Death Hunters

Summary: Death Hunters is an online collaborative art and narrative project between 35 people. You design a character for a predetermined narrative world and once a week, major plot points occur within the world, forcing you to adapt and develop your characters at a rapid pace.

 After two years of run time, the group is in its final chapter. 


At the beginning, the premise of the group was a modern day universe, centralized around a specialized academy for 'weapons' and 'meisters' named Grimoire. A weapon was a human that had the ability to transform into a weapon, while a meister was a human that had the ability to use these weapons through a mental connection called 'resonation'. The world had been running rampant with ghouls, creatures that desired human flesh, some even evolving further towards sentience. 

The school was a hotspot for chaos, dangerous ghouls with unpredictable abilities were constantly attacking. It was rumored that the reasons behind this was that the headmistress, Blanc, was a ghoul. With lack of communication and the constant violence, paranoia grew between the student body and the faculty.

The concept of 'corruption' was introduced, ghouls could corrupt humans to make them more 'ghoul like', giving them specialized abilities. However, in return, they could now no longer resonate with regular humans anymore. 

During these events, a sister school from across the country, Tabula Rasa merges with Grimoire, introducing a new cast of characters. Their headmistress, Wendell, is unpredictable and violent, careless with her students and is completely based on personal whims. She has extreme powers of creation, anything she imagines becomes a reality and it is revealed that she is one half of a god, hellbent on locating her second half.

Seraphim are introduced, nothing to do with angels - they are merely the opposites to ghouls and in turn, they too, could corrupt. While ghouls had blood based powers, seraphim were more abstract in concept. Their leader, the Lady, seeks the destruction of God and does not care of the consequences in between. 

In a long standing fight between Grimoire and the Seraphim, it is revealed that Blanc's weapon is the second half of God. Upon discovery, Wendell creates a barrier separating the Grimoire from the outside world and Blanc falls into a coma. Five years of peace begin.

During this time, it is revealed that the world outside of Grimoire has fallen, ghouls have destroyed most of the civilization that could not defend itself. Grimoire becomes Elysium, a sanctuary and a resistance located on the west coast of America. The average person is incredibly isolated.

The signal of the end of peace is when a lone seraph infiltrates Elysium to ask his friends to join him, they are on the losing side. The seraphs are planning something and he does not wish to see those he cared about die.

Blanc wakes up and is horrified at the lengths Q, her right hand man, is willing to go to secure Elysium. They enter a brief period of civil war which concludes in Blanc regaining control over the sanctuary. 

Alistair, a seraph informant, now turned for unknown reasons, is the primary reason why Elysium stands anything of a chance against the Seraphs. However, he is mentally unpredictable and has unclear motives. He has the ability to predict the future - until one day, he can't. This throws him into a downward mental spiral, everything he knew is now potentially wrong, the plan is wrong, the plan is wrong, Elysium was supposed to win. 

He is incredibly powerful, able to stand toe to toe with the Lady, his abilities allowing him to manipulate the mental world, accessing a person's fears, hopes, and dreams. However, Alistair is killed and within his desperation to survive, he destroys the human world and creates multiple gods in his place. Elysium is wrenched into the Capital, the seraph world, by a seraphim General, and that's where we leave off until the next chapter.

These are the characters I've personally maintained during the course of this project that have a direct involvement in the plot. Included in their pages is the prose associated with them as well.

Big Bad

Summary: Big Bad is a mystery series with obvious parallels and  references to fairy tales in a world where that's just a coincidence. It follows Cherry Rousse, a crime blogger who's new in town and her desire to solve a crime that has gone unsolved for too long.

In the loud and bright city of Hanzkrimm, people come and people go all the time - but not always of their own volition. For some unknown reason, serial killers flock here, and the police department is always swamped with cases that need to be solved. However, this doesn’t make the city any less robust, as the citizens don’t seem to notice this very evident problem.

Despite all the prolific murders in this city, there is no one quite like Big Bad. Big Bad seems more like a legend that mothers tell their children, the hunter of evil and other killers. But Cherry knows better - she knows that Big Bad isn’t just a bedtime story and she knows that she’ll find him. 

Because who's afraid of the big bad wolf? Not her, that's for sure.

Places of Interest:

Welcome to Hanzkrimm, population 2.5 million. The city that all the movies make you want to live in. Despite its high crime rate,  Hanzkrimm is extremely appealing towards both tourists and residents alike. With many high rise buildings and a bustling nightlife, there’s never a dull moment here.

Hanzkrimm Metropolitan Police Department
5000 members. The HMPD is quite corrupted the higher you go, whether or not its through bribery or blackmail, its no wonder that criminals get away with so much when the police are turning a blind eye to everything around them. Then again, it could just be incompetence but - we'd like toe place more faith within the human race.

The Aesop Independent Offices
200 members. While not as corrupted as the police department, they have been known to drop stories or feature stories if bribed. Headed by the charismatic and well regarded Bachur U, it is no secret that his days of chasing after stories is long over after becoming a laughingstock conspiracy theorist in the early days of his career.


Cherry Rousse, 24
Ethnicity: French
Profession: Blogger, Reporter
Summary: In her spare time, Cherry likes to blog about murders and crimes, tracking cases that the Hanzkrimm police force are currently working on. She reads many murder mysteries, often romanticizing detective work unrealistically.

She interns for the Aesop Independent, aspiring to become a crime reporter.

Merona Lu, 23
Ethnicity: Eurasian (Chinese/Russian) 
Profession: Private Investigator
Summary: Merona is an eccentric private investigator with an IQ score of 158. She unintentionally talks down to people, often provoking them, as her sense of tact is weak. Despite being so socially stunted, she is rather well known in her field as she has much success in her work. She follows the Big Bad case on the side before joining the investigation full time.

She demonstrates classic signs of an antisocial personality disorder. 

Keith Holt, 32
Ethnicity: German
Profession: Police Lieutenant
Summary: Not the most ambitious of types, Keith was willing to just the right amount of work to get by in life. Unfortunately, that plan was ruined by Cherry, who realized that Keith was closing cases that were still unsolved. He helps her grudgingly and even more so grudgingly when Merona joins them. 

He is often questioning his own moral decisions, very aware of the weight of his actions. 

Portia Lu, 26
Ethnicity: Eurasian (Chinese/Russian) 
Summary: Merona’s older sister who runs a bakery. Much friendlier and sociable than her little sister, it becomes clear that Merona’s personality disorders and eccentricities could be attributed to often being compared to her sister.

Portia is also somehow single despite being extremely popular with her male customers.



The Eternic Laws of the Lammenyeti

This Is Not Our World
Our Actions Will Not Matter
We Will Not Stop Unless We Start

to go against the Eternic is to renounce
to renounce is to forget the Lammenyeti

Do not lament.
Do not forget.

Lammenyeti do not remember how they began. They only remember beginning.

  • Lammenyeti do not die, they will live for as long as they want to

  • Because some come into existence at different points in history, some have drastically different abilities and forms

  • The Lammenyeti have two primary forms - access to two different worlds.

  • All forms can be accessed in both worlds

  • In their world, they can do anything. In their world they even have the power to create their own subworld.

  • Some even forget who/what they are in their wishes. They are what they delude themselves to be.

The Entropal Land of Creatigress

Creatigress is a world of constant improvement and risk. Populated by the ambitious Creatigri race, it is what the Yeti call the human race and world.

The Eternic Land of Lamenyento

This is a land of lost memories and forgotten shreds. A world that relies on the existence of the Entropal Land. One man’s idle thoughts can become an immortal pillar in this world. It holds wonder and it holds magic. Anything is possible as long as you can remember. This is the world where fairy tales take place in - this is the world where you can become anybody you want.

The Lammenyeti are a rare race of horned creatures of varying appearance. Little is known about them but the fables claim them to be powerful beings that are capable of anything and everything. Most have forgotten of the beasts, waving it off as just stories.

While the Lammenyeti are not the dominant race of Lamenyento, they are the pillars of its existence. For their immortal nature, they will always remember. Sacred beings, their species are the only thing that they share. There will always be Lammenyeti in the Eternic Lands for when one stops, another will start. Even if the majority of Lamenyento is ignorant of the Lammenyeti, the Lammenyeti

They can enter the Entropal Lands and retrieve more memories to clutter the Eternic Lands. Some go to the Eternic Lands to live, some go to play, some just go. Every Lammenyeti is different - they all have their own agendas, their own purpose. Varying talents, different lifestyles.

Some realize but most deny. Slowly, their world is dying. The bright flame on this melting candle flickers dangerously.

Nothing is Eternic.

The Second: Granite

The Second: Pommel

A foreign concept, two yetis being one number - how was it possible? And yet, it was, the two of them never in the same place at the same time, rumors were merely rumors.

Pommel rarely leaves his world - he's too busy. Like Granite, he has no powers - but he does have a sword that can force a yeti to renounce.

Granite and Pommel have been around since the very beginning. Every yeti has some subconscious awareness of their existence. If yetis had parents, they would be the characters of their bedtime stories. Granite, the trickster in the corner of your eye and Pommel, the monster under the bed.

Granite is the record keeper - she has the key to the world - all of them. She can enter any yeti’s plane even without invitation. This is how she keeps her records. It doesn’t matter how many stories or secrets she sees - she cannot talk. Don’t try to hide from her. It’s fruitless.

She is the reason he never leaves home.

Pommel is a mediator. Despite never leaving his world, the idea of him and his sword is enough to inspire some sense of dread. He does not ask questions, he does not need explanations. Those who break the eternic laws will be forced to renounced. This is not your world. Tread carefully.

He is the reason she will never go home.