Extinct: Society of the Hexers
This order was established by a former Vampire thrall, the Pale Lord, who wished to weave the fabric of blood magic, alchemy, curses, and phantasmic power in order to create an elite order of mutated monster hunters. How the Pale Lord established such a creative process, was through the weaving of his own blood that was infused with true vampiric blood, various enchantment spells, and biological engineering. He accomplished such a task with the workings of various sangromancers and blood druids, some of which were vampires and dhampirs, and their horrific weaving of the body and soul's essence and how to empower it. The first successful transformation via the Rubicon Sanguineous, which had a one in ten chance of failure, was that of the Pale Lord himself. The Pale Lord of which he had been one of many test subjects ranging in the dozens.
After succeeding in his own mutation, the Pale Lord traveled to every corner of the globe and pleaded with lords and monarchs to establish lodges where more hexers could be made. After seeing the results which no mere mortal champion could match, all had agreed in time to establish said lodges. One exception to this was in Wa, where the Shogun refused to hear the words of a foreigner that did not know the struggles of a people isolated and feared from outside intrusion. Some say this was due to the Great Holy War, earthquakes, and the Divine Wind came to its lands. And some fringe scholars believe in the corruption of their shogun unto malevolent forces and influences to continue a regime of fear and bloodshed. But, the Pale Lord established, in secret, the foundations of lodges that could be made and founded by Wa's people as an original creation of theirs.
Upon reaching his goal of having a lodge in every surviving country in the known world, save for Varangia, the Pale Lord returned to his First Lodge in the borders between Koshevoi and Reichsland. Some say he converses with vampires that make their home in Koshevoi to establish a balance between monster and mortal. Others devise that the Pale Lord plots secretly to assassinate the greatest master of magic and undead in the world, Koshchey the Deathless.
In any case, it is certain, hexers were an elite group that seeks out coins and slaying when it needs to be done. If one has a coin, they should always toss it to their hexer if they need a creature to slay, monster, or mortal.
Structure
The order is structured with the nearly immortal Pale Master as the grandmaster with a master to each order of Hexer.
- Grandmaster: The master of all lodges and ruled only by the Pale Master.
- Master: A master of a lodge that can be grouped between dozen to a couple hundred hexers.
- Pundit: A hexer who is charge of teaching a new batch of recruits on how to become a hexer.
- Acolyte: A newly created hexer who has barely been mutated and is now in search of coin and training.
- Initiate: An inmate, orphan or exile who has barely been intrudced to the Society and is undergoing training and mutations.
- Order of the Lycan: An order established by those who had or would be lycanthropes, but not full Versipellis. This suborder is meant to hunt the monsters that dwell in the forests with tremendous ferocity.
- Order of the Mutant: An order first established by the Pale Master as a way to enhance the already tremendous alchemical transformation that turned many into Hexers.
- Order of the Profane Soul: An order established to fight the threats outside the Tenebra's earthly plane by many making false-pacts with creatures beyond Tenebra.
- Order of the Ghostslayer: An order established to fight the ghostly threats that threaten mortal kine.
Culture
The organization believes strictly in individualism amongst brothers and sisters. Each Hexer is to establish their own code of conduct and abide to it as they go on to adventure and fulfill their own deeds.
Public Agenda
Killing monsters.
Assets
Anything they can buy with coin and potions aplenty.
History
When the Pale Master first established the Society of Hexers, he sent out a notice of how the process would work in eventuality and used himself as a test subject, first. Upon his great showcasing of his work, lords, and monarchs sent contingents of prisoners, exiles, and orphans to the first lodges of the Society. A great plethora of them died, rumors range from a mere few dozen to hundreds of individuals, simply to accomplish a 60% success rate compared to its original 10%. Upon success of mutation, the hexer has a slowed aging process. This allows the hexer to age at a third of the rate of what it used to. However, a hexer can not truly die of old age and will continue to age into the hundreds, if not thousands, of years. It is due to this factor that most hexers will die of violent causes before reaching this ancient, wrinkly age.
Some nations that the Pale Master went to on his quest to establish lodges to hunt monsters, that were rapidly populating at the onset of the Great Holy War, rejected his proposal for lodge creation. To get around the political and economic embargo, the Pale Master had created foundations for lodges to be made in secret. How he did this was burying blueprints, alchemical formulas, and locations of various individuals to contact to establish a lodge that was merely created out of serendipity and "independent" thinking.
After establishing lodges and foundations of lodges throughout the world, the Pale Master retired to the First Lodge. There he continues to toil with his various plots and machinations to ensure that the world itself is not overrun with horrific creatures that hunt mortal-kind.
As of the end of 1262, the hexer order had become extinct and abandoned as the power of all hexers diminished following the death of Empusa at the hands of the Circle of the Black Star. It is said that the Pale Grandmaster has died of old age at last along with some other hexers who had not participated in rituals to become dhampirs. The legacy of the order remains as a testament to those who stand as the bulwark against all monstrous foes and has inspired numerous smaller legacy organizations dedicated to monster slaying.
One for mortals, one for monsters
0 E.D. - 1262
Type
Guild, Fighter / Mercenary
Alternative Names
Witchman, Mutant Hunters, Mutants, Freaks
Comments