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Mark of the Founder: A litRPG Saga characters

By James T. Callum

Every entry below is hidden until you open it, and each names the chapter the character first appears in.

Hal (Protagonist)

Appears from the start

A Seattle man displaced into an unfamiliar wilderness, Hal bears a glowing mark placed through an assassin's ritual. The mark terrifies local people, while visible prompts and attributes suggest that this world follows rules resembling a game.

Huntress (Supporting)

First appears in chapter 2

A skilled young archer who finds Hal after villagers drive him into the forest. She gives him water, examines his hidden mark, and leads him away from pursuit. Her magic and fieldcraft make her his first capable protector in the unfamiliar world.

Keeper (Supporting)

First appears in chapter 4

A horned prison attendant assigned to preserve the stories of people condemned to die. She tells the wounded Hal that his execution will occur at dawn. Her position inside the dungeon places her between official duty and the fate of a marked outsider.

Political prisoner (Supporting)

First appears in chapter 7

A political dissident imprisoned for opposing the exclusion of people raised outside the sanctum. Hal frees him while beginning the prison break.

Songwriter (Supporting)

First appears in chapter 9

The banned songwriter whom Hal freed from prison. After the ranger rescue, he remains with Hal's party.

Ashira (Supporting)

First appears in chapter 9

An allied rescuer who had been searching for Hal. She urges him to consider providing a protected place for people drawn to his cause, although he still hopes to return home.

Ranger leader (Supporting)

First appears in chapter 9

The leader of the ranger force that rescues Hal from a patrol outside the sanctum. She and her rangers escort his group away through the forest.

Coblin healer (Supporting)

First appears in chapter 13

A captive coblin healer who saves Hal after he awakens in a goblin prison. He asks Hal to free his clan and destroy the cave where coblins and other prisoners are being held, beginning an alliance grounded in rescue and mutual protection.

Coblin helper (Supporting)

First appears in chapter 13

A coblin whose life Hal saves inside the goblin prison. The rescued captive attaches to him and becomes an eager helper as he prepares to free the remaining clan members.

Coblin thief (Minor)

First appears in chapter 15

A captive coblin with exceptional stealth who temporarily joins Hal's cave party. He can disappear into shadows, helps eliminate guards, and protects Hal during the attempt to reach the remaining prisoners after the alarm is raised.

Coblin explosives-maker (Minor)

First appears in chapter 16

The final coblin captive Hal frees while rescuing the healer's clan. This prisoner is an explosives-minded tinkerer.

City watch captain (Supporting)

First appears in chapter 24

A wary but pragmatic city watch captain who investigates Hal's report of rescued people outside the sanctuary town. He keeps the rangers guarded while inspecting the situation with Hal.

Horned tavernkeeper (Supporting)

First appears in chapter 25

A horned tavernkeeper encountered while Hal seeks lodging for the coblins. He recognizes one of Hal's freed companions as a member of his own people and reacts cautiously to Hal's arrival.

Elf adventurer (Supporting)

First appears in chapter 27

An experienced elf adventurer who explains that the nearby city is under Founder rule and that its authorities keep the Adventurers Guild weak.

Gnome merchant (Supporting)

First appears in chapter 28

The gnome proprietor of a concealed secondhand equipment shop. The elf adventurer introduces Hal's new party to him, and he offers them favorable treatment through her.

Ruling Founder (Antagonist)

First appears in chapter 3

The sanctum's apparent ruler. His regime treats marked outsiders, including Hal, as threats.

Archmage (Antagonist)

First appears in chapter 31

An agent dispatched by the ruling Founder after Hal uses Founder magic to breach the sealed district. The archmage is entrusted with directing the search westward and represents the established ruler's immediate response to the appearance of a rival mark.

Dragoon (Supporting)

First appears in chapter 32

A high-level elven combatant in Hal's contract party. The party display shows that the dragoon and the other experienced companions greatly exceed Hal's level as they begin exploring the sealed district.

Reaper (Supporting)

First appears in chapter 37

A female psychopomp encountered while Hal is close to death. She cannot compel his unusually resistant soul to pass on and warns that refusing death carries its own danger. When Hal returns to his body, she is unintentionally pulled toward life with him.

Mimic companion (Supporting)

First appears in chapter 43

A small chest-like creature cornered by an aberration in the underground complex. Hal finds it while separated from most of his party and prepares to confront the creature threatening it.

Hal 37 (Supporting)

First appears in chapter 80

A dead, armored alternate version of Hal found beside the infected roots beneath the sealed district. The number 37 marks his body, and his soul remains voluntarily bound to his Founder mark for a purpose the Reaper cannot yet explain.

Dwarven clan leader (Supporting)

First appears in chapter 92

The leader of a concealed dwarf trading clan whose people surround Hal's party as it emerges from mountain tunnels. After inspecting Hal's genuine Founder mark, he ends the confrontation and offers the exhausted travelers shelter in the clan's camp.

Adventurers Guild matron (Supporting)

First appears in chapter 98

The matron of the Adventurers Guild, who defends the guild's jurisdiction from the ruling Founder's agents. She ends their coercive magic, expels them, confirms the contract rewards, protects the party's names, and assigns guards to the district.

Oracle (Supporting)

First appears in chapter 102

A young woman leading six desperate, unarmed followers who trail Hal and the dwarf leader. Three blue crystals in her forehead identify her as an oracle, but her abilities, motives, and reason for seeking Hal remain to be explained.

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