Hermoor McDulff

"*I don't **save**. I simply **kill**,*"
—Hermoor McDulff[src]

**Hermoor McDulff**, known to the elves as ***Nosblaiid*** *("Night Wolf" or "Wolf of the Night")*, is the central character of the upcoming *Draconis*. He is a member of the Mercenary Guild of Draconis, an order of warriors-for-hire bred specifically to face the native life of Draconis. As he travels between human settlements searching for work, he becomes involved in a series of events that could upset the fragile civilization that humanity has established on the planetoid.

## Biography

### Early Life and Background

#### Creation

"*True mercenaries aren't made. They're **born**,*"
—The Mercenary Guild of Draconis[src]

Little is yet known specifically about Hermoor's past, but it is almost certain that he shares the background of all members of the Mercenary Guild of Draconis. Hermoor was donated to the Guild's headquarters, the Glow, by his mother, an unnamed peasant woman who never wanted the burden of a child; like all mercenaries, he was born nameless and would have to earn his name in the future. The embryo was placed into a gestational tank saturated with magical compounds and mutagens, accelerating his physical and mental development.

After he began embryonic development, he was transferred to one of the many Schools under the Guild's control; in Hermoor's case, he was given to Kaer Blyadd, which practised the Discipline of the Manticore. While still a fetus, he underwent genetic enhancement to accelerate muscle and nerval growth, giving him enhanced strength and reaction times; as a side effect, Hermoor began developing memories and pain responses within a few months, allowing him to perceive and remember the entire painful process.

#### Trials

Once he was a year old, the genetic and physiological experiments stopped; despite being only a year old, Hermoor had the physical appearance and mental age of a six-year-old, albeit one that had been traumatized by extensive experiments. For the next two decades, Hermoor underwent extensive physical and mental trials, including an extensive education on the history of Draconis and its native life, as well as being forced to survive for long periods of time in the wilderness surrounding Kaer Blyadd. Hermoor was noted for responding exceptionally well to the treatments and so was subjected to untested procedures that enhanced him further, turning his eyes amber and his hair unnaturally black.

#### Final Tests

By his twenty-first birthday, he was one of only six boys and girls of Kaer Blyadd that survived, at which point he underwent a final test: the Joining Ceremony. In this final test, he was stripped naked and forced to fight his masters; Hermoor survived and proved to be the sole student of Kaer Blyadd to do so unscathed. At the conclusion of the Joining, his right palm was branded with the Mark of Ymiir. He then forged his weapons from saturnite - choosing to create a pair of longswords - and was told that his path was now his own; Kaer Blyadd was no longer his home, his masters and fellow students no longer his family. He was to walk the Path alone until he found friends and allies, and was assured that he would die in the wilds and not in a bed.

### Early Travels

#### Earning His Name

As according to mercenary tradition, the young warrior was born and raised nameless and would earn his name by taking it from his first paid bounty. For several months the young mercenary wandered the wilderness of Pydwell, a nameless wanderer searching for work and meeting all manner of interesting folk. Around three months after leaving Kaer Blyadd, the young mercenary accepted a contract for the death of one "Hermoor McDulff". The exact circumstances of the job are unknown, but by the end the young mercenary had taken his target's name for himself: he was now known as Hermoor McDulff.

## Overview

### Personality

As a man who has known little else than pain, suffering and disdain, Hermoor has been molded into an apathetic, cynical, ill-tempered nomad with an outwardly cold nature. Born and bred for killing, Hermoor has known little else than violence, hatred and fear his entire life. As a result, he finds it incredibly difficult to trust anyone, including other mercenaries, aside perhaps his brothers and sisters in arms from Kaer Blyadd, all of whom suffered as he did. He treats most acts of kindness with suspicion, and displays few positive emotions due to the extreme abuse he suffered in his childhood and the mutations that his body was forced to undergo.

## Powers, Equipment and Abilities

### Powers

* **Mark of Ymiir:** Like all members of the Mercenary Guild of Draconis, Hermoor bears the Mark of Ymiir on his right hand. Burned onto his palm by his masters, the Mark allows Hermoor to cast simple spells that give him an edge in combat.
	+ **Fire casting:** Hermoor can cast either balls or streams of fire-like plasma that weaken enemy armour or burn them to a crisp entirely.
	+ **Shockwave:** When surrounded by opponents, Hermoor can generate a large kinetic force that knocks back any objects or people caught in its path.
	+ **Barrier:** Hermoor is able to generate a small barrier that repels both physical and magical attacks. Hermoor is unable to cast a large barrier to protect others, and it only stays active as long as he concentrates on the spell.
	+ **Manipulate:** Hermoor can induce a mental "cloud" in weak-minded opponents to force them to do as he says, usually for the purpose of calming them or infiltrating hideouts.

### Equipment

#### Weapons

* **Twin Saturnite Swords:** Hermoor's favourite weapons are a pair of longswords made from saturnite, a metal harvested from extradimensional asteroids; the metal's unique properties cause the blades to be sharpened every time they are used. Both blades are able to withstand incredible amounts of force, making them effectively unbreakable. Hermoor carries the swords in two separate scabbards, which are carried on each of Hermoor's shoulders. During the process of forging the blades, Hermoor purposely included different materials in each to give each blade unique properties.
	+ **Right shoulder - saturnite/diamond/alchemical metals:** This blade is almost pure saturnite, giving it remarkable force absorption capabilities. However, the blade also includes a diamond tip to more effectively penetrate armour and flesh as well as rare alchemical metals to create small pores along the length of the blade, allowing applied oils and charms to remain for an extended duration. The blade is straight and sharp, ideal for stabbing and less for slashing.
	+ **Left shoulder - saturnite/silver-copper alloy:** This blade comprises of a large amount of a silver-copper alloy. This makes the blade denser and heavier than the other sword, delivering more force and stopping power. The blade is also slightly curved and is serrated on both sides, making this blade more ideal for slashing and cutting. Hermoor typically uses this blade on larger magical opponents such as monsters, which require a heavier, specialized blade in order to penetrate their thick or armoured hides.
* **Shortsword:** Hermoor carries a shortsword in a sheath at the base of his back. The sword is almost exclusively used in situations where his longer saturnite swords put him at a disadvantage i.e. in enclosed spaces or situations where he intends to injure his target instead of kill it.
* **Carving blade:** Hermoor's carving blade is used to cut the palms of himself and his clients in order to seal a contract between them.

### Abilities

* **Enchanced Physiology:** As he was grown in a cloning device and treated with both magic and advanced technology, Hermoor has been artificially enhanced to the peak of human physical condition.
	+ **Enhanced strength**
	+ **Enhanced intellect**