Coin
world's okayest lobotomite (they/them)
Foreword
This roleplay will follow a guild of demon hunters in a modern fantasy setting. In this universe's alternate timeline, an extra-planar humanoid species henceforth known simply as demons have nearly integrated with humans on Earth. Nearly. There are dangerous and powerful demons that still stalk the shadows, wanting nothing more than to overtake mankind as the dominant species on the planet. This is where demon hunting guilds enter the picture. In this roleplay, you will play as a modern demon hunter of the Vexpara exorcist guild.
Genre/Theme: Modern fantasy, alternate timeline, demonica, witchcraft
Type: Character group-centric, plot-driven, combat elements
Level: Moderate to detailed
Commitment: A few times per week maximum
Character expectations: Avoid unrealistic, uninteresting, and inherently overpowered characters
Player expectations: Mature, flexible, reliable, and open to communication
Storytelling: Semi-linear. Plot in mind, but characters have agency
Group size: Open
The following subsection is a little blurb from the lore to give people an idea what this roleplay is about.
Interested?
If anyone has questions regarding anything to do with VEXPARA, do not hesistate to ask either on this thread, PMing me, or joining our Discord. I can personally be contacted on Discord with the username
Main thread
Sign up
Lore page
Discord
This roleplay will follow a guild of demon hunters in a modern fantasy setting. In this universe's alternate timeline, an extra-planar humanoid species henceforth known simply as demons have nearly integrated with humans on Earth. Nearly. There are dangerous and powerful demons that still stalk the shadows, wanting nothing more than to overtake mankind as the dominant species on the planet. This is where demon hunting guilds enter the picture. In this roleplay, you will play as a modern demon hunter of the Vexpara exorcist guild.
Genre/Theme: Modern fantasy, alternate timeline, demonica, witchcraft
Type: Character group-centric, plot-driven, combat elements
Level: Moderate to detailed
Commitment: A few times per week maximum
Character expectations: Avoid unrealistic, uninteresting, and inherently overpowered characters
Player expectations: Mature, flexible, reliable, and open to communication
Storytelling: Semi-linear. Plot in mind, but characters have agency
Group size: Open
The following subsection is a little blurb from the lore to give people an idea what this roleplay is about.
- Referent 1 -- The Practice of Hunters
- Referent 2 -- The Tools of the Trade
- Referent 3 -- The Ilk of Demons
- The Practice of Hunters
The profession of the demon hunter has existed for well over 1,500 years, and has evolved into a subculture without borders. The work of hunters has changed very little since the first guilds of Byzantium formed after the Crossing of Justinian, where the first wave of demons descended upon Earth. The goal of hunters has remained simple: to protect mankind from demonkind through any means necessary -- including the use of the unpredictable infernal magic of demons. In places where integration rates are high, even demons are known to become demon hunters.
Below is a list of hunter archetypes that have existed and persisted through history.
Crane:
Observers, scouts, and marksmen. Crane hunters prefer to keep the safety of distance between themselves and demons. Most of the magic in their arsenal focuses on deception and target tracking, which are spells nearly untraceable to the demons they stalk. Since the production of truesilver in quantities large enough to make expendable ammunition is still a feat for modern engineers, and even more so for historical quartermasters, Crane hunters have always been renowned for their exceptional accuracy and patience.
Augur:
Infernal exorcists and scholars of demonic lore. Augur hunters cast powerful anti-demon magics, or twist dangerous demonic energy to their bidding. Not all humans can stomach the warped power of demon energy, and even fewer can master it. This makes them a rare but powerful boon to fellow hunters when utilized properly. Because of the volatile and unpredictable nature of demon magic, guildmates of Augur hunters often carry powerful sedatives to quell sudden and uncontrollable outbursts of foul energy.
Blooden:
Warrior-hunters who specialize in pitched combat with demons. Blooden are the most common among hunter guilds, forming the backbone of most anti-demon organizations. They often endure extensive physical and mental training, allowing them to, in theory, a myriad of different demon types. Some Blooden elect to train and hunt specific kinds of demons, and thus become specialists called upon when a particularly stubborn demon needs to be hunted.
Ouro:
Abyssian apothecaries and stalwart adjutants to other hunters. An Ouro's trade is the application of rare healing magics, as well as the study of demonic behaviors and patterns. While not particularly potent in combat, Ouro hunters fill crucial supportive roles when a guild is on the hunt. Their abilities to weave wounds shut and protect fellow hunters from harm make them invaluable to the longevity of a guild. Unfortunately, the many years of strenuous study required to be an effective Ouro leave their numbers much to be desired. A guild is often lucky to have more than one Ouro. - The Tools of the Trade
It is no secret that demons in general are faster, stronger, and deadlier than the average man. Ever since mankind's struggle against demons began over 1,500 years ago, every advantage possible was sought to level the playing field for hunters. With the discovery of rare truesilver ore, and its subsequent weaponization that could sear demonic flesh with a mere graze, hunters at last had tools that could reliably fell even the most powerful of demons. Modern developments have only made these tools and weapons deadlier and more efficient to produce.
Melee:
If it has been created as a weapon to use against fellow men, it has likely been recreated in truesilver with demon slaying in mind. Swords, axes, and hammers are the most common truesilver melee weapons produced, as they are the most straightforward to use. A fair number of these weapons are relics and heirlooms from hunters past, but still more are manufactured each day.
Projectiles:
The rarity of truesilver has always made the production of ranged projectiles a troublesome task. To make matters worse, truesilver is a relatively fragile metal and cannot withstand the force of being shot out of a high powered firearm. Crossbows, close range scatterguns, bows, and throwing weapons are the few reliable methods of delivering a piece of truesilver at range. Some modern hunters carry conventional firearms to weaken or stun more powerful demons, then move into close quarters to finish a demon off with a truesilver melee weapon.
Coffins:
Hunter coffins originate all the way back to the era of the Black Death, where containment was mankind's greatest weapon. They are made of pine, or another sturdy but lightweight material and worn strapped to the back for transportation. In the hands of a skilled hunter, the coffin may be used to trap a demon within its enchanted confines. With portal magic, the hunter may banish the coffin, demon and all, into the tumultuous gap between realms to be flayed alive by the chaos of the Starstorm.
Smoke grenades:
While mostly used as a distraction and concealment tool, some smoke grenades are filled with tiny particulate shavings of truesilver. If inhaled by a bellowing demon, the truesilver particles can stun, if not seriously incapacitate a demon from within. Smoke grenades are the preferred tools of hunters over conventional fragmentation explosives as the potential of collateral damage with use is minimal. - The Ilk of Demons
Demons are classified into a handful of basic archetypes, of which vary in power, size, and ability. Demonkind as a species are capable of great changes in their lifespan, and their demonic “type” is not necessarily static as, for example, the animal kingdom of Earth where one species may not simply transform into another. Listed below is a general guideline for the identification and classification of demons. Note that uncommon cases of specialized demons, such as wraith, trickster, and brute demons should be assigned a guideline classification on a case by case basis (e.g., a greater wraith demon).
Subjugated demons:
Those who have been branded by the Mark of Subjugation, making any use of magic that would harm a human lethal to the demon. This Mark is still used extensively to control demon populations, allowing them to become members of human society without inciting fear or suspicion. Most demons that live in human societies bear this Mark.
Lesser demons:
The weakest and most human-like of demonkind. With a few simple glamor magics, a lesser demon may be indiscernible to an average human by the naked eye alone. They are physically slightly stronger, and live slightly longer.
Greater demons:
When a lesser demon indulges on a great deal of infernal energy (usually by killing or absorbing other humans or demons), they are likely to become a greater demon. They are stronger, faster, and more lethal than their lesser counterparts. While they are still humanoid in appearance, they possess a pair of gnarled horns that sprout form their head, razor-sharp claws, and a barbed tail. Their augmented abilities come at the expense of having a dulled sense of empathy for others -- some would call this “humanity.”
Black demons:
If a greater demon feeds upon enough infernal energy to become a black demon, the transformation is often incredibly violent. A black demon stands on average nearly double the height of a human, and is capable of fighting off several trained hunters with ease. With a bit of tact and a bit of luck, a group of the most seasoned of hunters may still struggle to bring a black demon down. Black demons spare no thought to the lives of others, and only selfishly hunger for more power and ultraviolence.
White demons:
A thing of speculations among humans. Most of integrated demonkind are hesitant to talk about white demons, as speaking of them is taboo in modern demon culture. Their ability is remarked as the thing of terrible legends, as a single white demon is capable of untold catastrophes. The codices of most hunter guilds contain no mention as to how to respond to a white demon threat, and those that do, recommend a hastened retreat.
Interested?
If anyone has questions regarding anything to do with VEXPARA, do not hesistate to ask either on this thread, PMing me, or joining our Discord. I can personally be contacted on Discord with the username
Main thread
Sign up
Lore page
Discord
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