Dread Hunter

They come in the night, ripping and tearing, spilling innocent blood, and come sunrise, nothing is the same anymore... those are your heroes, no different than the monsters they hunt.
— Survivor of a Dread Hunter's aid
  Talbot is a region plagued by constant fear, much of which dwells only in their paranoid psyche or deep-rooted superstitions. However, unfortunately, much of what they fear is painfully real and actively preying upon them. The woods of the Queen's Scar are a deeply forboding place filled with ever-present shadows and terrors that crawl within them. All too often, Scar-Born nightmares will venture forth to feast on defenseless communities. These can take many forms - Chimera, Minotaurs, Giant Boars, Hippogriffs, Manticores, Owl Bears, Harpies, Drakes, and a myriad of other fae legends. The forest seems to spontaneously birth these mythical things into being, born perhaps from leftover energies within the ruins of the Queen's Palace. Or maybe they sneak in through some hidden doorway into the Black Road. Whatever the origin, the Dread Hunters are the ones called upon to root them out and destroy them. Rarely do they let the death toll of Talboti citizens get in the way of a successful hunt. Their justification is the greater damage these things are capable of. Still, in truth, these warriors see themselves as above the common man, and their station justifies any atrocity required of them.   The tradition of the Dread Hunters arose in the years after the Queen's Rebuke while Talbot was still reeling from the devastation. Many of the first hunters came from the ranks of the loyalist bards that helped overthrow the collaborator government that had aligned itself with the Fae and the Shadow Court. These hardened artist-soldiers were well-versed in the enemy and had years of experience fighting them. They knew the danger that a single surviving fae could represent, and so they began a campaign of bloody purges against any and all fae, fae creatures, and even former fae collaborators. From their start, the Dread Hunters earned a grim reputation- burning fae alive in public displays and leaving executed collaborators strung up for all to see. War had changed the loyalist bards into something else. They were left bitter and filled with indignation, knowing that if only others had listened, all of this ruination could have been avoided. Rarely did they hesitate to take that out on those deemed responsible.   Many of the first Dread Hunters would go on to form lodges of their own, each dedicated to a particular set of skills, type of monster, or battle doctrine. For example, the Black Wolf Lodge regularly ventures into the Queen's Scar itself to seek out prey. The Witch Hammer are specialists in interrogation, torture, and the persecution of what they deem as witchcraft; all in the pursuit of curtailing those that would use the arts of the old enemy against their fellow man. Others, like the Grave Wardens, focus on threats recognizable to even outsiders - Undead roam the Scar while restless spirits, both mortal and fae, haunt the region. Most of these lodges number less than a dozen though a few of the most renown are comparable to mercenary companies.   Outside of Talbot's borders, Dread Hunters are a rare sight. From time to time, they may be found tracking a particularly elusive quarry that has slithered elsewhere in Tairos. At other times, they may be employed by foreign patrons who are in dire need of experienced monster hunters. In either case, these appearances are only possible with a considerable payment of aurins, relics, and Manacite.   Regarding Manacite, the stone holds particular importance for them. Dread Hunters often make use of spells, magic items, and unnatural abilities that require this arcane fuel to function. While Talbot as a whole generally shuns manacite, Dread Hunters often prefer it to aurins as a payment for services rendered. Many of their lodges are obsessed with finding a lost cache of manacite that the Montissier government stockpiled during the years of fae collaboration. When Montissier's estate fell, the manacite he was given by the Autumn Queen had vanished. The senile old man had no idea what had become of the payment he was given in exchange for betraying his people, and many Dread Hunters suspect it's buried somewhere in Talbot's territory. Rumors of the Montissier Stockpile often draw the attention of the Dread Hunter Lodges, and they are as likely to pay handsomely for tips as they are to permanently silence anyone with information in an effort to keep their competition out of the loop.

Career

Qualifications

Those hopeful to become a Dread Hunters need to have shown acumen in self-defense, martial combat, tracking, survival, and cunning, even to be considered for induction into a lodge. Having some kind of magical talent or magical weapons is an added bonus but often the lodges will teach this to their inductees.

Career Progression

Each lodge handles this differently. Some act as an agency that "loans" out talent to potential clients, and the more successful the talent is, the higher the fee they can claim for themselves. Others operate almost like a military structure with ranks and hierarchies where merit advances one to higher levels of command.

Payment & Reimbursement

Aurins and manacite are their top priority when collecting on a bill. Jewels, magic items, and even artwork are generally acceptable as well. Unlike many factions in Tairos, the Dread Hunters are loath to do jobs as favors, even for the most powerful of patrons. They have little interest in influence, preferring instead to keep all relationships as strictly business transactions.

Other Benefits

The lodges have varying degrees of care depending on their own levels of success. All of them strive to offer some degree of training, medical treatment, and financial support to the next of kin. The most prominent and successful lodges are also able to leverage their reputation to protect their Dread Hunters from legal prosecution.

Perception

Social Status

Dread Hunters tend to exist outside the social hierarchies of Talbot. They are not outcasts in the traditional sense, but their presence is a sign of ill tidings. Where they go, things will eventually get better, yes, but they may spill innocent blood in the process. In particular, the lodges that specialize in rooting out internal corruption are the most feared. For the accusation of such a Dread Hunter often ends in a pyre or noose.

Demographics

Dread Hunters are all humans and mostly Talboti, though a very rare few outsiders have been known to join their ranks. Being both an outsider and a Dread Hunter makes one doubly unwelcome among most communities in Talbot.

Operations

Tools

Varies by lodge and by individual. Whatever their specialty, each Dread Hunter is known for carrying an esoteric kit that is fashioned specifically for the execution of their duty. A dead hunter's body is a treasure trove of precious magic items and possibly cursed artifacts.

Workplace

The lodges are a gathering place for their Dread Hunters, often built around some kind of mead hall, tavern, or winery. These buildings offer whatever comforts they can to their members and their known associates. They also serve as a safe zone for conducting negotiations, storing hazardous items, and interrogating suspects.

Dangers & Hazards

Death is the most common hazard, though more feared are the fates worse than death. Many Dread Hunters have found themselves robbed of their minds, turned to stone, transformed into beasts, ravenous undead, or ripped away into parallel realities. Other hunters are forced into early retirement thanks to crippling injured to either body or mind. These members are cared for as best as possible by the lodge, in accordance with the members' wishes. Some lodges offer administrative duties, others a death with dignity.
Alternative Names
Hunters, Huntsmen
Type
Arcane
Demand
It varies from community to community. The involvement of a Dread Hunters is often a terrifying prospect so to is the continued abuse of whatever monster summoned them
Legality
Members of these lodges skirt the razor's edge of legality, often crossing into the realm of the criminal when the job requires it. Rarely are they held accountable as Talbot's armies and sheriffs are underequipped for confrontations that could turn violent. They also fear the many cursed relics the Dread Hunters could unleash upon their captors. On the very rare occasion that a Dread Hunter is brought to trial, the wealth and influence of their lodge is brought fully to bear. Communities that do seek to hold Dread Hunters accountable for their crimes can often find themselves blacklisted by all lodges and unable to secure the help they need when the moment arises.
Related Locations
Related Technologies


Cover image: Dread Hunters by Midjourney

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