Dagger's Hilt

The **Dagger's Hilt** mercenary company has been reborn, taking Maelstrom closer to it's roots. The decision to reform the dissolved mercenary company was quite unanimous amongst the fighting elite of Maelstrom. Now every mercenary, gladiator and brawler has a branch they can call their home, stepped in a rich history of successful contracts and perhaps some under the table dealings. Unlike the other branches of Maelstrom, the Dagger's Hilt mercenaries never really need to hide their identity. They are on paper everything a proper mercenary company should be, the only difference is that they only recruit Maelstrom members. Other than that the members of the hilt don't tend to dabble in just mercenary work but also stage their own challenges and hunts. In essence, you can expect them to be involved in anything that includes a lot of fighting. Finally, it's worth to note that this is the only branch that truly uses a tabard in the entirety of Maelstrom, but even those outside of the branch itself are allowed to call themselves members of the Hilt.

## Known Members

**Ringleaders:**

Isaac Wickland - Slayer

**Inner Circle:**

Erthar Ravon - Knight

**Dagger's Hilt:**

Hiari Callahan - Juggernaught

Dahla Greatbolt - Knight

Voxy Boltbarrier - Knight

Jackie Scarlet - Duelist

Throval Earthbreaker - Slayer

Kaelyn Delaunay - Cleric

## Specializations

**Duelist**

*A master of single combat, the duelist specializes in battles where he can focus on one opponent and in those battles, there are few who can compete with them. A duelist's value lies in his speed. They attack fast and in quick succession which is the theme of their kit. They have their own resource, also known as momentum, this resource replaces mana completely.*

 Completion | Once you have gained all perks and upgrades you've kind of mastered speed. Who do you think you are, Sonic? Well, regardless, you enjoy a bonus +5 to your Dexterity. Fast!

**Spiritblade**

*A fighting form developed and researched by Arc, a former council member of Maelstrom. Arc found a way to create powerful bonds between the living and spirits. By stabilizing spiritual energy and providing the spirit with a conduit. This art forms an emotional link between the Spiritblade and their "guest". The feelings between the Spiritblade and the spirit must be mutual for the connection to work. Once this occurs, the two become quite inseparable and form a strange psychic link between each other, usually maintained by arcane or blood magic.*

 Completion | You've successfully mastered the arts of the Spiritblade. You may now choose exactly what kind of spirit your spirit friend is to decide some alterations to your spells. For example, they could be a Wraith or a Haunt.

**Slayer**

*Slayers become the best with the weapons they surround themselves with. They hone their skills will their respective tools and use them to fight with full efficiency. Whether you are martial or use spells doesn't really matter, just like there are swords or axes there are also tomes and magical focuses to alter or empower your spells. Different slayers use different tools, but the core concept remains the same.*

 Completion | You've mastered being a slayer, which means you can efficiently use most kinds of weapons and tools. In addition to being able to have your own weapon you can now craft your very own tool or armor piece. You can talk with Wickland about this!

**Juggernaught**

*A juggernaut is primarily defensive and specializes in outlasting the opposition. They can hold their own in any fights and certainly don't need allies to constantly support them but they're a good comfort to have around when someone needs to take the brunt of the enemy and live to tell about it. When they do attack, they attack with raw but rather predictable force.*

 Completion | Why won't you die?! Oh right, you've mastered all the Juggernaut perks and upgrades. Which means that you now have the ability to "anchor" enemies. You can force someone to stay close to you, practically forcing them to attack you. This is primal magic, if they try to get out, you'll drag them back in (This doesn't work while casting Magnitude). Now you can really tank.

**War Healer**

*Healers and fighters who wish to learn how to use healing magic often become War healers. For the Dagger's Hilt it's essential to be able to hold your own in any fight and this is ultimately what war healers specialize in. They master a mixture of offense and defense which combines into a rather effective combat style which both protects allies and punishes enemies.*

 Completion | You do realize all this kind of makes you a bad healer, right? Well, regardless of that you enjoy a bonus +5 to your healing for finishing the War healer perks and upgrades.

**Primalist**

*These warriors are a fairly new addition to Maelstrom, their art only discovered after Maelstrom got a chance to explore Draenor. They harness an ancient technique which allows them to absorb the power of fallen enemies. However, Primalists can only absorb the power of worthy foes, usually beasts of legend or power. This ability allows them a great amount of versatility, which is their primary strength.*

 Completion | You've fully integrated yourself with your own primal side. Which makes you what... A furry? Maybe it does. Statistic bonuses are now doubled from your aspect. Whenever you shed an aspect, you can choose to imbue it's power into an artifact and pass it on to Maelstrom, allowing it to be used by other primalists or yourself, if you change your mind.

**Knight**

*Some would say there is no greater honour than defending your friends and family from danger. Knights form the resolute frontline of any battlefield. Alone they are merely tough, but when given the purpose of defense, no one is their equal. A knight fights to protect others and themselves from danger, therefore their offensive talents are generally considered lackluster.*

 Completion | Congratulations. You're officially a masochist. Good job. Well, at least you get to enjoy a +5 bonus to your Endurance since you got all the Knight perks and such. Feeling mighty honourable, aren't you?

**Cleric**

*Maelstrom has never been big on goodie two shoes or light wielders in general. These clerics on the other hand are anything but orthodox. After forming a cooperation with a clerical order, Maelstrom secured special training for select Dagger's Hilt members. These members began practicing the art of sigils, the ability to create special signs imbued with holy and elemental power. A particularly strange and flexible art of magic that doesn't require innate magical talent, but rather patience and perseverance. That is not to say that these particular clerics are strictly good natured however.*

 Completion | Aren't you quite the holier than thou type? Well. Whatever works for you, buddy. Good luck being a clergy in Maelstrom. Haha. Well, I say that, but at least you get a +5 bonus to Willpower. Good work!

 Soul | Removes 1 Negative Condition from your target. Test Healing (-X) to use this sigil. X is decided by the DM. This sigil can be used on yourself. This sigil costs 1 mana to use.

 Water | Channels a Water Sigil onto an ally. Costs 1 Mana initially, then you must use a turn to maintain it every time. The Water Sigil doubles the potency of healing cast by your target. Remember that you autofail defensive checks while channeling.

 Power of Absolution | You unleash your Soul Sigil, causing it to explode. This removes all negative conditions in the group. The sigil becomes unusable after that. This still requires a turn to cast. Exploding this sigil is still taxing and requires you to spend 2 Mana.