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Drakenjager

Translated directly to 'Dragon Hunters', the Drakenjager are an organization believed to have been started officially somewhere in the 5th or 6th century. They are an order of Dutch monster hunters that can be traced all the way back to Old Saxony. They are a secretive and well connected group, though the actual number of hunters are small in number their reach extends across the world. Their goal was to exterminate all monsters that haunt the world, to remove everything non-human to ensure humanity can survive and thrive without threat of being preyed on.   The Drakenjager are commanded by the mysterious White Dragon, believing the White Dragon to be descended from agents of heaven here to destroy all other monsters that threaten humanity's control over the world. In particular to destroy the White Dragon's ancient enemy, the Red Dragon and all of its descendants.  
 

-Background-

  The order was started after the second and last battle between the original Red and White dragons and after the Saxons were fought off from the land that would become Wales. Formed by a human descendant of the White Dragon in order to avenge the death of their parent. The order swore themselves to slay all monsters that preyed on mankind, particularly the descendants of the Red Dragon. Their depictions paint the Red as an almost demonic monster, a source of all evil, and the white as a sacred and holy creature. Over the generations they have hunted monsters across the world, led by generation after generation of the White's bloodline.    

-Goals-

  The Drakenjager sought the eradication of all 'monsters' upon Earth, particularly the bloodline of their ancient enemy but they will hunt anything that is not a human or a natural animal (monsters, extraterrestrials, otherworldly beings). They have no qualms with most meta humans (such as mutants or those created through science) so long as their appearance and attitude is still mostly human, but hybrid species are hunted as zealously as non-humans.    
 

-Hierarchy-

 
  • Seekers: Initiates and novice hunters in training. They come along on hunts with a low threat level, but mostly participate by watching, learning, carrying extra equipment, and cleaning up afterwards.
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  • Hunters: The regular combatants of the Drakenjager, these are men and women that have spent years training to fight man and monster alike. They area trained with most weapons but the hunter dogma has them favor high tech crossbows and swords. Each one knows the strengths and weaknesses of most known monsters, and are zealots prepared to die for humankind.
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  • Huscarls: The elite among the hunters are given suits of power armor so that their bodies may be on par with their skill. These exoskeletal suits enhance their strength to incredible levels, have shock gauntlets capable of delivering a powerful electric touch, and they often wield large and powerful melee weaponry either high tech or enchanted.
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  • Tech-Magi: A step above the regular inventors and scientists that develop the gear the hunters utilize, these tech-sorcerers combine the magical arts with modern technology. Through this they are capable of tracking down the locations of potential targets, as well as generating portals to take hunters to and from locations.
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  • Ur-Huscarls: Huscarls with rank and privilege to lead teams of other Huscarls and Hunters on assignments. Some may come from the Huscarl ranks, fewer from the Tech-Magi, but all possess some special talent or power that puts them above the rest and often earns them special titles or names.
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  • Jarls: The highest human rank within the order. Chiefs of operation for the Drakenjager. Each acts with a degree of autonomy, though all swear direct fealty to the Elder Council and the White Dragon.
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    -Named Members-
      The White Dragon / Wilhelm de Witt.
    The zealous master of the monster hunting order, believed to be descended from the original mythical monster. The order has a religious reverence for the figure, seeing him as like an angel walking amongst them, or at the very least as God's monster brought here to destroy the other monsters.     The Elder Council.
    A mysterious council that seems to be the only thing the White Dragon answers to (or pretends to). They are the White Dragons of the past, retired from the roll of directly leading the order. Thanks to the magical nature of dragons, even weaker half-dragons like these, many of them are over a hundred years old.     Yjorn Charir Rommel.
    (Master of Alchemy & Runecraft / Jarl)

    Leader of Phoenix Group. A truly ancient alchemist and master of runecraft, kept alive through the power of his adopted Eldritch Father's blood.     "Woden" / Espen Heeran.
    (Master of the Hunt / Ur-Huscarl)
    The order’s most elite and zealous hunter to date, though dedicated more to the hunt itself than the actual destruction of monsters and protection of humankind. Taking the hunting name of ‘Woden’, after the norse god and master of the hunt, he is the most talented and driven killer among them. Possessing no powers or magic of his own, just raw talent and fine honed skill, Woden dresses in the lightweight and highly advanced ‘Wyrm Slayer’ Huscarl armour, and wields a number of gadgets of the order’s creation and several magical weapons. Including the sword known as Gram, which was said to have killed Fafnir.     "Wolf Feeder" / Gerard.
    (Ur-Huscarl)

    A huscarl that lost both his arm to an armour malfunction, and the legendary dragon slaying spear of Saint George in battle against the Red Dragon. To try and save face among the order he volunteered for an experimental ritual that replaced his missing arm with a rune-inscribed stone arm capable of incredible destructive might and transformative qualities. He wished to receive a hunting name inspired by Tyr, for the loss of his arm, but out of disrespect he has been titled ‘Wolf-Feeder’. This has only made him more hateful and driven to earn his respect back among the order. Showing no regard for human life, even his fellow hunter, as he hunts the monsters.     "Muspel" / Pim de Groot.
    (Ur-Huscarl)

    A giant of a man and a powerful warrior even outside of his armour. Pim shows a level of care for his fellow hunter and all innocent humans that is fairly rare among the bloodthirsty hunters of Drakenjager that progress very far within the order's hierarchy. Despite the brutal nature of the order, Muspel retains a big heart through hopefulness, or perhaps gullibility. Pim wears an experimental suit of Huscarl Knight armour known as the Fire Giant Armour.     "Lady Mimir" / Geertruida Smit.
    (Master of Technology, Jarl, Ur-Huscarl)

    A head among the techmagi, despite favouring technology over magic almost exclusively and being incapable of spontaneous bodily cast magic altogether these days (relying on ritual magic). Though it started as an emergency procedure to save her life after an accident, she has long since become obsessed with replacing the weakness of her human body with mechanical augments. Now only a human brain in a powerful mechanical body, she has managed to prolong her life past human expectation. As much a monster as anything the order hunts, she is regardless still seen as human by the order despite what she has become.     "Seidhr" / Eline Arbeider.
    (Tech-Magi / Ur-Huscarl)

    Though not in a position of leadership among the techmagi, Eline possesses a natural talent for the art that has not been seen since techsorcery advanced out of the art of alchemy. Bright, bubbly, and good natured at most times, she does have a competitive and spiteful side.    
     

    -Equipment-

      Drakenjager equipment draws the line between high tech and magical. Though they prefer weapons of an old nature, like swords and crossbows, these weapons are always made through advanced methods and often inscribed with magic runes to ensure they can harm even the more durable monsters.   Common Hunting Gear.
    The Drakenjager have a taste for weapons and armour design that fits their old ways, but that has been improved by modern and sometimes very advanced technology. Common hunters wear modern body armour, and typically fireproof hooded cloaks, as well as a metal mask that acts additional armour but also resembles ancient saxon helmets. Typically each hunter wields a highly advanced repeating crossbow, a sword for close combat, and a backup dagger.

    Equipment can be adjusted to tackle a variety of threats a hunter might face. This includes silver pointed bolts, runed bolts, and silver blades. Specialized poisons to weaken or harm particular known monsters, and weapons with tips or edges of specialized metal to get through armoured foes.     Huscarl Armour.
    Power armour further enhanced with magical runes, to wielded exclusively by the order's huscarls. The armour is notably large and bulky, providing significant protection and incredible strength if sacrificing overall flexibility. Despite this the armour is surprisingly quick thanks to jets located all across the armour's surface. These magically react to the need of the wearer, and enhance the huscarl's balance, ability to dodge and pursue foes, and allow for incredible leaps and short distance flight.

    The left hand of the huscarl is typically a Lightning Gauntlet, giving off a deadly electrical current from the hand when triggered. The right hand is typically spared for a suitably oversized weapon of the huscarl's choice. These weapons are as high-tech and well enchanted as their armour, making them durable enough to be wielded by a Huscarl in armour's great strength and cut through magical threats.
    Type
    Secret, Brotherhood
    Controlled Territories
    (Faction RolePlayer: White Dragon)

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