} ]
[ ${4Companion}: your adventuring companion, ${6CompClass} ]
Memory
You are ${1Name}, a ${2Gender} ${3Class} on an adventure accompanied by ${4Companion}, a ${5CompGender} ${6CompClass}.
World Info
View World Info
  • Cultist Acolyte, Cultist Acolytes

    Cultist Acolytes are the followers of the Old Gods. They sow confusion and doubt within the rank of those that oppose their eldritch masters.
    Cultist Acolytes stay behind their allies and chant incantations from there. Stressful Incantation assaults the mind and resolve of its target. Eldritch Pull summons a squirming tentacle to draw a target closer. Eldritch Push uses the same summoned otherworldly appendage to push a target back.
    [ Cultist Acolyte Abilities: Stressful Incantation, Eldritch Push, Eldritch Pull ]
  • Cultist Brawler, Cultist Brawlers

    Cultist Brawlers are the helping hands of their Acolyte allies. Though frail compared to the more eldritch creatures, these foes formidable foes still pose a threat.
    Cultist Brawlers are the front line of the followers of the Elder God. They will gladly lay down their life in the service of their masters. Rend for Old Gods is a vicious attack with the Cultist Brawler's claws. Stumbling Scratch is a clumsy attempt at closing the gap against a target.
    [ Cultist Brawler Abilities: Rend for the Old Gods; Cultist Brawler Equipment: Metal Claws, Light Armor, Cultist Attire ]
  • Brigand Fusilier, Brigand Fusiliers

    Brigand Fusiliers are armed with a blunderbuss, which they use to suppress the bandits' foes with sprays of lead, allowing other Brigands to close the gap and wail upon your heroes with their blades and whips. Be wary and do not underestimate this opponent.
    Brigand Fusiliers stick far behind their allies and wreak havoc from the safety of the back lines. Blanket Fire is an inaccurate attack that covers whole areas in bullets. Rushed Shot is a quick attack used to retreat to safety.
    [ Brigand Fusilier Abilities: Blanket Fire, Rushed Shot; Brigand Fusilier Equipment: Blunderbuss, Light Armor ]
  • Ruins, Castle, Manor

    'The fiends must be driven back. And what better place to begin than the seat of our noble line?'
    The Ruins are the crumbling remains of the Ancestor's estate. All that remains of its former glory is a black, shifting maze of corridors; Firmly under the control of the Necromancers. The walls of the Ruins are adorned with the fading emblems of the Ancestor and bookshelves full of old, leather-bound books. The cold air is filled with the stale smell of dust and abandonment. You can hear a faint chanting in the background, just gnawing at the edge of your mind.
  • Old Road

    'Brigands have run of these lanes. Keep to the side-path, the Hamlet is just ahead.'
    The Old Road is a poorly-maintained and bandit-plagued road that connects the Estate to the outside world. It is the only in and out of these plagued lands; Travelers often get beset by the bandits who made this place their home. New arrivals coming by the Stage Coach often suffer accidents because of the apparent madness of its drivers.
  • Hamlet, Village

    'Welcome home, such as it is. This squalid hamlet, these corrupted lands, they are yours now, and you are bound to them.'
    The Hamlet is a quiet, decayed settlement on the Estate's grounds where a handful of people still cling to a squalid yet relatively civilized existence. Two buildings are dedicated to easing the minds of its visitors: the Tavern, where heroes can drink, gamble, or visit the brothel, and the Abbey, allowing heroes to meditate, pray, or flagellate themselves. At the Blacksmith, weapons and armor can be bought for a hefty fee, while the Guild is more than eager to train with those that can pay their tuition.
  • Cove, Beach, Sea

    'These salt-soaked caverns are teeming with pelagic nightmares - they must be flushed out!'
    The Cove is a twisted, maze-like cavern close to the ocean. Its otherworldly tunnels house an ancient race of fish-men, called the Pelagic, as well as the Drowned - undead sailors cursed to relive the moment of their death. The smell of rotten fish is almost unbearable; a constant reminder of the nearby sea. The sound of dripping water echoes through the Cove's passages. Eerie shimmering corals provide the only natural light around here, while unholy idols and the remains of destroyed ships lay scattered on the stony cave-floor.
  • Warrens, Aqueducts

    'They breed quickly down there in the dark, but perhaps we can slay them even faster.'
    The Warrens are an incredibly ancient system of aqueducts and tunnels built for an unknown purpose. It is a corpse- choked cesspit that houses the ravenous, disease-ridden beast-men known as the Swinefolk and their allies. The ancient walls of the Warrens are beginning to crumble, while the tunnels are littered with barrels full of foul-smelling liquids and carts filled with human half-eaten human remains. The stench of those corpses, mixed with the smell of refuse, permeates the air. Always in the background, you can hear the constant squealing and screeching of the pig-men.
  • Weald, Forest

    'Corruption has soaked the soil, sapping all good life from these groves. Let us burn out this evil.'
    The Weald is a stagnant, overgrown forest inhabited by bandits and the victims of parasitic fungus. The fruits and victims of this spreading corruption are the primary dangers faced when exploring here. In addition, the Brigands make their home in the Weald, backed by a powerful cannon that protects them from their enemies. The trees are misshaping and covered in the fungous infection spread by the local witches. The smell of rotting carcasses and the sound of rabid wolves howling fills the air.
  • Cove, Beach, Sea

    [ Cove Enemies: Pelagic, Drowned, Cultists ]
  • Spitter, Spitters, Webber, Webbers

    The spiders of these lands have been strengthened by the encroaching corruption and now prey on larger game, including humans. Webbers and Spitters often work in tandem. Bite is a vicious attack of these giant spiders, used to finish off their target.
  • Bone Rabble, Bone Rabbles

    Bone Rabbles are the weakest kind of skeletal enemies you may encounter. They are barely held together by the Necromancer's magic.
    Bone Rabbles' main purpose in combat is to use their bodies to protect their allies. Bump in the Night is a weak attack, where the Bone Rabble clobbers its target with a makeshift club. Tic-Toc closes the gap between the Bone Rabble and its target.
    [ Bone Rabble Abilities: Bump in the Night, Tic-Toc; Bone Rabble Equipment: Club, Light Armor ]
  • Bone Soldier, Bone Soldiers

    Bone Soldiers are the common skeletal foot soldiers of the Undead. The Bone Soldiers still remain relatively weak and are easily dispatched.
    Bone Soldiers are sufficiently equipped to hit hard and last some time on the battlefield. Graveyard Slash is a skilled strike with its rusted, but deadly, blade. Graveyard Stumble gets the Bone Soldier into reach to strike with its weapon.
    [ Bone Soldier Abilities: Graveyard Slash, Graveyard Stumble; Bone Soldier Equipment: Rusty Sword, Light Armor ]
  • Weald, Forest

    [ Weald Enemies: Fungal, Brigands, Beasts, Cultists ]
  • Bone Courtier, Bone Courtiers

    Bone Courtiers were likely nobles in life, though of unclear association with the Ancestor or his family. This skeletal royalty act deceivers and advisors to the Necromancer's of the ruins.
    Bone Courtiers use their signature Tempting Goblet to disturb even the most hardened adventurer. Knife in The Dark is a vicious stab with its dagger at a nearby target.
    [ Bone Courtier Abilities: Tempting Goblet, Knife in the Dark; Bone Courtier Equipment: Royal clothes, Golden Goblet, Dagger ]
  • Brigand Cutthroat, Brigand Cutthroats

    Brigand Cutthroats may look fragile with almost negligible protection, but they have immense offensive capabilities.
    Brigand Cutthroats are masterfully skilled with their blades, and able to deliver deadly stabs that can decimate even the toughest of adventuring parties. Slice And Dice attacks is a skilled attack with the Cutthroat's twin blades. Uppercut Slice pushes enemies back, should the Cutthroat feel threatened enough. Harmless Poke is a weak attempt to close the gap to the Cutthroat's target.
    [ Brigand Cutthroat Abilities: Slice and Dice, Shank, Uppercut Slice, Harmless Poke; Brigand Cutthroat Equipment: Two Daggers, Light Armor ]
  • Pelagic Grouper, Pelagic Groupers

    Pelagic Groupers serve as the foot soldier of the seafolk. Beware their bite - as it seems that it can inflict a mind- and body-affection transformation, gradually turning bitten humans into their kind and filling out their ranks.
    Pelagic Groupers are capable fighters on land as they are in water. Seaward Slash is a close-combat attack with their rusted cutlass. Spearfishing pulls its target into close range towards the Grouper.
    [ Pelagic Grouper Abilities: Seaward Slash, Spearfishing; Pelagic Grouper Equipment: Spear, Rusty Cutlass ]
  • Swine Wretch, Swine Wretches

    Swine Wretches are either the product of years of inbreeding or carry-overs from the ancestor's failed experiments. Swine Wretches host innumerable, unnameable diseases withing a body that has been twisted and contorted to an unfathomable design - a mangled amalgamation of flesh that embodies the perverse crime against nature that created the Swinefolk.
    Swine Wretches don't pose much of a threat in combat, but their Vomit infects the target with disease and sickness.
    [ Swine Wretch Ability: Vomit ]
  • Unclean Giant, Unclean Giants

    Unclean Giants are perhaps the oddest creature in the Weald. Their origin may be unclear, but these lumbering monstrosities wield uprooted tree trunks like maces and are capable of using the fungous growth on their back to spread confusion among their enemies.
    Unclean Giants are terrifying enemies in combat. Treebranch Smackdown inflicts devastating wounds upon its target and knocks it back. Confusion Spores muddles the mind of the target and disorients it. Poison Spores inflicts the target with devastating poison.
    [ Unclean Giant Abilities: Treebranch Smackdown, Confusion Spores, Poison Spores; Unclean Giant Equipment: Tree Trunk, Light Armor ]
  • Bone Archer, Bone Archers

    Bone Archers are skeletal rangers, who operate by firing arrows into the fray from the safety of the back ranks. They end up in an awkward position if drawn to the front.
    Bone Archers hide behind their allies and focus on weaker armored targets. Quarrel is a deadly ranged attack against the back line. Dagger Jab allows the Bone Archer to retreat to the safety of the back line.
    [ Bone Archer Abilities: Quarrel, Dagger Jab; Bone Archer Equipment: Bow, Medium Armor ]
  • Swine Drummer, Swine Drummers

    Swine Drummers carry drums made from the flayed skins of their victims. They constantly keep pounding on the drums as loud as possible, thus coordinating their allies. Sometimes the sound of their drums alone, echoing in the enclosed spaces of the Warrens, is enough to throw a person into despair.
    Swine Drummers often stay far in the back and support their allies from there. Drum of Debilitation signals to the Swine Drummers allies which target to attack. Drum of Doom drives its target towards madness.
    [ Swine Drummer Abilities: Drum of Debilitation, Drum of Doom; Swine Drummer Equipment: Fleshy Drum, Light Clothes ]
  • Webber, Webbers

    Web ensnares prey in a mass of webbing, crippling their movement and opening them up for a vicious follow-up.
    [ Webber Abilities: Bite, Web]
  • Spitter, Spitters

    Spit launches a barrage of venom to further cripple the target by blinding and blighting them.
    [ Spitter Abilities: Bite, Spit ]
  • Swine Slasher, Swine Slashers

    Swine Slashers favor protection and encase themselves in layers of heavy armor and a buckler attached to their arm. While small in stature, these beastly fiends can pose an immense threat with their hook, they use to slash at their prey.
    Swine Slashers are vicious little creatures, that attack without regards to their own safety. Hook Where It Hurts inflicts deep lacerations upon its target with the Slashers sharp hook.
    [ Swine Slasher Ability: Hook Where It Hurts; Swine Slasher Equipment: Hook, Buckler, Heavy Armor ]
  • Bone Spearman, bone Spearmen

    Bone Spearmen are enemies found deeper within the Ruins. Their spears provide them with incredible reach, letting them strike any point from anywhere on the battlefield. Most dangerously, this same spear can impale multiple target at once.
    Bone Spearmen aim simply to cause as much damage as possible, but is very susceptible to stuns. Spear Thrust is an attack against a single target, often driving it back and widening the gap between the Spearman and its enemy. Impale can hit multiple targets at once and can inflict nasty wounds.
    [ Bone Spearman Abilities: Spear Thrust, Impale; Bone Spearman Equipment: Spear, Heavy Armor ]
  • Brigand Bloodletter, Brigand Bloodletters

    Brigand Bloodletters are hulking, battle-scarred brutes. They are with vicious cat o' nine tails whips and a deadly flintlock pistols, ready to give their enemies deep and bloody scars to match theirs.
    Brigand Bloodletters typically shield their smaller allies. Point Blank Shot inflict massive wounds against a close-quarter target. Rain of Whips causes massive lacerations on the Bloodletters targets.
    [ Brigand Bloodletter Abilities: Rain Of Whips, Point Blank Shot; Brigand Bloodletter Equipment: Flit-Lock-Pistol, Cat o' Nine Tails-Whip ]
  • Bone Captain, Bone Captains

    Bone Captains are tough, hulking skeletal leaders, clad in heavy armor and wielding a mace. In life, they stood as veterans of war, and in death they play largely the same role.
    Bone Captains always go for the closest target and use their massive frame to shield their skeletal allies. Ground Pound is a mighty smash that shakes the very foundation beneath your feet. Crushing Blow leaves its target disoriented from the heavy impact.
    [ Bone Captain Abilities: Crushing Blow, Ground Pound; Bone Captain Equipment: Heavy Armor, Giant Mace ]
  • Ghoul, Ghouls

    Ghouls are flesh-eating undead, often accompanied by Cultists. They are ruthless and difficult enemies, who primarily rely on behind hard to kill quickly.
    Ghouls are incredibly vicious and quite tough opponents during combat. Rend is a brutal strike with the Ghouls massive claws. Howl shakes the resolve of anyone who hears it. Skull Toss is a ranged attack, as the Ghoul throws any nearby remains it can find at its target.
    [ Ghoul Abilities: Rend, Howl, Skull Toss; Ghoul Equipment: Massive Claws ]
  • Fungal Scratcher, Fungal Scratchers

    Fungal Scratchers were most likely lost travelers, who succumbed to the infection spreading through the Weald. These zombies, covered in thick layers of fungous growth, can take a surprising amount of punishment, while their claws secrete a poison that burns the flesh of their victims.
    Fungal Scratchers mindlessly attack the closest target to them, but become especially vicious when directed by their allies. Rend the Marked is a strike with the Scratchers poisonous claws. Harmless Swipe is an awkward charge attack.
    [ Fungal Scratcher Abilities: Rend the Marked, Harmless Swipe ]
  • Swine Chopper, Swine Choppers

    Swine Choppers are large, brutish hybrids of man and pig. They are the healthier specimens of Swinefolk.
    Swine Choppers happily test their bloody, serrated cleavers upon the bodies of naive adventurers who might happen upon their squalid homes. Butcher Cut is a vicious attack, that inflicts deep bleeding wounds upon its target. Ball and Chain sends anyone reeling from the impact.
    [ Swine Chopper Abilities: Butcher Cut, Ball and Chain; Swine Chopper Equipment: Cleaver, Ball& Chain, Medium Armor ]
  • Leper

    [ Leper Weapons: Executioner's Blade, Armor: Chestplate/ Medicinal Herbs; Leper Abilities: Chop, Intimidate, Purge, Withstand ]
  • Grave Robber

    [ Grave Robber Weapons: Pickaxe& Knives, Armor: Leather Jacket/ Shovel; Grave Robber Abilities: Pick to the Face, Lunge, Shadow Fade, Thrown Dagger, Poison Dart ]
  • Abomination

    [ Abomination Weapons: Claws& Chains, Armor: Rags; Abomination Abilities: Transform, Manacles, Beast's Bile, Rake, Slam ]
  • Jester

    [ Jester Weapons: Sickle& Dagger& Lute, Armor: Jester Garb/ Medicinal Herbs; Jester Abilities: Dirk Stab, Finale, Slice Off, Inspiring Tune ]
  • Shieldbreaker

    [ Shieldbreaker Weapons: Spear, Armor: Buckler& Fine Bedlah; Shieldbreaker Abilities: Pierce, Adder's Kiss, Impale, Captivate, Serpent Sway ]
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Arbalest/

    The Arbalest is a runaway turned soldier clad in heavy armor and able to vanquish foes with their massive crossbow. Their life of war has given them many skills for the battlefield, and their heavy crossbow allows them to snipe high-priority targets from afar. At camp, the Arbalest often spends their night tending to their crossbow - their one companion since childhood. As long as they are given ample distance between themself and their quarry, no foe is safe from this sharpshooter's wrath.
    During combat, the Arbalest will stay behind their allies and harass the enemies with well-placed shots from their giant crossbow. Sniper Shot is an incredibly skilled shot, able to hit any target from anywhere. Battlefield Bandage heal a target of its most grievous wounds. Bola hinders the Arbalest's target from movement. Suppressing Fire wreaks havoc on entire enemy parties.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Occultist/

    The Occultist is living proof that the dark arts can be used to expunge darkness itself. They have utilized that same knowledge as the Ancestor to further their understanding of the eldritch. Their pursuits have left their body fragile and weak, but it has made their mind sharp and their capabilities most versatile. In their younger years, the Occultist clashed with the Shambler and harness a portion of its power.
    During combat, the Occultist calls upon the dark arts to serve them. Daemon's Pull wrenches individuals to the front of the fray. Sacrificial Stab is a melee attack that is especially effective against Eldritch horrors. Abyssal Artillery calls forth otherworldly tentacles to harass and harm groups of enemies. Wyrd Reconstruction reconstructs flesh and heal wounds. This technique is powerful, but unpredictable, as it may restore their ally to perfect health or tear apart their flesh.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Leper/

    The Leper is a ruined man, a warrior and a poet. Struggle, and futility — all one's days are a constant toil to shelter life's ember through one more night. The Leper not only knows but embraces such solemnity. Tortured existence has taught them to count not on the care of others. The Leper can gain strength others can but dream of, or the endurance to bear what no other could. And when their massive blade falls, death's call rings loud to all caught in its thunderous arc. However, such force falls not nimbly, and foes may lightly evade their execution.
    During Combat, the Leper will face any opposition head on. Chop is a devastating strike with their execution's blade against a close target. Intimidate shakes the target's resolve. Purge knocks back an enemy back. Withstand gives the Leper increased resistances.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Jester/

    The Jester brings a good laugh, a merry song, and a razor sharp blade into the darkest depths of these twisted lands. Clad only in mildewed cloth, the Jester makes a mockery of battle. As an entertainer, they can turn a stressful night of camping into a night of merriment and wit. For the Jester, combat is a power ballad - a slow build up, and a grand finale!
    During combat, the Jester easily moves through enemy lines, often relying both on luck and skill. Slice Off is a skillful attack with the Jester's sickle, leaving their enemies bleeding. Dirk Stab, moves the Jester to the front of combat. Finale deals extraordinary damage to one enemy. This leaves the Jester open to any retaliation should it not finish their enemy off. Inspiring Tune is a unique support ability; The Jester can perform by playing a tune on their lute to put anyone's mind at ease.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Highwayman/

    The Highwayman is a bandit seeking redemption. When night falls, the Highwayman relishes cynical preparedness and off-color jokes around the campfire. A life spent running and hiding has taught them the tenuous benefit of perimeter alarms, and late-night investigations into the encroaching shadows.
    During combat, the Highwayman shows unparalleled finesse and ferocity. Pistol Shot picks off foes from afar. Duelist's Advance moves the Highwayman forward with and sets up a Riposte, retaliating attacks made against them. Wicked Slice is a melee attack with their dirk. Grapeshot Blast is a devastating attack against multiple enemies, finishing off weakened enemies and softening up others. Point Blank Shot is a close-combat shot, used to inflict massive damage against the Highwayman's foe.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Grave Robber/

    The Grave Robber was born into money, and married into more. But when their spouse's boorish lust and drunken temper became too much to bear, they had to act. Years of decadence and financial mismanagement had left their estate in staggering debt. To preserve their social standing, they pilfered their late spouse's tomb, but found the thrill too exhilarating to ever return to their old life and instead took on the life of a restless wanderer.
    During combat, the Grave Robber is an incredibly nimble fighter, evading hits that would easily bring them to Death's Door. Pick To the Face is a melee attack with the Grave Robber's trusty pickaxe. Lunge is a charge attack with their dagger. Shadow Fade allows them to retreat to the back lines, giving them stealth and a boost in offense. Throw Daggers is a skilled ranged attack. Poison Darts inflicts the target with noxious blight.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Bounty Hunter/

    The Bounty Hunter is a brutally efficient hunter. For them, planning is key - They have found that simply striking before thinking is an ineffective way to kill, so they have taught themself many ways to take advantage of their foe's vulnerabilities. At camp, like in combat, the Bounty Hunter is all about preparedness. They can take time to study their notes, bettering their odds against their foes.
    During combat, the Bounty Hunter specializes in targeting a single foe to deliver its head for the reward. Mark for Death finds weak spots in their enemies' armor. Collect Bounty capitalizes on any opening found and delivers a devastating hit with the Bounty Hunter's axe. Come Hither pulls the target in or slice them up with their sharp grappling hook. Flashbang disorients the target, leaving them blinded for a moment. No matter the situation, this calculating killer will have an answer for it.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Vestal/

    The Vestal is a sister of battle; Pious and unrelenting, they are determined to bring faith on the battlefield as a weapon against corruption. Prayers, chants, and blessings bring peace and solace to the Vestal and their party at night, heal the wounded and protect from nighttime attacks. Blessed plate mail encases the Vestal as they deliver terrible violence and healing comfort in equal measure.
    During combat, the Vestal wields a mace in one hand, and a holy book in the other. This warrior monk often channels their zeal for battle into healing abilities. Divine Grace heals the target of its most grievous injuries. Holy Judgement calls upon the light itself to strike against the Vestal's foes. Mace Bash is a strong melee attack. Dazzling Light blinds the target with the Vestal's divine powers.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Shieldbreaker/

    The Shieldbreaker hails from the distant windswept dunes of the east. Deadly as a viper, their iron will has been forged in the heat of the blazing desert sun. Though outwardly demure, their emancipation from the barren wastes came at a price so terrible, it haunts their dreams even now... An unfortunate series of events forced the Shieldbreaker to cut their hand to survive, and the images of the past haunt them until today.
    During combat, the Shieldbreaker gracefully moves about the battlefield, wielding a spear and buckler to keep themself out of danger while they swiftly decimate the enemy defenses. Their dancer's garb is better suited to the stage than the dungeon; they must be quick to survive. Pierce entirely ignores armor. Captivate pulls enemies to the front. Adder's Kiss is a devastating attack, that infects the target with blight. Serpent Sway raises the Shieldbreaker's defensive abilities and often gets them out of harms way.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Plague Doctor/

    The Plague Doctor is brilliant and bold; Their unconventional theories created nothing short of a scandal during their education. The mysteries of the human body - of life and death itself - had always fascinated them. When their research was at a critical point, a grim opportunity to prove their theories presented themself. In the weeks that followed, however, they found themself unable to focus, instead sitting motionless at their desk, paralyzed by the ceaseless wailing that reverberated in their mind. The Plague Doctor makes use of experimental remedies and risky healing practices to cure their companions' ailments, and restore their vigor.
    During combat, the Plague Doctor stays far in the back, throwing their various concoctions at their enemies. Plague Grenade inflicts their enemies with noxious blight. Blinding Gas is a powerful stun. Battlefield Medicine cures both the Plague Doctor and allies of any ailments. Incision is a melee attack, that inflicts bleeding wounds on the target.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Hellion/

    The Hellion is wild, unpredictable, and utterly ruthless; They thrill to the spilling of blood! Their massive glaive affords them impressive reach in combat, while its razor sharp edge leaves lasting wounds on enemies. Versatile and unrelenting, they can hit the back row with their blade and devastate their foes. Their versatility is only matched by their ferocity.
    During combat, the Hellion will face any enemy head-on and can pick on even the furthest enemies thanks to their giant glaive. Breakthrough is a wide swing against multiple enemies. Bleed Out maims the target and inflicts them with deep bleeding wounds. These abilities leave the Hellion exhausted, reducing their effectiveness in long battles, and are crippling to them when overused. Iron Swan is an exquisite option to pick off enemies far in the back. Adrenaline Rush buffs up the Hellion's damage to help counter them exhaustion.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Abomination/

    The Abomination has been beaten, branded and imprisoned for untold decades. The Eldritch poison coursing through their veins has given them unspeakable power, at a terrible cost. Their progressive mutation manifests in unspeakable strength, speed, and a profusion of bile.
    During combat, the Abomination is protected by cursed chains and a thick, leathery hide. They can withstand the pressures of frontline combat as well as any plated footman. Manacles stuns the target with a whack from the heavy chains wrapped around the Abomination's wrists. Beast's Bile inflicts the target with poisonous blight. Transform unleashes the Abomination's inner monstrosity, healing them and supplying them with claws as large as daggers as long as they remain transformed. Rake is a vicious melee attack, which starts out weak but ramps up in damage for each use. Slam is a charge attack, often leaving the target reeling.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Musketeer/

    The Musketeer is a competitive sharpshooter with little practical experience, and excels when enemies remain at a distance. Although outwardly inconspicuous, the Musketeer's regalia is reinforced with hardened leather under armor, allowing them to sustain a considerable amount of punishment. Their musket's variable ammunition and trusty sidearm allow them to deal debilitating damage at range.
    During combat, the Musketeer stays in the far back, relying on their immaculate aim. Aimed Shot is a well-placed shot against enemies in the back. Smokescreen blind the target. Buckshot knocks its target back. Sidearm buys the Musketeer time to retreat to the safety of the back line.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Man-at-Arms/

    The Man-at-Arms is an old, battle-scarred veteran, who has seen enough war and bloodshed to last more than a dozen lifetimes. While they can no longer swing their great mace with the force they once could, no one should stand where they swing their mighty weapon. The Man-at-Arms is a seasoned veteran, and has been rewarded for their toil with haunting guilt and stoic resilience. The Man-at-Arms breaks down enemy lines with their mace, shield, and furious battle cries.
    During combat, the Man-at-Arms protects their allies with Defender, redirecting an attack towards them. Bellow shakes the enemies resolve, giving your team the upper hand in combat. Rampart knocks back and stun an enemy, while moving the Man-at-Arms into close combat. Retribution activates Riposte, countering any attacks attempted at them with a solid smack of their shield.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Flagellant/

    The Flagellant relishes the scars and abrasions that cover their body - drawing incomprehensible resilience from the tearing of their own flesh. Their flail, a particularly cruel and merciless weapon, drips with their enemies' blood and their own.
    During combat, the Flagellant stands like a wall between their comrades and their foes, with their arms wide open, their body exposed, acting like a magnet for all harm that may come their way. Punish is a merciless strike with their flail - inflicting the target with bleeding wounds. Reclaim heals an ally while opening the Flagellants own wounds in return. The Flagellant's abilities are respectable on their own, but they only become more powerful as their body and mind are abused to their limit. Exsanguinate renders immense punishment against the Flagellant's foes. Redeem restores their body as well as that of an ally.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Crusader/

    The Crusader is a champion - a hero to rally otherwise common men to a righteous cause. With holy blade in hand, they smite the wicked and sends them back to the darkness from whence they crept. No matter the pressures they face, they will remain strong, finding strength within themself to keep fighting on while inspiring others to do the same.
    During combat, The Crusader is restricted in movement, due to their heavy armor. Though, thanks to its great protection, they can stand in the frontline to take the blows that their weaker comrades cannot. Smite is a strike with the Crusader's great sword and especially effective against the Undead. Holy Lance is a charge attack, able to hit even the furthest enemies. Bulwark of Faith will ensure that most enemy damage thrown then Crusader's way does barely a scratch on them. Inspiring Cry keeps the front line from collapsing, the fearful from snapping, and the darkness from taking hold.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Antiquarian/

    The Antiquarian is a scholar, researcher, and a keen archaeologist. While the Antiquarian is a liability in combat, they make up for it with their keen ability to detect treasure and the vast knowledge they bring about the various trinkets and charms that can be found in these doomed lands.
    During combat, the Antiquarian makes themself scarce to ensure their own survival. Nervous Stab is a meek attack with their kukri. Festering Vapors emits noxious gas from the Antiquarian's censer to inflict middling Blight. Flashpowder reduces a single enemy's accuracy. Get Down brings the Antiquarian out of harms reach. Protect Me forces an ally to guard them, while giving them an excellent defensive boost in return.
  • Pelagic Guardian, Pelagic Guardians

    Pelagic Guardians resemble, unlike their Pelagic brethren, octopuses, standing on several of their tentacles.
    Pelagic Guardians use their own bodies and massive shields to protect their allies. Barnacle Barrier shields another Seafolk from harm. Octocestus inflicts deep bleeding cuts upon its enemy.
    [ Pelagic Guardian Abilities: Barnacle Barrier, Octocestus; Pelagic Guardian Equipment: Cestus, Massive Shield, Medium Armor ]
  • /You are [a-zA-Z]+, a male Houndmaster/

    You are a tough and uncommonly compassionate ex-lawman. You and your faithful Wolfhound work in tandem to bring down your enemies and protect the innocent. Still clad in your worn Gendarme's uniform, your focus is on evasion over mitigation. Your cudgel is an effective, stunning tool, but it is the Hound who delivers your pair's most crippling blows.
    During combat, you rely on your faithful dog and will put yourself into harms way to protect your trusty companion. Hound's Rush sends forth Wolfhound against one target. Target Whistle reveals weak spots in the foe's defense. Cry Havoc puts the mind of your allies at ease. Guard Dog protects an ally and raises the dog's defensive abilities. Lick Wounds provides a quick self-heal in a pinch. Blackjack stuns enemies with a heavy wack of the cudgel.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Occultist/

    You are living proof that the dark arts can be used to expunge darkness itself. you have utilized that same knowledge as the Ancestor to further your understanding of the eldritch. Your pursuits have left your body fragile and weak, but it has made your mind sharp and your capabilities most versatile. In your younger years, you clashed with the Shambler and harness a portion of its power.
    During combat, you call upon the dark arts to serve you. Daemon's Pull wrenches individuals to the front of the fray. Sacrificial Stab is a melee attack that is especially effective against Eldritch horrors. Abyssal Artillery calls forth otherworldly tentacles to harass and harm groups of enemies. Wyrd Reconstruction reconstructs flesh and heal wounds. This technique is powerful, but unpredictable, as it may restore your ally to perfect health or tear apart their flesh.
  • Rabid Gnasher, Rabid Gnashers

    Rabid Gnashers are wild dogs and wolves, corrupted by the darkness. These rabid beasts are incredibly fast and agile.
    Rabid Gnashers rush forth and pounce on their prey. Rabid Rush is a biting attack that leave them bleeding out and potentially infected with the same disease that drive their feral behavior.
    [ Rabid Gnasher Abilities: Rabid Rush ]
  • Pelagic Shaman, Pelagic Shamans

    Pelagic Shamans use their eldritch magic to guide the seafolk, as well as terrifying all that may oppose them.
    Pelagic Shamans stay in the far back and support their allies from there. Sea Breeze is a rare ability among the Seafolk and able to heal the target. Call of the Deep instigates the target, granting it increased offensive capabilities. Ceremonial Cut is a weak swipe with the Shaman's jagged knife.
    [ Pelagic Shaman Abilities: Sea Breeze, Call of the Deep, Ceremonial Cut; Pelagic Shaman Equipment: Staff, Ceremonial Knife, Light Armor]
  • Swinetaur, Swinetaurs

    Swinetaurs are massive creatures roaming in the deeper tunnels of the Warren. These amalgamations of Swinefolk and centaurs operate like jousting knights, creating distance between themselves and their enemies before charging at them, delivering a powerful blow with its spear.
    Swinetaurs can inflict massive damage across a large area. They are incredibly healthy and heavily protected by their heavy metal armor. Trot Retreat lets the Swinetaur take a run-up. Boar Rush is an incredibly devastating charge attack with its lance - the force from such an impact is enough to send one flying.
    [ Swinetaur Abilities: Trot Retreat, Boar Rush; Swinetaur Equipment: Lance, Heavy Armor ]
  • Occultist

    [ Occultist Weapons: Polished Skull& Sacrificial Dagger, Armor: Scholarly Robes; Occultist Abilities: Sacrificial Stab, Abyssal Artillery, Wyrd Reconstruction, Daemon's Pull ]
  • Swine Skiver, Swine Skivers

    Swine Skivers delight in the manic cruelty of the hunt and there is no finer sport to the Swinefolk than the pursuit of screaming victims through the labyrinthine squalor.
    Swine Skivers have an incredible bloodlust, but are not overly fond of drawn out chases. Thus, Skivers have been bred and trained as expert hunters. Spit to Roast is an incredibly accurate throw that can pierce armor. Cripple Them hits multiple targets, infecting them with paralytic toxins. Goring Flight allows the Skiver to retreat to the back.
    [ Swine Skiver Abilities: Spit to Roast, Cripple Them, Goring Flight; Swine Skiver Equipment: Javelins ]
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Crusader/

    You are a champion - a hero to rally otherwise common men to a righteous cause. With holy blade in hand, you smites the wicked and sends them back to the darkness from whence they crept. No matter the pressures you faces, you will remain strong, finding strength within yourself to keep fighting on while inspiring others to do the same.
    During combat, you are restricted in movement, due to your heavy armor. Though, thanks to its great protection, you can stand in the frontline to take the blows that your weaker comrades cannot. Smite is a strike with your great sword and especially effective against the Undead. Holy Lance is a charge attack, able to hit even the furthest enemies. Bulwark of Faith will ensure that most enemy damage thrown your way does barely a scratch on you. Inspiring Cry keeps the front line from collapsing, the fearful from snapping, and the darkness from taking hold.
  • Old Road, Ruins, Weald

    [ Brigands: Brigand Bloodletter, Brigand Cutthroat, Brigand Fusilier ]
  • Cove

    [ Drowned: Drowned Thrall ]
  • Cove

    [ Pelagic: Pelagic Grouper, Pelagic Shaman, Pelagic Guardian ]
  • Warrens

    [ Swinefolk: Swine Chopper, Swine Wretch, Swine Drummer, Swine Slasher, Swine Skiver, Swinetaur ]
  • Weald

    [ Fungal: Fungal Scratcher, Fungal Artillery, Unclean Giant ]
  • Ruins

    [ Undead: Bone Archer, Bone Captain, Bone Courtier, Bone Rabble, Bone Soldier, Bone Spearman, Ghoul ]
  • Undead, Skeleton, Skeletons, Ghoul, Ghouls

    The Undead are twisted creatures defy the natural order by their mere existence, often by being animated (or reanimated) by dark forces or by men tampering with supernatural forces. Undead, Wraiths, and Ghouls are just a few of the macabre horde of Unholy horrors with deep hatred for the Light and all that lives in its loving embrace.
  • Swinefolk, Swine, Swines, Beast-man, Beast-men

    The Swinefolk are a hybrid-race of beast and men carrying numerous diseases. They are the descendants of the Ancestor's experiments, a warrior race of pig men whose only desire is to butcher and feed on any human they can get their claws on.
  • Weald, Warrens

    [ Beasts: Spitter, Webber, Rabid Gnasher ]
  • Pelagic, Fish-man, Fish-men

    The Pelagic are a race of ancient fishmen that live in the cove. They were roused by the activity around their home, making it a habit to sink and kill any sailors that come near their domain. They pose a great threat to the marine shipments of provisions that the Hamlet relies on.
  • Warrens, Aqueducts

    [ Warrens Enemies: Swinefolk, Beasts, Cultists ]
  • Ruins, Castle

    [ Ruins Enemies: Undead, Brigand, Cultists ]
  • /You are [a-zA-Z]+, a female Vestal/

    You are a sister of battle; Pious and unrelenting, you are determined to bring faith on the battlefield as a weapon against corruption. Prayers, chants, and blessings bring peace and solace to you and your party at night, heal the wounded and protect from nighttime attacks. Blessed plate mail encases you as you deliver terrible violence and healing comfort in equal measure.
    During combat, you wield a mace in one hand, and a holy book in the other. You often channel your zeal for battle into healing abilities. Divine Grace heals the target of its most grievous injuries. Holy Judgement calls upon the light itself to strike against your foes. Mace Bash is a strong melee attack. Dazzling Light blinds the target with the your divine powers.
  • /You are [a-zA-Z]+, a male Vestal/

    You are a brother of battle; Pious and unrelenting, you are determined to bring faith on the battlefield as a weapon against corruption. Prayers, chants, and blessings bring peace and solace to you and your party at night, heal the wounded and protect from nighttime attacks. Blessed plate mail encases you as you deliver terrible violence and healing comfort in equal measure.
    During combat, you wield a mace in one hand, and a holy book in the other. You often channel your zeal for battle into healing abilities. Divine Grace heals the target of its most grievous injuries. Holy Judgement calls upon the light itself to strike against your foes. Mace Bash is a strong melee attack. Dazzling Light blinds the target with the your divine powers.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Arbalest/

    You are a runaway turned soldier clad in heavy armor and able to vanquish foes with your massive crossbow. Your life of war has given you many skills for the battlefield, and your heavy crossbow allows you to snipe high-priority targets from afar. At camp, you often spends your night tending to your crossbow - your one companion since childhood. As long as you are given ample distance between yourself and your quarry, no foe is safe from this sharpshooter's wrath.
    During combat, you will stay behind your allies and harass the enemies with well-placed shots from your giant crossbow. Sniper Shot is an incredibly skilled shot, able to hit any target from anywhere. Battlefield Bandage heals a target of its most grievous wounds. Bola hinders you target from movement. Suppressing Fire wreaks havoc on entire enemy parties.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Abomination/

    You have been beaten, branded and imprisoned for untold decades. The Eldritch poison coursing through your veins has given you unspeakable power, at a terrible cost. Your progressive mutation manifests in unspeakable strength, speed, and a profusion of bile.
    During combat, you are protected by cursed chains and a thick, leathery hide. You can withstand the pressures of frontline combat as well as any plated footman. Manacles stuns the target with a whack from the heavy chains wrapped around your wrists. Beast's Bile inflicts the target with poisonous blight. Transform unleashes your inner monstrosity, healing you and supplying you with claws as large as daggers as long as you remain transformed. Rake is a vicious melee attack, which starts out weak but ramps up in damage for each use. Slam is a charge attack, often leaving the target reeling.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Plague Doctor/

    You are brilliant and bold; Your unconventional theories created nothing short of a scandal during your education. The mysteries of the human body - of life and death itself - had always fascinated you. When your research was at a critical point, a grim opportunity to prove your theories presented itself. In the weeks that followed, however, you found yourself unable to focus, instead sitting motionless at your desk, paralyzed by the ceaseless wailing that reverberated in your mind. You make use of experimental remedies and risky healing practices to cure your companions' ailments, and restore their vigor.
    During combat, you stay far in the back, throwing your various concoctions at your enemies. Plague Grenade inflicts your enemies with noxious blight. Blinding Gas is a powerful stun. Battlefield Medicine cures both you and allies of any ailments. Incision is a melee attack, that inflicts bleeding wounds on the target.
  • /You are [a-zA-Z]+, a female Leper/

    You are a ruined woman, a warrior and a poet. Struggle, and futility — all one's days are a constant toil to shelter life's ember through one more night. You not only knows but embrace such solemnity. Tortured existence has taught you to count not on the care of others. You can gain strength others can but dream of, or the endurance to bear what no other could. And when your massive blade falls, death's call rings loud to all caught in its thunderous arc. However, such force falls not nimbly, and foes may lightly evade your execution.
    During Combat, you will face any opposition head on. Chop is a devastating strike with your execution's blade against a close target. Intimidate shakes the target's resolve. Purge knocks back an enemy back. Withstand gives you increased resistances.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Highwayman/

    You are a bandit seeking redemption. When night falls, you relish cynical preparedness and off-color jokes around the campfire. A life spent running and hiding has taught you the tenuous benefit of perimeter alarms, and late-night investigations into the encroaching shadows.
    During combat, you show unparalleled finesse and ferocity. Pistol Shot picks off foes from afar. Duelist's Advance moves you forward with and sets up a Riposte, retaliating attacks made against you. Wicked Slice is a melee attack with your dirk. Grapeshot Blast is a devastating attack against multiple enemies, finishing off weakened enemies and softening up others. Point Blank Shot is a close-combat shot, used to inflict massive damage against your foe.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Bounty Hunter/

    You are a brutally efficient hunter. For you, planning is key - you have found that simply striking before thinking is an ineffective way to kill, so you have taught yourself many ways to take advantage of your foe's vulnerabilities. At camp, like in combat, you are all about preparedness. You can take time to study your notes, bettering your odds against your foes.
    During combat, you specialize in targeting a single foe to deliver its head for the reward. Mark for Death finds weak spots in your enemies' armor. Collect Bounty capitalizes on any opening found and delivers a devastating hit with your axe. Come Hither pulls the target in or slice them up with your sharp grappling hook. Flashbang disorients the target, leaving them blinded for a moment. No matter the situation, you will have an answer for it.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Antiquarian/

    You are is a scholar, researcher, and a keen archaeologist. While you are a liability in combat, you make up for it with your keen ability to detect treasure and the vast knowledge you bring about the various trinkets and charms that can be found in these doomed lands.
    During combat, you make yourself scarce to ensure your own survival. Nervous Stab is a meek attack with your kukri. Festering Vapors emits noxious gas from your censer to inflict middling Blight. Flashpowder reduces a single enemy's accuracy. Get Down brings you out of harms reach. Protect Me forces an ally to guard you, while giving them an excellent defensive boost in return.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Shieldbreaker/

    You hail from the distant windswept dunes of the east. Deadly as a viper, your iron will has been forged in the heat of the blazing desert sun. Though outwardly demure, your emancipation from the barren wastes came at a price so terrible, it haunts your dreams even now... An unfortunate series of events forced you to cut your hand to survive, and the images of the past haunt you until today.
    During combat, you gracefully move about the battlefield, wielding a spear and buckler to keep yourself out of danger while you swiftly decimates the enemy defenses. Your dancer's garb is better suited to the stage than the dungeon; you must be quick to survive. Pierce entirely ignores armor. Captivate pulls enemies to the front. Adder's Kiss is a devastating attack, that infects the target with blight. Serpent Sway raises your defensive abilities and often gets you out of harms way.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Musketeer/

    You are a competitive sharpshooter with little practical experience, and excel when enemies remain at a distance. Although outwardly inconspicuous, your regalia is reinforced with hardened leather under armor, allowing you to sustain a considerable amount of punishment. Your musket's variable ammunition and trusty sidearm allow you to deal debilitating damage at range.
    During combat, you stay in the far back, relying on your immaculate aim. Aimed Shot is a well-placed shot against enemies in the back. Smokescreen blind the target. Buckshot knocks its target back. Sidearm buys you time to retreat to the safety of the back line.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Man-at-Arms/

    You are an old, battle-scarred veteran, who has seen enough war and bloodshed to last more than a dozen lifetimes. While you can no longer swing your great mace with the force you once could, no one should stand where you swing your mighty weapon. You are a seasoned veteran, and have been rewarded for your toil with haunting guilt and stoic resilience. You break down enemy lines with your mace, shield, and furious battle cries.
    During combat, you protects your allies with Defender, redirecting an attack towards you. Bellow shakes the enemies resolve, giving your team the upper hand in combat. Rampart knocks back and stun an enemy, while moving you into close combat. Retribution activates Riposte, countering any attacks attempted at you with a solid smack of your shield.
  • /You are [a-zA-Z]+, a female Houndmaster/

    You are a tough and uncommonly compassionate ex-lawoman. You and your faithful Wolfhound work in tandem to bring down your enemies and protect the innocent. Still clad in your worn Gendarme's uniform, your focus is on evasion over mitigation. Your cudgel is an effective, stunning tool, but it is the Hound who delivers your pair's most crippling blows.
    During combat, you rely on your faithful dog and will put yourself into harms way to protect your trusty companion. Hound's Rush sends forth Wolfhound against one target. Target Whistle reveals weak spots in the foe's defense. Cry Havoc puts the mind of your allies at ease. Guard Dog protects an ally and raises the dog's defensive abilities. Lick Wounds provides a quick self-heal in a pinch. Blackjack stuns enemies with a heavy wack of the cudgel.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Hellion/

    You are wild, unpredictable, and utterly ruthless; You thrill to the spilling of blood! Your massive glaive affords you impressive reach in combat, while its razor sharp edge leaves lasting wounds on enemies. Versatile and unrelenting, you can hit the back row with your blade and devastate your foes. Your versatility is only matched by your ferocity.
    During combat, you will face any enemy head-on and can pick on even the furthest enemies thanks to your giant glaive. Breakthrough is a wide swing against multiple enemies. Bleed Out maims the target and inflicts them with deep bleeding wounds. These abilities leave you exhausted, reducing your effectiveness in long battles, and are crippling to you when overused. Iron Swan is an exquisite option to pick off enemies far in the back. Adrenaline Rush buffs up your damage to help counter you exhaustion.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Grave Robber/

    You were born into money, and married into more. But when your spouse's boorish lust and drunken temper became too much to bear, you had to act. Years of decadence and financial mismanagement had left your estate in staggering debt. To preserve your social standing, you pilfered your late spouse's tomb, but found the thrill too exhilarating to ever return to your old life and instead took on the life of a restless wanderer.
    During combat, you are an incredibly nimble fighter, evading hits that would easily bring you to Death's Door. Pick To the Face is a melee attack with the your trusty pickaxe. Lunge is a charge attack with your dagger. Shadow Fade allows you to retreat to the back lines, giving you stealth and a boost in offense. Throw Daggers is a skilled ranged attack. Poison Darts inflicts the target with noxious blight.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Flagellant/

    You relish the scars and abrasions that cover your body - drawing incomprehensible resilience from the tearing of your own flesh. Your flail, a particularly cruel and merciless weapon, drips with your enemies' blood and your own.
    During combat, you stand like a wall between your comrades and your foes, with your arms wide open, your body exposed, acting like a magnet for all harm that may come your way. Punish is a merciless strike with your flail - inflicting the target with bleeding wounds. Reclaim heals an ally while opening your own wounds in return. Your abilities are respectable on their own, but they only become more powerful as your body and mind are abused to their limit. Exsanguinate renders immense punishment against the Flagellant's foes. Redeem restores your body as well as that of an ally.
  • Old Road

    [ Old Road Enemies: Brigands ]
  • /You are [a-zA-Z]+, a male Leper/

    You are a ruined man, a warrior and a poet. Struggle, and futility — all one's days are a constant toil to shelter life's ember through one more night. You not only knows but embrace such solemnity. Tortured existence has taught you to count not on the care of others. You can gain strength others can but dream of, or the endurance to bear what no other could. And when your massive blade falls, death's call rings loud to all caught in its thunderous arc. However, such force falls not nimbly, and foes may lightly evade your execution.
    During Combat, you will face any opposition head on. Chop is a devastating strike with your execution's blade against a close target. Intimidate shakes the target's resolve. Purge knocks back an enemy back. Withstand gives you increased resistances.
  • Ruins, Weald, Warrens, Cove

    [ Cultists: Cultist Brawler, Cultist Acolyte ]
  • Fungus, Fungal, Fungi, Mushrooms, Mushroom, Witch, Witches, Crone, Crones

    The Fungal represent the twisted corruption by the fungous infection spread throughout the Weald; The Fungal Scratchers and Artillery are humans and corpses resurrected and controlled by the otherworldly spores. They are driven by the sole desire to spread the infective mushroom that have taken over their bodies. While the Unclean Giants still cling to life, they are often accompanied and controlled by the Crones who have taken up residence in the Weald.
  • Hamlet, Village

    [ Hamlet Points-of-Interest: Abbey, Graveyard, Blacksmith, Guild, Nomad Wagon, Sanitarium, Survivalist, Tavern ]
  • Beast, Beasts, Animal, Animals, Wildlife

    The Beasts encompasses all of the savage animals that have been tainted by the spreading darkness or awakened by those who trespass into their ancient domain.
  • Cultist, Cultists

    The Cultists of these lands worship an Eldritch god. Revelation of the crawling chaos and the entity slumbering below has a rather curious effect on the minds of men. However, a few individuals revel in these revelations, and are driven to fanatical devotion. These Cultists have flocked to the Estate to worship the nascent god and have completely given themselves over to it in mind, body and soul. They are ready, willing and eager to lay down their lives to protect it from anyone.
  • Brigand, Bandit, Brigands, Bandits

    The Brigands are hardened bandits and killers that the Ancestor hired as a mercenary army to retake the Hamlet after the people rebelled against him. Once the Ancestor died and no further payment seemed in sight, those same mercenaries turned to banditry, and they can be found raiding any of the areas surrounding the Hamlet. Expect no quarter from them, and offer none.
  • Drowned, Sailors, Zombies

    The Drowned were once a a crew of particularly unsavory mariners, who sailed the four corners at the Ancestor's behest. When they increased their tariffs, he prepared an alternative payment. The Ancestor hexed their anchor with every twisted incantation he could muster and dragged craft and crew to the swirling depth. But it was not their end; They managed to return to the surface - a Ghost Ship seeking vengeance.
  • Fungal Artillery

    Fungal Artillery are infected corpses, twisted and controlled by the encroaching corruption. They spread poison and disease wherever they crawl. Though not well-armored, the Fungal Artillery possess very potent poisons.
    Fungal Artillery stay in the far back, often unreachable for melee attacks, raining down poisonous blight upon their targets. Rain of Blight inflicts its target with stinging poison. Escape Cloud releases noxious gas, allowing the Fungal Artillery a quick retreat.
    [ Fungal Artillery Abilities: Rain of Blight, Escape Cloud ]
  • Plague Doctor

    [ Plague Doctor Weapons: Toxic Grenades& Knife, Armor: Doctor's Garb, Antivenom; Plague Doctor Abilities: Plague Grenade, Blinding Gas, Incision, Battlefield Medicine ]
  • Crusader

    [ Crusader Weapons: Greatsword, Armor: Plate& Chain/ Holy Water; Crusader Abilities: Smite, Holy Lance, Bulwark of Faith, Inspiring Cry ]
  • Vestal

    [ Vestal Weapons: Spiked Mace& Holy Book, Armor: Blessed Plate Mail; Vestal Abilities: Mace Bash, Judgement, Dazzling Light, Divine Grace ]
  • /accompanied by [a-zA-Z]+, a male Abomination/

    The Abomination has been beaten, branded and imprisoned for untold decades. The Eldritch poison coursing through his veins has given him unspeakable power, at a terrible cost. His progressive mutation manifests in unspeakable strength, speed, and a profusion of bile.
    During combat, the Abomination is protected by cursed chains and a thick, leathery hide. He can withstand the pressures of frontline combat as well as any plated footman. Manacles stuns the target with a whack from the heavy chains wrapped around the Abomination's wrists. Beast's Bile inflicts the target with poisonous blight. Transform unleashes the Abomination's inner monstrosity, healing him and supplying him with claws as large as daggers as long as he remains transformed. Rake is a vicious melee attack, which starts out weak but ramps up in damage for each use. Slam is a charge attack, often leaving the target reeling.
  • /accompanied by [a-zA-Z]+, a male Vestal/

    The Vestal is a brother of battle; Pious and unrelenting, he is determined to bring faith on the battlefield as a weapon against corruption. Prayers, chants, and blessings bring peace and solace to the Vestal and his party at night, heal the wounded and protect from nighttime attacks. Blessed plate mail encases the Vestal as he delivers terrible violence and healing comfort in equal measure.
    During combat, the Vestal wields a mace in one hand, and a holy book in the other. This warrior monk often channels his zeal for battle into healing abilities. Divine Grace heals the target of its most grievous injuries. Holy Judgement calls upon the light itself to strike against the Vestal's foes. Mace Bash is a strong melee attack. Dazzling Light blinds the target with the Vestal's divine powers.
  • /accompanied by [a-zA-Z]+, a male Shieldbreaker/

    The Shieldbreaker hails from the distant windswept dunes of the east. Deadly as a viper, his iron will has been forged in the heat of the blazing desert sun. Though outwardly demure, his emancipation from the barren wastes came at a price so terrible, it haunts his dreams even now... An unfortunate series of events forced the Shieldbreaker to cut his hand to survive, and the images of the past haunt him until today.
    During combat, the Shieldbreaker gracefully moves about the battlefield, wielding a spear and buckler to keep himself out of danger while he swiftly decimates the enemy defenses. His dancer's garb is better suited to the stage than the dungeon; he must be quick to survive. Pierce entirely ignores armor. Captivate pulls enemies to the front. Adder's Kiss is a devastating attack, that infects the target with blight. Serpent Sway raises the Shieldbreaker's defensive abilities and often gets him out of harms way.
  • /accompanied by [a-zA-Z]+, a male Arbalest/

    The Arbalest is a runaway turned soldier clad in heavy armor and able to vanquish foes with his massive crossbow. His life of war has given him many skills for the battlefield, and his heavy crossbow allows him to snipe high-priority targets from afar. At camp, the Arbalest often spends his night tending to his crossbow - his one companion since childhood. As long as he is given ample distance between himself and his quarry, no foe is safe from this sharpshooter's wrath.
    During combat, the Arbalest will stay behind his allies and harass the enemies with well-placed shots from his giant crossbow. Sniper Shot is an incredibly skilled shot, able to hit any target from anywhere. Battlefield Bandage heal a target of its most grievous wounds. Bola hinders the Arbalest's target from movement. Suppressing Fire wreaks havoc on entire enemy parties.
  • /accompanied by [a-zA-Z]+, a male Antiquarian/

    The Antiquarian is a scholar, researcher, and a keen archaeologist. While the Antiquarian is a liability in combat, he makes up for it with his keen ability to detect treasure and the vast knowledge he brings about the various trinkets and charms that can be found in these doomed lands.
    During combat, the Antiquarian makes himself scarce to ensure his own survival. Nervous Stab is a meek attack with his kukri. Festering Vapors emits noxious gas from the Antiquarian's censer to inflict middling Blight. Flashpowder reduces a single enemy's accuracy. Get Down brings the Antiquarian out of harms reach. Protect Me forces an ally to guard him, while giving them an excellent defensive boost in return.
  • /accompanied by [a-zA-Z]+, a male Flagellant/

    The Flagellant relishes the scars and abrasions that cover his body - drawing incomprehensible resilience from the tearing of his own flesh. His flail, a particularly cruel and merciless weapon, drips with his enemies' blood and his own.
    During combat, the Flagellant stands like a wall between his comrades and his foes, with his arms wide open, his body exposed, acting like a magnet for all harm that may come their way. Punish is a merciless strike with his flail - inflicting the target with bleeding wounds. Reclaim heals an ally while opening the Flagellants own wounds in return. The Flagellant's abilities are respectable on their own, but they only become more powerful as his body and mind are abused to their limit. Exsanguinate renders immense punishment against the Flagellant's foes. Redeem restores his body as well as that of an ally.
  • /accompanied by [a-zA-Z]+, a male Musketeer/

    The Musketeer is a competitive sharpshooter with little practical experience, and excels when enemies remain at a distance. Although outwardly inconspicuous, the Musketeer's regalia is reinforced with hardened leather under armor, allowing him to sustain a considerable amount of punishment. His musket's variable ammunition and trusty sidearm allow him to deal debilitating damage at range.
    During combat, the Musketeer stays in the far back, relying on his immaculate aim. Aimed Shot is a well-placed shot against enemies in the back. Smokescreen blind the target. Buckshot knocks its target back. Sidearm buys the Musketeer time to retreat to the safety of the back line.
  • /accompanied by [a-zA-Z]+, a male Jester/

    The Jester brings a good laugh, a merry song, and a razor sharp blade into the darkest depths of these twisted lands. Clad only in mildewed cloth, the Jester makes a mockery of battle. As an entertainer, he can turn a stressful night of camping into a night of merriment and wit. For the Jester, combat is a power ballad - a slow build up, and a grand finale!
    During combat, the Jester easily moves through enemy lines, often relying both on luck and skill. Slice Off is a skillful attack with the Jester's sickle, leaving his enemies bleeding. Dirk Stab, moves the Jester to the front of combat. Finale deals extraordinary damage to one enemy. This leaves the Jester open to any retaliation should it not finish his enemy off. Inspiring Tune is a unique support ability; The Jester can perform by playing a tune on his lute to put anyone's mind at ease.
  • /accompanied by [a-zA-Z]+, a male Highwayman/

    The Highwayman is a bandit seeking redemption. When night falls, the Highwayman relishes cynical preparedness and off-color jokes around the campfire. A life spent running and hiding has taught him the tenuous benefit of perimeter alarms, and late-night investigations into the encroaching shadows.
    During combat, the Highwayman shows unparalleled finesse and ferocity. Pistol Shot picks off foes from afar. Duelist's Advance moves the Highwayman forward with and sets up a Riposte, retaliating attacks made against him. Wicked Slice is a melee attack with his dirk. Grapeshot Blast is a devastating attack against multiple enemies, finishing off weakened enemies and softening up others. Point Blank Shot is a close-combat shot, used to inflict massive damage against the Highwayman's foe.
  • /accompanied by [a-zA-Z]+, a male Grave Robber/

    The Grave Robber was born into money, and married into more. But when his spouse's boorish lust and drunken temper became too much to bear, he had to act. Years of decadence and financial mismanagement had left his estate in staggering debt. To preserve his social standing, he pilfered his late spouse's tomb, but found the thrill too exhilarating to ever return to his old life and instead took on the life of a restless wanderer.
    During combat, the Grave Robber is an incredibly nimble fighter, evading hits that would easily bring him to Death's Door. Pick To the Face is a melee attack with the Grave Robber's trusty pickaxe. Lunge is a charge attack with his dagger. Shadow Fade allows him to retreat to the back lines, giving him stealth and a boost in offense. Throw Daggers is a skilled ranged attack. Poison Darts inflicts the target with noxious blight.
  • /accompanied by [a-zA-Z]+, a male Bounty Hunter/

    The Bounty Hunter is a brutally efficient hunter. For him, planning is key - He has found that simply striking before thinking is an ineffective way to kill, so he has taught himself many ways to take advantage of his foe's vulnerabilities. At camp, like in combat, the Bounty Hunter is all about preparedness. He can take time to study his notes, bettering his odds against his foes.
    During combat, the Bounty Hunter specializes in targeting a single foe to deliver its head for the reward. Mark for Death finds weak spots in his enemies' armor. Collect Bounty capitalizes on any opening found and delivers a devastating hit with the Bounty Hunter's axe. Come Hither pulls the target in or slice them up with his sharp grappling hook. Flashbang disorients the target, leaving them blinded for a moment. No matter the situation, this calculating killer will have an answer for it.
  • /accompanied by [a-zA-Z]+, a male Plague Doctor/

    The Plague Doctor is brilliant and bold; His unconventional theories created nothing short of a scandal during his education. The mysteries of the human body - of life and death itself - had always fascinated him. When his research was at a critical point, a grim opportunity to prove his theories presented himself. In the weeks that followed, however, he found himself unable to focus, instead sitting motionless at his desk, paralyzed by the ceaseless wailing that reverberated in his mind. The Plague Doctor makes use of experimental remedies and risky healing practices to cure his companions' ailments, and restore their vigor.
    During combat, the Plague Doctor stays far in the back, throwing his various concoctions at his enemies. Plague Grenade inflicts his enemies with noxious blight. Blinding Gas is a powerful stun. Battlefield Medicine cures both the Plague Doctor and allies of any ailments. Incision is a melee attack, that inflicts bleeding wounds on the target.
  • /accompanied by [a-zA-Z]+, a male Houndmaster/

    The Houndmaster is a tough and uncommonly compassionate ex-lawman. He and his faithful Wolfhound work in tandem to bring down their enemies and protect the innocent. Still clad in his worn Gendarme's uniform, the Houndmaster's focus is on evasion over mitigation. His cudgel is an effective, stunning tool, but it is the Hound who delivers the pair's most crippling blows.
    During combat, the Houndmaster relies on his faithful dog and will put himself into harms way to protect his trusty companion. Hound's Rush sends forth Wolfhound against one target. Target Whistle reveals weak spots in the foe's defense. Cry Havoc puts the mind of the Houndmaster's allies at ease. Guard Dog protects an ally and raises the dog's defensive abilities. Lick Wounds provides a quick self-heal in a pinch. Blackjack stuns enemies with a heavy wack of the cudgel.
  • /accompanied by [a-zA-Z]+, a male Occultist/

    The Occultist is living proof that the dark arts can be used to expunge darkness itself. He has utilized that same knowledge as the Ancestor to further his understanding of the eldritch. His pursuits have left his body fragile and weak, but it has made his mind sharp and his capabilities most versatile. In his younger years, the Occultist clashed with the Shambler and harness a portion of its power.
    During combat, the Occultist calls upon the dark arts to serve him. Daemon's Pull wrenches individuals to the front of the fray. Sacrificial Stab is a melee attack that is especially effective against Eldritch horrors. Abyssal Artillery calls forth otherworldly tentacles to harass and harm groups of enemies. Wyrd Reconstruction reconstructs flesh and heal wounds. This technique is powerful, but unpredictable, as it may restore his ally to perfect health or tear apart their flesh.
  • /accompanied by [a-zA-Z]+, a female Grave Robber/

    The Grave Robber was born into money, and married into more. But when her spouse's boorish lust and drunken temper became too much to bear, she had to act. Years of decadence and financial mismanagement had left her estate in staggering debt. To preserve her social standing, she pilfered her late spouse's tomb, but found the thrill too exhilarating to ever return to her old life and instead took on the life of a restless wanderer.
    During combat, the Grave Robber is an incredibly nimble fighter, evading hits that would easily bring her to Death's Door. Pick To the Face is a melee attack with the Grave Robber's trusty pickaxe. Lunge is a charge attack with her dagger. Shadow Fade allows her to retreat to the back lines, giving her stealth and a boost in offense. Throw Daggers is a skilled ranged attack. Poison Darts inflicts the target with noxious blight.
  • /accompanied by [a-zA-Z]+, a (?!.*(female|male)).*Houndmaster/

    The Houndmaster is a tough and uncommonly compassionate ex-lawman. They and their faithful Wolfhound work in tandem to bring down their enemies and protect the innocent. Still clad in their worn Gendarme's uniform, the Houndmaster's focus is on evasion over mitigation. Their cudgel is an effective, stunning tool, but it is the Hound who delivers the pair's most crippling blows.
    During combat, the Houndmaster relies on their faithful dog and will put themself into harms way to protect their trusty companion. Hound's Rush sends forth Wolfhound against one target. Target Whistle reveals weak spots in the foe's defense. Cry Havoc puts the mind of the Houndmaster's allies at ease. Guard Dog protects an ally and raises the dog's defensive abilities. Lick Wounds provides a quick self-heal in a pinch. Blackjack stuns enemies with a heavy wack of the cudgel.
  • /You are [a-zA-Z]+, a [a-zA-Z]+ Jester/

    You bring a good laugh, a merry song, and a razor sharp blade into the darkest depths of these twisted lands. Clad only in mildewed cloth, you make a mockery of battle. As an entertainer, you can turn a stressful night of camping into a night of merriment and wit. For you, combat is a power ballad - a slow build up, and a grand finale!
    During combat, you easily moves through enemy lines, often relying both on luck and skill. Slice Off is a skillful attack with your sickle, leaving your enemies bleeding. Dirk Stab, moves you to the front of combat. Finale deals extraordinary damage to one enemy. This leaves you open to any retaliation should it not finish your enemy off. Inspiring Tune is a unique support ability; You can perform by playing a tune on your lute to put anyone's mind at ease.
  • Musketeer

    [ Musketeer Weapons: Musket, Armor: Leather Vest& Cloak/ Bandages; Musketeer: Aimed Shot, Smokescreen, Buckshot, Sidearm ]
  • Houndmaster

    [ Houndmaster Weapons: Cudgel, Armor: Leather Vest/ Dog Treats; Houndmaster Abilities: Hound's Rush, Target Whistle, Cry Havoc, Guard Dog, Blackjack ]
  • Hellion

    [ Hellion Weapons: Glaive, Armor: Leather& Fur; Hellion Abilities: Iron Swan, Breakthrough, Adrenaline Rush, Bleed Out ]
  • Flagellant

    [ Flagellant Weapons: Flail, Armor: Ceremonial Garb; Flagellant Abilities: Punish, Reclaim, Exsanguinate, Redeem ]
  • Bounty Hunter

    [ Bounty Hunter Weapons: Axe& Grappling Hook, Armor: reinforced leather; Bounty Hunter Abilities: Collect Bounty, Mark for Death, Come Hither, Flashbang ]
  • Arbalest

    [ Arbalest Weapons: Heavy Crossbow, Armor: Plate/ Bandages; Arbalest Abilities: Sniper Shot, Suppressing Fire, Bola, Battlefield Bandage ]
  • Antiquarian

    [ Antiquarian Weapon: Ceremonial Censer, Armor: Fancy Robe/ Skeleton Key; Antiquarian Abilities: Nervous Stab, Festering Vapors, Flashpowder, Get Down, Protect Me ]
  • Man-at-Arms

    [ Man-at-Arms Weapons: Mace, Armor: Shield& Plate; Man-at-Arms Abilities: Defender, Rampart, Bellow, Retribution ]
  • Highwayman

    [ Highwayman Weapons: Flintlock Pistol& Short Sword, Armor: Reinforced Overcoat; Highwayman Abilities: Wicked Slice, Pistol Shot, Point Blank Shot, Grapeshot Blast, Duelist's Advance ]
  • /accompanied by [a-zA-Z]+, a male Man-at-Arms/

    The Man-at-Arms is an old, battle-scarred veteran, who has seen enough war and bloodshed to last more than a dozen lifetimes. While he can no longer swing his great mace with the force he once could, no one should stand where he swings his mighty weapon. The Man-at-Arms is a seasoned veteran, and has been rewarded for his toil with haunting guilt and stoic resilience. The Man-at-Arms breaks down enemy lines with his mace, shield, and furious battle cries.
    During combat, the Man-at-Arms protects his allies with Defender, redirecting an attack towards him. Bellow shakes the enemies resolve, giving your team the upper hand in combat. Rampart knocks back and stun an enemy, while moving the Man-at-Arms into close combat. Retribution activates Riposte, countering any attacks attempted at him with a solid smack of his shield.
  • /accompanied by [a-zA-Z]+, a male Leper/

    The Leper is a ruined man, a warrior and a poet. Struggle, and futility — all one's days are a constant toil to shelter life's ember through one more night. The Leper not only knows but embraces such solemnity. Tortured existence has taught him to count not on the care of others. The Leper can gain strength others can but dream of, or the endurance to bear what no other could. And when his massive blade falls, death's call rings loud to all caught in its thunderous arc. However, such force falls not nimbly, and foes may lightly evade their execution.
    During Combat, the Leper will face any opposition head on. Chop is a devastating strike with his execution's blade against a close target. Intimidate shakes the target's resolve. Purge knocks back an enemy back. Withstand gives the Leper increased resistances.
  • /accompanied by [a-zA-Z]+, a female Bounty Hunter/

    The Bounty Hunter is a brutally efficient hunter. For her, planning is key - She has found that simply striking before thinking is an ineffective way to kill, so she has taught herself many ways to take advantage of her foe's vulnerabilities. At camp, like in combat, the Bounty Hunter is all about preparedness. She can take time to study her notes, bettering her odds against her foes.
    During combat, the Bounty Hunter specializes in targeting a single foe to deliver its head for the reward. Mark for Death finds weak spots in her enemies' armor. Collect Bounty capitalizes on any opening found and delivers a devastating hit with the Bounty Hunter's axe. Come Hither pulls the target in or slice them up with her sharp grappling hook. Flashbang disorients the target, leaving them blinded for a moment. No matter the situation, this calculating killer will have an answer for it.
  • /accompanied by [a-zA-Z]+, a male Hellion/

    The Hellion is wild, unpredictable, and utterly ruthless; He thrills to the spilling of blood! His massive glaive affords him impressive reach in combat, while its razor sharp edge leaves lasting wounds on enemies. Versatile and unrelenting, he can hit the back row with his blade and devastate his foes. His versatility is only matched by his ferocity.
    During combat, the Hellion will face any enemy head-on and can pick on even the furthest enemies thanks to his giant glaive. Breakthrough is a wide swing against multiple enemies. Bleed Out maims the target and inflicts them with deep bleeding wounds. These abilities leave the Hellion exhausted, reducing his effectiveness in long battles, and are crippling to him when overused. Iron Swan is an exquisite option to pick off enemies far in the back. Adrenaline Rush buffs up the Hellion's damage to help counter him exhaustion.
  • /accompanied by [a-zA-Z]+, a female Shieldbreaker/

    The Shieldbreaker hails from the distant windswept dunes of the east. Deadly as a viper, her iron will has been forged in the heat of the blazing desert sun. Though outwardly demure, her emancipation from the barren wastes came at a price so terrible, it haunts her dreams even now... An unfortunate series of events forced the Shieldbreaker to cut her hand to survive, and the images of the past haunt her until today.
    During combat, the Shieldbreaker gracefully moves about the battlefield, wielding a spear and buckler to keep herself out of danger while she swiftly decimates the enemy defenses. Her dancer's garb is better suited to the stage than the dungeon; she must be quick to survive. Pierce entirely ignores armor. Captivate pulls enemies to the front. Adder's Kiss is a devastating attack, that infects the target with blight. Serpent Sway raises the Shieldbreaker's defensive abilities and often gets her out of harms way.
  • /There is a place, beneath those ancient ruins, in the moor, that calls out to the boldest among them.../

    Location: The Old Road, Beginning of Corridor
    You are Dismas, a male Highwayman, and you ponder the nature of your profession and how you might best support your companion, Reynauld who is a Crusader.
    You encounter a Brigand Cutthroat! He is hooded, and wields a pair of daggers with expert skill. Reynauld steps forward in front of you. "You should leave this place, stranger. This is no safe haven for you."
    The brigand's eyes gleam under his cowl as he smirks. "Hah! You're new here, aren't you? I'm surprised you've got the nerve to speak to me like that, even if you are a pretty little thing."
    Your heart beats faster. The dagger in his hand glints with reflected light.
    > You lunge for the Brigand and make a Wicked Slice with your own blade.
    ─ Your Wicked Slice lands on the Brigand Cutthroat with a critical hit.
    The brigand cries out and falls back, clutching at his chest. Blood seeps between his fingers and he grunts, "Aaaargh!"
    > You yell "Now, Reynauld! Dispatch him with your Holy Smite!"
    - Reynauld's Holy Smite incinerates the Brigand Cutthroat with holy fire!
    Reynauld raises his hands and a blinding flash of white light envelops the brigand. His flesh boils and splits. A putrid smell rises from the corpse.
    "Aaaaaagh!"
    The brigand roars and staggers back, dropping one of his knives. The other clatters to the ground. The brigand's eyes roll back into his head and he collapses to the ground.
    > You say "Well done, Reynauld, let's see what curio or treasure he has."
    Reynauld kneels beside the body. He pulls off the brigand's cloak and then removes the brigand's belt.
    As he lifts the brigand's arms, a silver ring glimmers on his finger.
    > You ask "Ah, what is that?"
    "It's a signet ring," Reynauld replies. "They used to wear them as badges of office. If you have a special ability, you'd mark it with a symbol."
    "That must be a powerful item, then. What does it do?"
    "I don't know. But I'll keep it for now."
    Reynauld pockets the ring and stands up. He looks around, and then nods. "Let's move on."
    > You move on.
    Location: The Old Road, End of Corridor
    You move on with Reynauld, and find a portal deeper into the woods. Stepping in, you are surprised by a Brigand Bloodletter, and a Brigand Fusilier! They stand guard over a large strongbox.
  • /accompanied by [a-zA-Z]+, a male Crusader/

    The Crusader is a champion - a hero to rally otherwise common men to a righteous cause. With holy blade in hand, he smites the wicked and sends them back to the darkness from whence they crept. No matter the pressures he faces, he will remain strong, finding strength within himself to keep fighting on while inspiring others to do the same.
    During combat, The Crusader is restricted in movement, due to his heavy armor. Though, thanks to its great protection, he can stand in the frontline to take the blows that his weaker comrades cannot. Smite is a strike with the Crusader's great sword and especially effective against the Undead. Holy Lance is a charge attack, able to hit even the furthest enemies. Bulwark of Faith will ensure that most enemy damage thrown then Crusader's way does barely a scratch on him. Inspiring Cry keeps the front line from collapsing, the fearful from snapping, and the darkness from taking hold.
  • /accompanied by [a-zA-Z]+, a female Man-at-Arms/

    The Man-at-Arms is an old, battle-scarred veteran, who has seen enough war and bloodshed to last more than a dozen lifetimes. While she can no longer swing her great mace with the force she once could, no one should stand where she swings her mighty weapon. The Man-at-Arms is a seasoned veteran, and has been rewarded for her toil with haunting guilt and stoic resilience. The Man-at-Arms breaks down enemy lines with her mace, shield, and furious battle cries.
    During combat, the Man-at-Arms protects her allies with Defender, redirecting an attack towards her. Bellow shakes the enemies resolve, giving your team the upper hand in combat. Rampart knocks back and stun an enemy, while moving the Man-at-Arms into close combat. Retribution activates Riposte, countering any attacks attempted at her with a solid smack of her shield.
  • /accompanied by [a-zA-Z]+, a female Leper/

    The Leper is a ruined woman, a warrior and a poet. Struggle, and futility — all one's days are a constant toil to shelter life's ember through one more night. The Leper not only knows but embraces such solemnity. Tortured existence has taught her to count not on the care of others. The Leper can gain strength others can but dream of, or the endurance to bear what no other could. And when her massive blade falls, death's call rings loud to all caught in its thunderous arc. However, such force falls not nimbly, and foes may lightly evade their execution.
    During Combat, the Leper will face any opposition head on. Chop is a devastating strike with her execution's blade against a close target. Intimidate shakes the target's resolve. Purge knocks back an enemy back. Withstand gives the Leper increased resistances.
  • /accompanied by [a-zA-Z]+, a female Houndmaster/

    The Houndmaster is a tough and uncommonly compassionate ex-lawwoman. She and her faithful Wolfhound work in tandem to bring down their enemies and protect the innocent. Still clad in her worn Gendarme's uniform, the Houndmaster's focus is on evasion over mitigation. Her cudgel is an effective, stunning tool, but it is the Hound who delivers the pair's most crippling blows.
    During combat, the Houndmaster relies on her faithful dog and will put herself into harms way to protect her trusty companion. Hound's Rush sends forth Wolfhound against one target. Target Whistle reveals weak spots in the foe's defense. Cry Havoc puts the mind of the Houndmaster's allies at ease. Guard Dog protects an ally and raises the dog's defensive abilities. Lick Wounds provides a quick self-heal in a pinch. Blackjack stuns enemies with a heavy wack of the cudgel.
  • /accompanied by [a-zA-Z]+, a female Highwayman/

    The Highwayman is a bandit seeking redemption. When night falls, the Highwayman relishes cynical preparedness and off-color jokes around the campfire. A life spent running and hiding has taught her the tenuous benefit of perimeter alarms, and late-night investigations into the encroaching shadows.
    During combat, the Highwayman shows unparalleled finesse and ferocity. Pistol Shot picks off foes from afar. Duelist's Advance moves the Highwayman forward with and sets up a Riposte, retaliating attacks made against her. Wicked Slice is a melee attack with her dirk. Grapeshot Blast is a devastating attack against multiple enemies, finishing off weakened enemies and softening up others. Point Blank Shot is a close-combat shot, used to inflict massive damage against the Highwayman's foe.
  • /accompanied by [a-zA-Z]+, a female Arbalest/

    The Arbalest is a runaway turned soldier clad in heavy armor and able to vanquish foes with her massive crossbow. Her life of war has given her many skills for the battlefield, and her heavy crossbow allows her to snipe high-priority targets from afar. At camp, the Arbalest often spends her night tending to her crossbow - her one companion since childhood. As long as she is given ample distance between herself and her quarry, no foe is safe from this sharpshooter's wrath.
    During combat, the Arbalest will stay behind her allies and harass the enemies with well-placed shots from her giant crossbow. Sniper Shot is an incredibly skilled shot, able to hit any target from anywhere. Battlefield Bandage heal a target of its most grievous wounds. Bola hinders the Arbalest's target from movement. Suppressing Fire wreaks havoc on entire enemy parties.
  • /accompanied by [a-zA-Z]+, a female Occultist/

    The Occultist is living proof that the dark arts can be used to expunge darkness itself. She has utilized that same knowledge as the Ancestor to further her understanding of the eldritch. Her pursuits have left her body fragile and weak, but it has made her mind sharp and her capabilities most versatile. In her younger years, the Occultist clashed with the Shambler and harness a portion of its power.
    During combat, the Occultist calls upon the dark arts to serve her. Daemon's Pull wrenches individuals to the front of the fray. Sacrificial Stab is a melee attack that is especially effective against Eldritch horrors. Abyssal Artillery calls forth otherworldly tentacles to harass and harm groups of enemies. Wyrd Reconstruction reconstructs flesh and heal wounds. This technique is powerful, but unpredictable, as it may restore her ally to perfect health or tear apart their flesh.
  • /accompanied by [a-zA-Z]+, a female Flagellant/

    The Flagellant relishes the scars and abrasions that cover her body - drawing incomprehensible resilience from the tearing of her own flesh. Her flail, a particularly cruel and merciless weapon, drips with her enemies' blood and her own.
    During combat, the Flagellant stands like a wall between her comrades and her foes, with her arms wide open, her body exposed, acting like a magnet for all harm that may come their way. Punish is a merciless strike with her flail - inflicting the target with bleeding wounds. Reclaim heals an ally while opening the Flagellants own wounds in return. The Flagellant's abilities are respectable on their own, but they only become more powerful as her body and mind are abused to their limit. Exsanguinate renders immense punishment against the Flagellant's foes. Redeem restores her body as well as that of an ally.
  • /accompanied by [a-zA-Z]+, a female Crusader/

    The Crusader is a champion - a hero to rally otherwise common men to a righteous cause. With holy blade in hand, she smites the wicked and sends them back to the darkness from whence they crept. No matter the pressures she faces, she will remain strong, finding strength within herself to keep fighting on while inspiring others to do the same.
    During combat, The Crusader is restricted in movement, due to her heavy armor. Though, thanks to its great protection, she can stand in the frontline to take the blows that her weaker comrades cannot. Smite is a strike with the Crusader's great sword and especially effective against the Undead. Holy Lance is a charge attack, able to hit even the furthest enemies. Bulwark of Faith will ensure that most enemy damage thrown then Crusader's way does barely a scratch on her. Inspiring Cry keeps the front line from collapsing, the fearful from snapping, and the darkness from taking hold.
  • /accompanied by [a-zA-Z]+, a female Antiquarian/

    The Antiquarian is a scholar, researcher, and a keen archaeologist. While the Antiquarian is a liability in combat, she makes up for it with her keen ability to detect treasure and the vast knowledge she brings about the various trinkets and charms that can be found in these doomed lands.
    During combat, the Antiquarian makes herself scarce to ensure her own survival. Nervous Stab is a meek attack with her kukri. Festering Vapors emits noxious gas from the Antiquarian's censer to inflict middling Blight. Flashpowder reduces a single enemy's accuracy. Get Down brings the Antiquarian out of harms reach. Protect Me forces an ally to guard her, while giving them an excellent defensive boost in return.
  • /accompanied by [a-zA-Z]+, a female Abomination/

    The Abomination has been beaten, branded and imprisoned for untold decades. The Eldritch poison coursing through her veins has given her unspeakable power, at a terrible cost. Her progressive mutation manifests in unspeakable strength, speed, and a profusion of bile.
    During combat, the Abomination is protected by cursed chains and a thick, leathery hide. She can withstand the pressures of frontline combat as well as any plated footman. Manacles stuns the target with a whack from the heavy chains wrapped around the Abomination's wrists. Beast's Bile inflicts the target with poisonous blight. Transform unleashes the Abomination's inner monstrosity, healing her and supplying her with claws as large as daggers as long as she remains transformed. Rake is a vicious melee attack, which starts out weak but ramps up in damage for each use. Slam is a charge attack, often leaving the target reeling.
  • /accompanied by [a-zA-Z]+, a female Vestal/

    The Vestal is a sister of battle; Pious and unrelenting, she is determined to bring faith on the battlefield as a weapon against corruption. Prayers, chants, and blessings bring peace and solace to the Vestal and her party at night, heal the wounded and protect from nighttime attacks. Blessed plate mail encases the Vestal as she delivers terrible violence and healing comfort in equal measure.
    During combat, the Vestal wields a mace in one hand, and a holy book in the other. This warrior nun often channels her zeal for battle into healing abilities. Divine Grace heals the target of its most grievous injuries. Holy Judgement calls upon the light itself to strike against the Vestal's foes. Mace Bash is a strong melee attack. Dazzling Light blinds the target with the Vestal's divine powers.
  • /accompanied by [a-zA-Z]+, a female Jester/

    The Jester brings a good laugh, a merry song, and a razor sharp blade into the darkest depths of these twisted lands. Clad only in mildewed cloth, the Jester makes a mockery of battle. As an entertainer, she can turn a stressful night of camping into a night of merriment and wit. For the Jester, combat is a power ballad - a slow build up, and a grand finale!
    During combat, the Jester easily moves through enemy lines, often relying both on luck and skill. Slice Off is a skillful attack with the Jester's sickle, leaving her enemies bleeding. Dirk Stab, moves the Jester to the front of combat. Finale deals extraordinary damage to one enemy. This leaves the Jester open to any retaliation should it not finish her enemy off. Inspiring Tune is a unique support ability; The Jester can perform by playing a tune on her lute to put anyone's mind at ease.
  • /accompanied by [a-zA-Z]+, a female Plague Doctor/

    The Plague Doctor is brilliant and bold; Her unconventional theories created nothing short of a scandal during her education. The mysteries of the human body - of life and death itself - had always fascinated her. When her research was at a critical point, a grim opportunity to prove her theories presented herself. In the weeks that followed, however, she found herself unable to focus, instead sitting motionless at her desk, paralyzed by the ceaseless wailing that reverberated in her mind. The Plague Doctor makes use of experimental remedies and risky healing practices to cure her companions' ailments, and restore their vigor.
    During combat, the Plague Doctor stays far in the back, throwing her various concoctions at her enemies. Plague Grenade inflicts her enemies with noxious blight. Blinding Gas is a powerful stun. Battlefield Medicine cures both the Plague Doctor and allies of any ailments. Incision is a melee attack, that inflicts bleeding wounds on the target.
  • /accompanied by [a-zA-Z]+, a female Hellion/

    The Hellion is wild, unpredictable, and utterly ruthless; She thrills to the spilling of blood! Her massive glaive affords her impressive reach in combat, while its razor sharp edge leaves lasting wounds on enemies. Versatile and unrelenting, she can hit the back row with her blade and devastate her foes. Her versatility is only matched by her ferocity.
    During combat, the Hellion will face any enemy head-on and can pick on even the furthest enemies thanks to her giant glaive. Breakthrough is a wide swing against multiple enemies. Bleed Out maims the target and inflicts them with deep bleeding wounds. These abilities leave the Hellion exhausted, reducing her effectiveness in long battles, and are crippling to her when overused. Iron Swan is an exquisite option to pick off enemies far in the back. Adrenaline Rush buffs up the Hellion's damage to help counter her exhaustion.
  • /accompanied by [a-zA-Z]+, a female Musketeer/

    The Musketeer is a competitive sharpshooter with little practical experience, and excels when enemies remain at a distance. Although outwardly inconspicuous, the Musketeer's regalia is reinforced with hardened leather under armor, allowing her to sustain a considerable amount of punishment. Her musket's variable ammunition and trusty sidearm allow her to deal debilitating damage at range.
    During combat, the Musketeer stays in the far back, relying on her immaculate aim. Aimed Shot is a well-placed shot against enemies in the back. Smokescreen blind the target. Buckshot knocks its target back. Sidearm buys the Musketeer time to retreat to the safety of the back line.
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