The quiet life of your community suited you just fine; a modicum of peace and prosperity was had in your home, and you realize now that it was all taken for granted. A day came when the regular routine - the smiling faces of passers-by, tradesmen and crafters at their work, farmers tilling the fields - came to a crashing end. A great beast attacked your land and your people, and the best and bravest among you were cut down with such unbridled ferocity that many fled, and those that remained believed your final doom had arrived in the form of an array of gnashing fangs and baleful eyes.
But all was not lost, though it was entirely by sheer luck and coincidence that the salvation of your people affected itself through the most unlikely of agents - you. No grand scheme, no great cunning, no bravery bore you the victory over the monster, but you have nonetheless lauded a hero; a mighty warrior. That reputation followed you no matter where you went, and tales of the fearless slayer of beasts precede your presence even when it seems most should be ignorant of the event. Though you could no longer bear the undue praise heaped upon you, and the avalanche of demands for your "services," the memory still gnaws at your mind and your name is unfortunately recognized far and wide, no matter how distant from your lands you travel.
As the bearer of this unfortunate reputation, what specific moment or event did you decide to finally leave the place of your birth and livelihood? How have you come to deal with the insistence of total strangers that you are a hero worthy of praise, even should you insist that you aren't? Do you desire to ultimately set the record straight? Do you wish to escape to a land where you can finally be free of this nuisance? Or, perhaps, have you come to enjoy and even revel in the misconception, embellishing the existing tales as it suits your own needs, actively exploiting the fable to further your own ends?
- Skill Proficiencies: Survival, Medicine, and Nature
- Tool Proficiencies: Herbalism Kit, Poisoner's kit
- Equipment: A set of traveler's clothes, cloth sack, a herbalism kit, 5 days' of rations, 5 torches, poisoner's kit, and a belt pouch containing 10 gp.
Long have you immersed yourself in the meticulous study of the vile humor extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele. You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items.
Suggested Characteristics
Spending as much time as they do among traders and eclectics, along with the isolation and duration of their forays into the deeper, darker parts of the wilds, many monster hunters bear a skewed outlook on life that is as much akin to the traits of wild animals as it is to the single-minded drive of profiteers. At the same time, many are attracted to the job, blending that rare mix of muscle and shrewd intellect that form the best (and wealthiest) of their profession.
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