Omada
You're actually free to choose on how or what your character even is, to be honest. but as long as nothing has been explicitly states, you will default to the Darkest Dungeon classes you are. With some minor changes, based on personality and world.
Egan_BW
You still were some weird goat-thing, but there's a considerable amount of dog in the features as well. You're an abomination, not a lycanthrope. Neither are you a caprathrope. And, honestly, that's assuming you even follow the "traditional" form. Yunikki is the same as you, but took on more corvid aspects. You've got fairly free reign, too, considering the essentials are all the same (claws, stress, that sort of thing.)
You are all free to retcon yourself a little, if you happen to think of a good idea. If you wish, i'll even edit the earlier updates to reflect that.
When you arrive in the hamlet, you find yourself... underwhelmed. It's not quite the "last bastion against evils beyond what man was meant to know". The town center seems like the only important place, with a maze of smaller buildings around it. It would be a nightmare to fight through, that much you know. Let's hope nothing actually attacks it with anything coördinated.
You see a horde of workers move by, their faces grim and their bodies strong. They will gather up the cart, that much is clear. As you continue walking, you suddenly see somebody walking towards you, with a briskness that suggests purpose.
You bunch! You the new mercentaries?
He doesn't wait for an answer as he looks at the sword in the leper's hands.
Good, good. You get your first payment when you finish an excursion. Could you hand me the caretaker, if you please?
The caretaker is put on the ground. Not too gentle, sure, but it's well enough. The man yanks the arrow out with a grunt, prompting the caretaker to start yelling again for a few seconds, before the wounds starts closing itself miraculously. A white glow comes from the man's hands as he wills the wound closed.
A healer, eh? That'll make everything a lot easier.
Right. Go have a pint or something, would you? he says to the caretaker, who only giggles as he slowly gets up and shuffles off.
I'm Ambrosius. I'm going to be your employer for as long as this damned nightmare continues. You came at a good time, and you've proven yourself already. Go to the smith to double-check your gear, maybe spend some time in the tavern, and then get back here. Try to catch some advice from the others, especially Dismas and Reynauld. They've seen every part of this place already, at least once. You get to choose where you go when we start. I'll tell you the choices straight away: The Weald, which is where you just came from. Full of poison and mushroom people. Then you've got the ruins, they're below the estate. Mostly wild undead, from what I can tell there's a pseudo-lich down there. Then the Warrens, old tunnels filled to the brim with pig people... Then you've got the cove, old tunnels that reach to sea. All manner of unwholesome marine life there, fish that walk on two legs, that sort of thing. And finally...
the Darkest Dungeon.
There is a certain sense of dread at the name of that place. You can feel in your bones that place must be unbearable...
What squirms down there is beyond anything I can describe... But the few things we gather are more than worth it, and the more we scout, the closer we are to crushing the evil down there. Obviously, you will be well-rewarded if you survive THAT particular excursion.
That if does not bode well...