The Isarian Hunter’s Guild

In the world of Isarine, the Hunter’s Guild is a politically-neutral organization that spans the majority of the world. Isarians depend upon the might of the Hunter’s Guild to vanquish beasts and keep their families safe from the feral wrath of the wild.

Though the origins of the Hunter’s Guild has been lost to time, the fundamental tenets of the organization remain core to how the Hunter’s Guild and its vast fellowship of members operate.

Strength in Unity

Like the very weave of essence, hunters are stronger, together. One can survive the World alone, but to Prosper and Flourish, We must stand United.

Strength in Diligence

What is easily gained is easily lost. Pay the Cost of Effort up front, such that there is no Debt to repay. Unseen Debt, the product of Greed, is the Greatest Enemy.

Strength in Willpower

To be a Hunter is to exert Willpower upon the Land. To be a Hunter is to act with noble Conviction. To be a Hunter is to stand Fearless in the face of Demons.

How do you become a hunter?

In order to become a registered hunter in Isarine, you must acquire a Hunter’s License from a branch of the Hunter’s Guild.

Licenses are typically awarded based on a series of evaluations from increasingly difficult commissions. However, individuals may also acquire a license in recognition of their achievements and known weaving prowess.

In rare cases, hunters of Grade 5 or higher may personally issue a temporary license to weavers to allow them to participate in commissions. Some training institutions such as West Camp have also been given clearance to issue a temporary license to their students for the same reason.

What are commissions?

Commissions are jobs publicly posted in the Hunter’s Guild. Their activities range from monster hunts, to reconnaissance, to escorts, to deliveries. Any private citizen or public entity can request a commission with the Hunter’s Guild, and once evaluated, the Hunter’s Guild will post it across their branch.

Hunters are free to pick and choose their commissions based on task, difficulty, location, and reward. Commissions may sometimes be issued to a particular hunter, who can either accept or deny the request. If denied, a special issued commission will return to the poster, who can decide whether to publicly post the commission or discard it.

What is a Hunter Grade?

A Hunter Grade is a number assigned to denote the relative difficulty of a commission, or the relative strength of a hunter. Hunter Grades begin at 1 and increase incrementally. Therefore, a hunter beginning at Grade 1, is expected to be able to clear all Grade 1 commissions, and a hunter at Grade 5 is expected to be able to clear all commissions Grade 5 and below. However, hunters of any Grade can take on a commission of any Grade.

Commissions are graded by the Guildmaster who receives them, and confirmed with at least two hunters of equal or higher Grade.

In order to increase your Hunter Grade, you must clear the same number of commissions as the target Grade. For example, clearing 3 commissions of Grade 3 will increase your hunter Grade to 3, clearing 4 commissions of Grade 4 will increase your hunter Grade to 4, etc.

Commission requests involving Transcendants are always graded as Grade 0, cannot issue rewards, and have no bearing on a hunter’s Grade. This is done for the safety of all hunters.

Who funds the Hunter’s Guild?

Rather than taking a portion of the commission reward or requiring an additional fee, the Hunter’s Guild is funded solely by the goodwill of its hunters. Hunters will typically take what they need from the commission fees and return the rest of the Hunter’s Guild. This way, commission requests remain accessible to those in need, rather than only being available to those in power.

Residual Hunter’s Guild funds not used for overhead and operations are maintained in a slush fund in order to provide rewards for urgent commissions (especially those where the requester doesn’t have personal funds to contribute). However, due to the nature of depending upon donations and the unpredictable rewards for commissions, some branches of the Hunter’s Guild fare better than others in terms of supplies and infrastructure.

In regions like the Wilds and Finae, the local population opts into a tax to further support their Hunter’s Guild branch.

Who runs the Hunter’s Guild?

Each local hub of the Hunter’s Guild is run by a Guildmaster, with one of the Guildmasters serving as the Head of their branch. The Guildmaster and Head are both democratically elected by active hunters in their region. Frequently, these individuals are known for their conviction, leadership, and altruism, rather than their hunting prowess. Indeed, Guildmasters and Heads very seldom take on commissions of their own, and are mostly tasked with administrative and logistics work.

Because of this, elected Guildmasters and Heads are allowed to decline the position in order to stay more active in the field.

Due to the relationship between branches of the Hunter’s Guild, neither Guildmasters nor Heads are allowed to express any political ideology, nor are they permitted to show animosity toward other branches.

In the rare case that a Guildmaster or Head is incapacitated or fatally wounded, the administrative duties of the local Hunter’s Guild will fall upon the most seasoned hunter in the region.

Each branch of the Hunter’s Guild operates independently, with their own customs, culture, and commissions. However, a Hunter’s License is ubiquitously respected across all Hunter’s Guilds across Isarine, and hunters are free to take up commissions from any branch as they see fit.

Local Hunter’s Guild hubs are widely considered political sanctuaries, and not even the mightiest of nations dare violate this unspoken rule.