The mischief of the vampire brought sickness and death to Ermo's village, he is only one of four to have escaped. Older than the other survivors Ermo travels with the caravan not to find a new home as the others do, but to escape the ruins of a town that dwell ever in his memory.
Merunga travels where-so-ever whim takes her. The caravan that she keeps is a collection of monsters and secrets, a hoard captured, stolen, and bought. None in the caravan know where they are going next, or what they will find along the way, Merunga's reasons are known only to herself.
A village girl who's grandfather left her in Merunga's care. She is no one and nothing special, far from home and terrified of Merunga's collection of strange creatures. She would leave if she had somewhere to go.
Mouse, you’re not superwoman and your body’s going to call in all those IOUs you’ve been cashing.
Sure she’ll feel better after a night’s rest, but she’ll be kicking herself in the morning.