Hunter's Guild

Focus
Founded in 407, the Hunter’s Guild is one of the oldest in the land of Eliakim. What they do, as stated by the name, is hunt. Though, not what people may call conventional game. They’re monster hunters, who have undergone a blood mutation to allow them to fight on par or even above their prey’s capabilities. How they are able to remains one of the most closely guarded secrets the Guild protects, willing to even kill their own to make sure it never gets out. There is no set attire for them, nor certain weapon they wield. Though they do have close ties to the Blacksmiths Guild, keeping contact with their heads in the case they require a special order. Their people are also researchers, independent of any Colleges or Guilds for the research the creatures they hunt as well as killing them. Their headquarters is an expansive labyrinth within the mountain ranges of Baator, where all Hunters are created, trained and sometimes even raised before they are finally released for the Hunt. The Hunter’s Guild employs multiple different technologies as well as magic to combat their fierce prey. Everyone knows of them, yet don’t know who they are. It’s not illegal to share with others that one is a Hunter, so long as they do not deface the honor that the title comes with.

History
At first a simple band of roving militia from surrounding villages, the Hunters Guild soon gained more definition and organization as their ranks grew. Of course not to the size of an a fully funded army, but to a considerable size. Here is where their mass begins to have mages and mechanics within their populus. Here is also where that culmination of ideas sparks their idea of Initiation. All that is known about it by outsiders is that it can cause the Hunters to become more… prone to frenzy. The making of their headquarters remains shrouded in mystery as well, most likely done by stoneshaper mages they had in their personnel and is still being expanded upon when needed to this day.