(As with most proper nouns in board game design, all these names are placeholders and subject to change if/when something better [or someone optioning the design] comes along.)
Project Cross-Flux is a big game design that will take some time to actually fill out, so in the meanwhile, I'll release characters, classes, and other design elements with placeholder art to be a tease.
Prisons didn't scare her because there was always a way out, somewhere, and Anna Zann had made escaping her natural state of existence since she unexpectedly left home. But there were stories about Wayvehl Securi-Max Correctional Facility, and its accompanying army of guards, bureaucrats, and paperwork, that had earned it the much less wordy moniker of "The Grip." Once they get a hold of you, so it is said, they will always know where you are and what you are up to, thanks to their vast network of agents and profitable prison contracts with kingdoms across the continent. Slipping out of the largest incarceration center in the land is going to take all of the skills and experience Anna has acquired over her years of a so-called career of stealth repossession, but luckily, there's always another round of intake in The Grip, filled with impressionable, young new faces eager for someone to tell them escape is possible.
Trained to attune themselves to others as a path to enlightenment, to open themselves up to be influenced by everyone else, the one known as Vessel perceives the introspective journey before them as a system that should be performed in the most efficient manner possible in order to maximize results. Using their collected inputs of countless spiritual leaders and practitioners, they have determined the most productive environments for meditative exploration are those that put natural extremes to one's physical body. Their research had found several new states of enlightenment arising in meditations that had occurred in places with low oxygen levels, high or low temperatures and extreme weather, high amounts of natural predators, the darkest of deep caverns, typically unsurvivable amounts of fluids and pressures, etc. However, the environment that produced such enlightenment states most reliably, was most easily accessible, and had the highest survival rate, was simply any mountaintop that is the highest peak in sight. This is what compels Vessel on their current, unwavering step towards enlightenment: The Summit must be reached.
"Congealing builds patience." This motto rang true to every slime that heard it. With metabolisms that trailed behind the pace of your average fungus, their lot was a slow one. This is why, for the length of his long, solitary adolescence in the Abandoned Well in which his mother deposited him, Goo P. believed such solitude was a gift from his family. It takes time to fully mature, and until then, a young slime is vulnerable to any number of elements or interlopers. Surely his mother meant to protect him by leaving him to develop in such a dark, forgotten place, alone. What Goo P. didn't know, but soon found out amongst his earliest excursions from his hiding place, was that most of his kind go through these developments together, in a colony of congealing young, all connected not only physically, but socially and neurologically. The new sense of betrayal quickly gave way to a deeper understanding, however, as he discovered what it is these slimes living near and beneath his Abandoned Well intended to bring upon the rest of the world. Goo P.'s mother was protecting him, saving him from their corrupting influence, and he would repay this kindness by doing what it is he believed his mother brought him here to do all those years ago: stop his cousins from poisoning humanity's water supply.