IC: Welcome to the Demon HuntersI won’t give you a song and dance about what we do: we hunt demons.
With steel, miracles, or magic, we do whatever it takes to ensure that any and all demons – and summoners of demons – are dispatched from this plane of existence.
Be you warrior, priest, mage, or scout, all are welcome into the fold as long as you can prove that you will not abide demons within our realm.
So, what do we offer you? For starters, we provide advanced training in all the appropriate Paths, those being Order, Justice, Life, Freedom, Might and Balance, and the School of General magic. We also grant the esoteric knowledge to detect and dismiss demons, as well as the ability to resist that most malefic casting of Demonology, the Wrack spell. What’s more, as you progress in our guild, you will learn to resist and even ignore demonic influence upon you, to the point that their foul forms merely scrape your skin.
Of course, to be granted these benefits, you must abide by our simple requirements:
Hunt down and dismiss all Demons.
Hunt down and destroy all Demonologists and others known to summon Demons.
Do not teach or give access to Demon Hunter specific spells or miracles (via magic or miraculous items) to any person who is not a Demon Hunter.
We may be a small guild, but in recent times our numbers have risen.
Are you a warrior who will meet demonic manipulation with cold steel?
A priest who will detect demons and support the cause?
A mage who will dismiss and devastate our enemies?
A scout who will identify them and spot their weaknesses?
Or will you find your own way to do what must be done? Your own way – to hunt demons!
Gnaven Ironbeard, Demon Hunter
None at present.
None at present.
The full rules for The Demon Hunters can be found under:
Player Rules – The Kingdom – Guilds – Demon Hunters
There are plenty of reasons for a starting character to join the Demon Hunters. They could be a devout follower of Order, ideologically opposed to creatures of Chaos, or perhaps they’ve lost a loved one to a demonic attack. The only crucial element is a willingness to dispatch demons from the Kingdom, however fanatically or reluctantly. Note that although most other patrol members will be on board with getting rid of demons, they are unlikely to care quite as much as you. If you repeatedly prioritise the hunting of demons over the wellbeing of your comrades, you may find yourself without any!
Demons are very diverse, capable of casting from the Path of Chaos as well as many of the Schools of Magic. This gives them access to the lion’s share of effects in the game. To counteract this, Demon Hunters get broad defensive bonuses that apply against anything Demons are capable of throwing out: they’re straight up immune to Wrack (often the favoured offensive casting of demonologists), they get a stacking normal and power armour bonus against demons, and they automatically resist a number of demonic castings that starts small but grows tremendously as the Demon Hunter gains in rank.
Offensively, Demon Hunters receive little help from their guild – they will have to rely on their own strength of arms or castings. The exceptions are mages, who are granted access to the Dismiss Demon spell, which can instantly banish demons without enough Willpower to resist it. This is a powerful effect, but comes with some caveats: first, demons often have high Willpower, so you will want to invest in Willpower yourself to help the spell land; second, you will need to have something else in your arsenal for facing non-demonic foes (not the least of which are demonologists themselves).
The prototypical Demon Hunters are priests and General-primary mages, in line with the advanced training provided by the guild. Other classes can certainly work – in particular, the defensive benefits the guild offers will be useful to anyone – but may struggle with the lack of class-typical advanced training, such as Weapon Adepts or high level (non-General) spells.
Things a Demon Hunter would know:
None at present.