Difference between revisions of "The Wild Hunt"
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* [[Moro|Moro Aranel]] | * [[Moro|Moro Aranel]] | ||
* [[Reese Drumlin]] | * [[Reese Drumlin]] | ||
− | * [[ | + | * [[Sabon Oridi]] |
* [[Elodea|Elodea Delilah De la Rosa De'Finten]] | * [[Elodea|Elodea Delilah De la Rosa De'Finten]] | ||
+ | * [[Frer'cahl]] | ||
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;Former Members | ;Former Members | ||
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* [[Saffron Grants]] | * [[Saffron Grants]] | ||
* [[Creek Morrow]] | * [[Creek Morrow]] | ||
* [[Rorik]] † | * [[Rorik]] † | ||
+ | *Urgnak | ||
* Alexander | * Alexander | ||
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Revision as of 00:16, 9 March 2018
"...It appears not even death can stop The Wild Hunt."
The Wild Hunt, also known as "Yuma's Champions" and "The Wild Cunts" are a group of refugees turned adventurers based in Meryndan and the protagonists of Everlaster's first trilogy.
Contents
Founding
Name
Prior to becoming the force they are today, the group wandered with no title. That was until they became "Yuma's Champions" after they protected the Whisper Hollow by killing a nefarious shaman who controlled an entire tribe with her mind. This title held little weight within the world as so few knew of Yuma's presence, and instead they opted to accept anew upon meeting the elven empress Thymlyssa. The group made a weighty decision in which they unknowingly accepted a blood bane by the corrupt elven empress under the guise of "democratic relations". They have since severed their connection with her and have begun the process of declaring an all out war against her possession, and in return have retaken the name of The Wild Hunt in a newfound purpose to restore justice to the land of Meryndan by eliminating the Nephilim.
Becoming Established
The party has completed many an arduous task all in an effort to progress further in obtaining their goal. Whether that's conquering the magestorm which plagues the Stormlands or defeating an enormous blight dragon to restore the Heart of the Forest to their chosen goddess, Yuma, the party has done many a good deed (and also a few not so good deeds) during their adventures.
- Overcoming the magestorm and an orc warlock by the name of Tumnuk who was halting all passage between the burned cities of Farshore and Waynevalley.
- Solving the effigy murders of Kingsrun and defeating the abomination created during the deadly ritual made of severed limbs from those killed by a boy named Caius. This was their first, true experience with fighting a nephilim inflicted creature.
- Stopping the onslaught between the Adventure League and Warsong while also dismantling the evil curse residing within either group caused by the chieftan named Cheyuma in the Hollow.
- Assisting The Good Luck in transporting blueprints for flintlocks and pepperbox pistols to Malnathas all while slaying a faction of the dwarven army to keep them off their trail. They also managed to defeat a centuries old kraken named "The Deep One" and rescued the ship.
- Surviving The Summer Palace Tragedy and rescuing a child named Tanner and their beloved pet Pepper, slaughtering hundreds of nephilim in their escape.
- Discovering the former Keep to the dwarves known as Coldmourn and revealing the secret hidden beneath of an entire, perfectly kept town in which they called Deepshore.
- Dismantling the government of Nestwood in employment to Pierre, murdering hundreds of nobles and defeating the archlich, Caius, for a second time.
- Returning to the Hollow so that they may rescue the Elders who have long disappeared from the forest, and after doing so assuring that life could be restored to the forest but not without a cost. The Warsong were lost in the process.
- Rising to the challenge of the Eisenborn Arena and taking gold after a series of 1v1 battles with an arrange of animals and enemies, as well as completely demolishing the final 8v8 battles, one of which was against the infamous Knight's Bane. They defeated an ancient titan named Thrabezdam that had been accidentially released by the Merfolk deep within The Sink's caverns, nearly losing three members in the process but coming forth victorious.
Members
Initially, The Wild Hunt was a group of six refugees simply trying to escape the city of Farshore. There have since been several exits and introductions into the group.
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Roles
Currently, the party handles a multitude of different roles within the group. While they have advisers who handle the outside intelligence and tactical aspects of the group such as espionage, diplomatic relations, artifact inspection and, strategy - the party is often left to their own devices entirely during their travels. The defense tank and "wall" is Morlum, who often grants protection using his shields to his allies who are much weaker than the main DPS. Reese often acts as a scout to the party due to his survival awareness and high damage output given from the Twin Axes of Nature Vein. Azu is the dedicated cleric and a healer, he also acts as a beacon of diplomacy and has a sway with words. Moro is a druid and provides not only a support position but a jungling position as well, dealing a high damage output alongside high mobility. Elodea's array knowledge regarding the arcane and history allows the party to have a walking library beside them as well as the ability to draft and create blueprints by being the only gunslinger in the group. Urgnak is /the tank/ of the group, having a great deal of HP, large movement, and an enormous damage output due to his class being that of a barbarian.
Advisers
- Casper Yellow-Eye, Espionage and diplomacy relations
- Kenton Sterling, Military general and tactician
- Rana El' Shazar, Master arcanist and head in magical studies
Allies
- Nestwood
- Order of Clerics
- Elders
- Warsong
- Elementalists
- The Good Luck
- The Tribes of Rama and Naur
- Myatzeh
- Merfolk
Enemies
The Wild Hunt has made many foes during their time together.
Currently
- Thymlyssa
- Bountys' Guild
- Adventure League
- Garothmuk
- Mahane, Shaman of the Blood Lake
- Archibald
- Caius
- Eyes of Thymlyssa
- Lord Colejorn IV