Mitru the Hunter

Mitru began his unlife as an arrogant and overconfident “defender of the innocent.” He once believed that the only weapons he needed to defend the village where he was born were his bow and a few hand-crafted arrows. Even now, he trusts his instincts as a hunter more than his slowly developing skill at politics. Rage has won over reason.

Mitru was chosen for the Embrace because of his fierce hatred for the overlords of Transylvania. Through his early life, his family struggled, and the taxes imposed by a servant of Nova Arpad eventually drove them into poverty. As Vlach serfs, two-thirds of the goods they produced were sent to the estate of the Szekler overlord. By day, his family was bled dry. The local peasants spread monstrous stories detailing the fates of the Arpad’s servants.

At night, the commoners of Transylvania barred their doors and windows. Horrific sounds of battle by moonlight disturbed their sleep and fed their nightmares. Undaunted, Mitru began to explore the dark forests surrounding Napoca. When at last he came upon Nova’s household, he discovered the truth behind the rumors. He unmasked her true nature: The undead vampyr enjoyed great wealth while exploiting the serfs of her domain.

Thus, he  stalked the beast that had preyed upon  his people. He crafted 13 arrows to slay the vampyr Nova; three arrows in Nova’s chest forced her into torpor. When Amulf heard of this legendary accomplishment, Mitru received an unholy reward: his baptism into darkness.

Now, as the prince of Napoca, Mitru is fanatic about guarding his domain from other supernatural threats. He trusts in himself, but he is already growing suspicious of the beliefs of the other members of his clan. Mitru has become especially wary of his sire’s ideas of culling the populace of the cities.

The prince of Napoca often hunts prey in the woods outside the city, but occasionally, he finds a mortal who seems worthy of becoming a ghoul. Silently, Mitru will harry the prospective servant through his lands to test the mortal’s abilities. Those who fight with great puissance are Embraced; those who run are destroyed. In the same manner, he tests those who pass through his domain with fire and clothyard shafts. With the instincts of a predator, he maintains order in his violent domain.

Background


Image: Mitru’s needs are simple, and his logic is straightforward. He usually wears a long dark, woolen coat, a faded shirt and breeches... although he is seldom seen when he is stalking his prey. His thick boots carry earth from lands throughout Transylvania. The growing legend of his campaign against Nova is making him somewhat arrogant, but without this self-confidence, he would perish.

Roleplaying Hints: This land is yours, and you will exact vengeance in your domain as you see fit. In addition to the rights granted to you by the Six Traditions, you know that this realm has always belonged to you and your people. Since the nights of peaceful Dacia and the Roman Empire, the Gangrel have roamed this domain as they pleased. You fought the oppressors of Transylvania in life, and the Embrace has given you the drive and idealism to redouble your efforts.

Haven: Any patch of the mystical Earth – you care more for the land as a whole than any single location.

Secrets: Mitru is impressive in battle, but he is too naive in the ways of politics. The treachery of diplomacy holds little pleasure for him. In fact, he is too honest and trusting of some of his allies, especially the Fiend with whom he has begun a tentative alliance. Count Florescu, the knez of a nearby domain, has already begun to manipulate him against exaggerated threats.

Influence: No one questions Mitru’s authority. In fact, he has been increasingly eager to harry, hunt and harass Cainites passing through his realm. Outside these lands, he has a staunch alliance with Marusca and Radu, two of the other Transylvanian princes.

Destiny: The desperate often become what they despise most. Arnulf was bestial and violent. By faltering on the Road of the Beast, Mitru eventually succumbs to the same desires. In place of a barbarian king, he sets himself in a position of absolute power, driven by the urges of the Beast within him. He dreams of echoing the era of the epic Gangrel princes who roamed the dark lands beyond the forest centuries ago. In the process, however, he forms bonds of blood to help him further this goal. By the mid-fifteenth century, the pack he gathers around him may be the only precaution that saves him from becoming an uncaring tyrant.

Character sheet
Clan: Gangrel Sire: Amulf Nature: Fanatic Demeanor: Defender Generation: 7th Embrace: 1190 Apparent Age: early 20s Physical: Strength 4, Dexterity 4, Stamina 4 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Acting 3, Alertness 3, Athletics 4, Brawl 2, Dodge 4 Skills: Animal Ken 2, Archery 4, Melee 3, Stealth 3, Survival 3 Knowledges: Investigation 2, Occult 2 Disciplines: Animalism 3, Celerity 3, Fortitude 3, Protean 3 Backgrounds: Herd 3, Influence 1, Mentor 4, Retainers 1, Status 2 Virtues: Conscience 1, Self-Control 3, Courage 5 Road: Humanity 4 Willpower: 8

Source
Transylvania Chronicles I, p. 78