The Hunter’s Guild

The Hunter’s Guild
  Underneath the city of lights of Seth and the up-lifting parts of Shar, comes a guild that is wrapped in shadows and monstrosity of the world. A group of individuals that have sworn themselves to hunting, killing, and ending all cursed beasts across Shar. Known as the Blood Hunter’s, they are ruthless in hunting their prey.
  The Power Within
  During the time of the Five Kings, Haibam-Al-Khumran created the guild to manage and hunt rogue cursed beasts. The purpose to ensure that the major populace would remain under control with the use of cursed monsters. It’s old name was called the Bloodied Ones. They remained hidden within the shadows striking when the king sent them out on hunts. The first Bloodied Ones were granted this power by the Demonic Lord himself Asmodan. All Bloodied Ones have a hidden connection to the Lord acting as his eyes and ears for the Five Kings.
  When Haibam-Al-Khumran fell, a war broke out between the Bloodied Ones. Half of the order believed that the young boy that killed their master deserved the right to lead the order. The other half believed that it was a slap in the face of traditions. Half stayed with the old ways of the king, leaving to integrate with the Mhirrin. The other half stayed swearing their allegiance to the young boy that became Mhim. The ones staying with Mhim were transformed into a group of hunters that are solely focused on hunting cursed beasts and beasts. They were labeled as Hunter’s. Even with the old traditions of using the same blood to make the New Hunter’s, Asmodan still has hidden ties within the background. The soft whisper of unleashing the true power is always on the minds of the Hunters.
  The Eclipse Guard
  Recently, with the breaking of the Blood oaths to the ancient ways, the rest of the Hunter's Guild had devoted themselves fully to maintaining the peace between the major cities. Becoming known as the Eclipse Guard, their goals remain the same; protecting the realm of Acroshia from the cursed beasts that threaten the lives of the world.
  Member Count
  The Eclipse Guard sit around 200 members at a time. Never reaching over 205 and never decreasing willingly under 195. Each member is chosen by succeeding on a number of tests that are known as the Trails of the Night.
  A Hunter/Hunters must successfully hunt an Omega 5 level creature in one-on-one combat or as a group. A Hunter/Hunters must be branded with the symbol of the Hunter and declare it’s life to the hunt.
  When a member would succumb to death, their bodies would be entombed in the vast graveyard in their base of Seth.
 
 
  Area of Influence
  The Hunter’s sphere of influence sits around the major city hubs Fathi, Seth, and Al-Jaran where most of the hunts happen to prevent cursed beats and monsters from entering the cities. A few hunters travel the roads hunting greater threats to prevent them from coming closer to the city.
  Many of the small towns and hamlets near the major city hubs refuse to deal with the hunters' claim of power. Even though strides are taking place to show that the Eclipse Guard are not the monsters they were previously.
 
  Culture & Tenants
  The culture is rigid and strict following a strict list of rules to ensure that the cursed beasts will never overtake the world.
  1. A Cursed Beasts will and shall always be put to Death. 2. Weakness is the path of Death. We shall overcome that Weakness. 3. Pain has shown us redemption. We shall redeem those who can be redeemed. 4. Never attack a Hunt unless fully prepared. An unprepared hunt ends in Death. 5. A Hunter always comes to aid of own. We shall never Die alone as long as we remain together.
  Ranks within the order The Luna Pair Leaders of the Hunters One runs the Base in Seth and One Runs the Base in Al-Jaran Yenlon Suril Olden Masters Members that have survived ten years within it. They are leaders on hunts and have final say on all matters
  Young Nights New Members to the order that make up the majority of the order. They are respected as much as the Olden Masters, but they do the grunt work mostly.
  Road Hunters Members of the order that stay out of the major cities and work on their own. They have no authority within the order only to do odd jobs for them.
  Allies and enemies The Hunter’s Do not have allies. They are tolerated within the major cities because they serve a purpose. They are given free reign within the city as long as they are on a hunt and can provide proof of said hunt.
  Enemies- Mhirrin, Cursed Beast Men, Cults of the Greater Nine
Type
Guild, Adventuring

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