1. Etiquettes

Monster Hunter

Character Theme

In the bleakness of Athas, opportunity exists only where the bold seek it and take it. Those who wish to remain free avoid political struggles and the risks of crime. They instead sell sword and spell for wealth and glory, and perhaps, the good of those weaker than they are. Countless such mercenaries people the city-states.

A few among these free warriors find their fortunes by facing the horrors of the wastes. Such hunters keep streets safe by flushing unwelcome monsters from hidden dens within settlements. They ply their craft along trade routes to allow softer souls easier passage. Sometimes, monster hunters bring prey back alive for taming or arena spectacles.

Success in the hunt brings myriad rewards. In the wilderness, a defeated creature’s corpse can provide supplies and raw materials for clothing, weapons, and goods that are less mundane. Captured creatures can be sold as exotic pets or fodder for gladiatorial bouts. Hunters, having willingly faced innumerable situations and dangers, become tougher and wilier over time. They hone their skills for the job, and on occasion, their wounds heal with unpredictable effects from the supernaturally twisted ecology. Scars become assets, carrying power within them.

Hunting for Fame and Profit

Life is cheap on Athas; resources are precious. Becoming a monster hunter means living a life of meaning by providing safety and resources for your patrons and others. Hunters live boldly, seeking out danger and traveling far from the oppression of city authorities.

Some hunters act as tools of the local government by capturing, dispersing, or killing dangerous humanoids. Wise hunters avoid legal or political entanglements by hunting universally hated pests and monsters rather than criminals or dissidents who might have important allies.

A group of successful hunters returns to civilization with proof of exploits that bring respect from citizens of all types, from templar to slave. That proof is usually in a form that can prove valuable. Hunters who endure the travails of their risky career are sure to become folk heroes and possibly even wealthy

Hunter Teams

Monster hunting starts with brains. A successful team brings together diverse and useful skills from the planning stage onward. A team should have training in every skill relevant to monster knowledge. Some redundancy is good, especially in Dungeoneering and Nature, because casualties among hunters can be high. If your team has the luxury of choosing a target before the conflict, choose one you know a lot about. Use that foreknowledge to equip yourself properly and plan the confrontation. In this regard, a typical monster-hunting team isn’t that different from a normal party of adventurers.

 Also like a normal adventuring party, the group needs to cover all the roles for efficiency, and synergy among the characters is key. A leader in a hunter team needs to focus on powers that boost or grant mobility and allow extra attacks. Leader powers such as direct the strike (warlord at-will attack) or ire strike (ardent at-will attack) which allow high-damage party members to attack instead of the leader are also good. Defenders and controllers should focus on powers that take away monster advantages and freedom of action, especially movement. These characters should work to ground creatures that have unusual movement modes in order to keep such monsters on the group’s level and within attack range. Strikers need to deal lots of damage quickly, but they also must act in a way that aids their teammates. Although a rogue might benefit the most from combat advantage, it’s good for everyone. A timely pressing strike from a barbarian can set up more than one team member for a flank advantage. 

As combat unfolds, pay attention to which tactics work and which don’t. Learn from your victories but especially from your mistakes. Coordinate powers and other capabilities. Retrain when possible to shore up weaknesses in the team’s overall performance rather than your character alone. Working together in this way can be an out-of-game activity for players. One or more could even act as DM for single, practice-run encounters to see how your team works as a whole. Warriors don’t just leap into danger; they train for it with rehearsed tactics and adaptable reactions.

Hunter Traditions: Balic

Balic, City of Sails

A sense of civil duty and a desire to be remembered in civic mythology—immortalized in play and poem or the Temple of Heroes—motivates Balican hunters. Although the democracy of Balic is a sham, the patricians’ and templars’ power and desire for reelection makes them ideal patrons for hunters. Lesser scions of noble houses have garnered honor for their families by taking on the service role of monster hunter. Given the community spirit of Balican hunters, they are humbler than their Tyrian counterparts, at least in appearance. Balic has a tradition of gladiatorial combat as rich as Tyr’s, and Balic also offers easy access to the Silt Sea and the Southern Wastes. Slaying or capturing giants is considered among the highest of heroics in Balic

Hunter Traditions: Draj

Draj, City of the Moons

Through the astrological charts which most Draji have drawn up for newborns, the stars call some to the heroics of monster hunting. Other hunters come from among the jasuan knights and lesser warriors sworn to the knights who carry on a family tradition or hope to make a name. Moon priests, those trained in the Way in the House of the Mind, and magically talented calmec scholars might also be part of a hunting party. Hunters have the opportunity to provide amusements for the Palace of Gladiatorial Combat as well as for the Royal Menagerie. The highest honor a Draji hunter can aspire to is to have Tectuktitlay select one of their subdued beasts for sacrifice upon the Father and Master Temple.

Hunter Traditions: Gulg

Gulg, the Forest City

The jungle and its spirits are enemies in Gulg, as are the terrors that stalk the forests, mountains, and plains near the city. A variety of Gulg’s citizens might join in hunts—judagas, seers, masters of the “evil” primal spirits, and even nganga. Such hunts are primarily for glory and trophies, but they also serve to protect Gulg, gain stock for domestication, and provide combatants for the Field of Spears. The tradition of single combat on the Field of Spears means that few powerful beasts are subdued for return to Gulg. Instead, hunters return with heads and other trophies as proof of their mastery over the forest. Brave hunters venture to the Witchgrove to bring back the heads of fey creatures. The headhunting tradition of Gulg is one of the primary sources of magical trophy traditions.

Hunter Traditions: Nibenay

Nibenay, City of Spires

Nibenese hunters are calm and practical warriors. Although they respect and display grace, they are given to refined efficiency rather than showmanship. Hunters can provide beasts for Nibenay’s arena, but more money and accolades can come from driving beasts away from Nibenese interests and protecting logging camps against the primal magic of harrying druids and Gulgan spiritualists. The nobles of Nibenay have an insatiable appetite for the exotic and ample wealth to buy and maintain pets. Merchants of the Sages' District employ hunters for mundane materials, while reagents and illicit items such as poisons can find buyers in the Hill District.

Hunter Traditions: Raam

Raam, City of Unrest

The mixing of castes is unusual in Raam, yet a group of Raamite hunters is likely to contain members of more than one caste. Warriors, priests, and unclean might be found working together in such a party. Without an unclean member, a hunting company is unlikely to deal in anything involving a monster’s carcass. (Some groups are made up entirely of unclean who have unusual skills and talents for their caste.) Hunters might provide arena fodder or find employment among merchants, but most work for a nawab to provide battle beasts for the factional warfare common in Raam.

Hunter Traditions: Tyr

Tyr, the Free City

Kalak’s palace in the Golden City is connected directly to the Stadium of Tyr, and that is no result of mere whim. Tyr has a bloody and honor-bound gladiatorial history. While he lived, Kalak rarely missed the games. Those who provide beasts for the arena can become idols as famous as the top gladiators. A hunter does well to cultivate a personality as showy as a gladiator’s battle techniques. Kalak’s death changed nothing about this cult of personality and skill. If anything, hunters have more opportunity to shine in Tyr now that civil authority is divided among the city’s factions. Patrons abound. A hunter might not even need to leave the city, given the dangers of Under-Tyr. Tyr also rests near diverse terrain types, which means that exotic prey need not be transported long distances back to the hunters’ home base.

Hunter Traditions: Urik

Urik, City of Lions

The meritocracy of Urik’s civic life makes dangerous work attractive. Like numerous commoners before them, those who triumph repeatedly in the heroic trade can find themselves not only lauded by the people but also raised in status by influential patrons. The Pit of Black Death has need of monstrous foes for gladiators to face, but the military emphasis of Urik’s culture also places importance on capturing and training beasts for war. Leonine beasts are most prized in Urik

Other Traditions

Halfling Hunters: Halflings of the Forest Ridge are expert trappers and poison users, and they practice strange magic. In a waste-not fashion, they also eat just about anything they kill which is even remotely edible. Hunters among halflings like to take quarry alive to later show off to authority figures. Once a creature’s presentation is done, halflings kill it and strip it of everything useful. Halflings take their traditions with them, so such habits exist even among those who have lived in cities for generations.

Primal Hunters: Hunters who revere primal spirits focus their efforts on creatures destructive to the fragile and waning natural world. Aberrant monsters are common on Athas, as if the warped magic that laid waste to the planet brought the madness of the Far Realm close. These enemies are foremost on a primal champion’s hit list, equal only to creatures that use defiling magic. Elemental incursions are also offensive to the worldly order, so primal hunters drive such monsters back to the chaos that spawned them.

Tribal Hunters: Villagers such as Silt Sea archipelagans, nomads such as the Tamwars, slave tribes, elf tribes, and thri-kreen packs all rely on hunting for survival. Food and supplies might not be the only motivation for such hunting. Small communities count on the strong and bold among the populace to kill or drive out the nightmarish monsters of the wild. Those who practice unusual or forbidden magic are more likely to be found in remote locales, and tribal monster hunters can best provide such practitioners with bizarre reagents.

Veiled Alliance Hunters: The Veiled Alliance relies on monster hunters for material components used in rituals, alchemical items, magic items, and reagents. Although the Alliance isn’t necessarily altruistic toward non-arcanists, members act heroically as hunters to gain popularity among common folk. Public esteem has helped more than one member mask unusual travel and dealings.

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