Arcane Hunters

Magic is a flame. We are the blade that cuts the wick.

The Arcane Hunters are an elite paramilitary division within the Imperial Order of Cilese, formed to seek out, neutralize, and control rogue magic users, arcane cults, magical beasts, and relics deemed too dangerous to exist.

Where the Empire conquers lands with steel and politics, it is the Arcane Hunters who enforce the Empire’s will over the invisible and unknowable forces of magic.

They are feared across Aurelia, not just for their brutal efficiency, but because they make mages disappear—sometimes in chains, sometimes in ash.

Arcane Hunters are trained to counter, suppress, or control magic, not just resist it. Their operations blend military precision, forbidden knowledge, and ruthless tactics.

  • Spellshroud Prisms – Designed to disrupt and siphon spell energy at close range. Often used to interrupt or counter mages and sorcerers who would attempt to use their magic against the Arcane Hunters.
  • Nullsteel Weapons – Blades forged from rare alloys that disrupt magical fields on contact.
  • Runic Shackles – Inscribed restraints that suppress a captive’s ability to cast or channel spells.
  • Hunter’s Marks – Arcane brands used to track escaped targets across great distances.
  • Collar of Obedience – Worn by captured magic users who have been “redeemed” into service; these devices inflict pain or death if disloyalty is detected.
  • Tamed Spellcasters – Some Hunters are former mages themselves, reconditioned and sworn to the Empire’s cause. Their powers are leashed, channeled through ritual oaths and binding enchantments.

Arcane Hunters often work in cells of 4–6 operatives, each team designed to take on specific threats (e.g. necromancers, wild elementals, cursed bloodlines, or summoned demons).

Every member undergoes extensive training—physical, arcane, and psychological. Recruits are taught not only how to fight magic, but why it must be controlled, reinforcing a deep-seated loyalty to the Empire and Emperor Lucious Raventide.

Their philosophy:

“Magic is not evil. But people are. And power without chains always leads to ruin.”

Over time, this belief turns most Hunters into zealots—detached from moral questions, bound only to the Empire's will.

Parent Organization