The Savage Coast
Far from Rune-Midgard lies a tropical island, long isolated and only recently discovered by the Monster Hunting Guild: The Savage Coast. The island's diverse landscape has lead to the evolution of many strange and wondrous creatures found nowhere else in the world. But some of these creatures are not to be trifled with; these beings of unbridled might set themselves apart from Monsters found elsewhere. Exploring The Savage Coast will present its own trials and tribulations, but it may also yield rich rewards to those brave enough to venture there.
The Monsters that reside on The Savage Coast are like forces of nature; sculpting and shaping the environment around them to suit their own needs, resulting in a complex network of habitats. From the wide open sandy beaches, to the shadowy depths of the forests, to the soaring heights of the mountains, The Savage Coast's varied terrains will present their own unique challenges. But keen eyed hunters may find the wealth of untapped materials unique to The Savage Coast, allowing them to craft new items to utilize on their hunts, giving them an edge over their quarry.
Zones and Biomes
The Savage Coast is broadly split up into three Biomes: Beach, Woods and Highlands. Each of these biomes is further split up into different Zones. These Zones differ from one another in myriad of ways, and you will only find certain monsters in certain Biomes and even Zones. PLACE HOLDER TEXT
A marvel of modern engineering, soaring high above the clouds, a wonder to behold! The Monster Hunting Guild Airship: The Wyvern. The brainchild of Reidin Kurs, The Wyvern is a floating fortress, meant to serve as the new mobile headquarters of the Monster Hunting Guild. Many of the old staff reprise their previous roles, while some new faces have joined as passengers and crew aboard The Wyvern. With updates to familiar facilities as well as the introduction of new technologies, The Wyvern is a much anticipated renovation to the Monster Hunting Guild's base of operations. PLACE HOLDER TEXT
Guild Membership: 12 years
Traits: Charming, charismatic, quick to laugh and quicker to joke.
Though he often has the air of "the clown", that is merely a projected image he displays for the world. When you get right down to it, Seruel can be a gravely serious man, although temperate; moved more to pity than to wrath, but not without a sense of conviction and justice.
He randomly met Reidin Kurs years ago and stowed away on a hunt. Seruel nearly died, but Reidin saved him. A lasting friendship began that day, and has not diminished with the passing years. Indeed, their friendship has only strengthened.
With Reidin's guidance, Seruel rapidly became one of the most renowned Monster Hunters in the Guild. Along the way, his magnetic personality attracted others, most notably those in his 'party'. With his leadership and their various talents, they have become the singular most proficient team in the Monster Hunting Guild.
Class: Rune Knight
Guild Membership: 9 years
Traits: Strong, serene, confident.
Where others may be boastful and prone to hubris, Astrid neither exaggerates nor downplays her abilities as a warrior. She is a badass, and knows she is, but she does not walk all over people; rather she is the kind to go head to head with whomever comes before her with restraint. Only using the measure of her abilities as she determines necessary to complete the task.
Years ago, she failed to rescue King Tristan III from Nameless Island. Distraught over her own failure, and despite the insistence of fellows in the Order of Knights, she departed from their ranks in self-imposed exile.
Her heart remained heavy for several years, never wholly recovering from the shock and dismay. But there came a time that a restless longing began to stir within her. The gleam of her armor would catch her eye and a pang of nostalgia stirred up fond memories of days long past. Her hand longed for the grip of her sword, her shoulders ached for the weight of her armor.
The guilt has never wholly left her, but with time she moved beyond it. While she could not bring herself to rejoin the ranks of the Order of Knights, her first venture onto the world stage was in the arena.
She quickly climbed the ranks, outshining even the most veteran combatants. It was this stellar rise that caught the attention of Reidin Kurs, and at one such event, he made his way to the sidelines to extend her an invitation to the Monster Hunting Guild.
Class: Arch Bishop
Guild Membership: 7 years
Traits: Uplifting, tenderhearted, kind.
She shares her insight and wisdom with those who are willing to listen, and will lend an ear to those with plights that they need to unburden themselves of. Always willing to lend a hand if she can, even at the expense of her own peace of mind.
Delphina left the Rachel Sanctuary when things began to turn for the worse. Heartbroken and disillusioned, she made her way to Lighthalzen, where she spent some time tending to the poor and downtrodden. But there was a hole in her heart she could not fill with these ministrations. Something greater called to her, though she did not know what it was.
It wasn't until she happened to cross paths with the Minstrel named Seruel that she had the first inklings as to where her heart was leading her. The grand challenge of Monster Hunting tested her limits, and in testing her, fostered an insight: this could bring her happiness, bring her fulfillment in a way she had never had before.
Class: Guillotine Cross
Guild Membership: 6 years
Traits: Quiet, reserved, cunning.
Not uncaring, but a man of few words; words which he weighs carefully before sharing with others.
Sain rejected the dogma of the Assassins Guild, sought a better and more fulfilling life elsewhere in the world. Wandered far and wide, refusing multiple offers from various political activists seeking to spark revolution, or to off their rivals, or some other nonsense that didn't interest him at all.
It was in Umbala that he first caught wind of the Monster Hunting Guild, and immediately sought them out. It was then he met Reidin Kurs, and while the initial reception was chilly at best, they soon came to have an understanding. Mutual respect grew with time. Eventually he was introduced to Seruel, Astrid, and Delphina, and a kinship grew amidst them.
While he says very little, his mind is sharper than his blades, and on several occasions, it was his snap decisions that saved the party from disaster. His compatriots respect him, though they may not always understand him, they have come to rely upon him in many ways.
Guild Membership: 4 years
Traits: Foolhardy, cocky, arrogant.
Prone to shooting off at the mouth as much as with his bow. Taunts and humiliation are a second nature to him, so much so that he often does it without thinking about it -- or intending to do it.
Will's mother and father wanted him to join the army, but he had other plans: not joining the army. Playing along initially, the day before enlistment, he hopped a cargo ship leaving from the port and never looked back, with no care where the ship was headed.
It made port in Alberta, and from there, he made his way across the country to Payon, a city that was supposedly a home away from home for Rangers and the like. While he made friends, and for a time was content, he quickly outgrew the 'tiny town'.
It was around this time the news of the Monster Hunters Guild first reached his ears. He made his way to the Guild, and while his abrasive attitude garnered him no friendships at first, his skill as a Ranger granted him respect in many eyes.
One set of such eyes belonged to Seruel, who had a deep appreciation for the young Ranger's talents, and who could see the untapped potential; Will was good, but he could be great, with the right guidance. And while at times he proved to be as stubborn as a mule, Will followed Seruel's guidance and continued to grow into a more proficient Monster Hunter.