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Clergy Hunters

Homo zealotus / “The Righteous Fist” / “Star Enforcers”

“The constellations do not tolerate heresy. They do not forgive blasphemy. And when mercy fails, they send us. We are their judgment made flesh. We are the price of apostasy. Pray we never come for you.”
—Creed of the Hunters


Quick Reference

Attribute Details
Type Human Zealot / Religious Enforcer
Rarity Uncommon (increasing near heretical activity)
Habitat Settlements with Clergy presence, heretic hunting grounds
Danger Level Hard (CR 7-9)
HP 50
Attack 10
Defense 12
Speed 10
Intelligence High (trained, zealous)
Aggression Very High (relentless when hunting heretics)
Equipment Blessed weapons, holy symbols, reinforced robes

Clergy Hunter - Zealous Enforcer Clergy Hunter - Zealous Enforcer


Description

Clergy Hunters are the militant arm of the Constellation Clergy—zealous enforcers tasked with hunting heretics, apostates, and blasphemers. Unlike ordinary priests who preach and heal, Hunters are trained warriors who believe violence in service of the divine is the highest calling. They don’t question, they don’t doubt, and they certainly don’t show mercy to those who defy the constellations.

What makes Clergy Hunters particularly dangerous is their absolute conviction. They’re not criminals or desperate outlaws—they’re true believers who see themselves as instruments of divine justice. They fight with righteous fury, empowered by faith and blessed weapons. Pain doesn’t stop them. Fear doesn’t slow them. And death? Death is merely translation to the stars, the ultimate reward for service.

Hunters operate with official sanction from the Clergy, which means they can kill with legal impunity (in Clergy-controlled territories). They’re judge, jury, and executioner rolled into one zealous package. If you’re accused of heresy and a Hunter comes for you, your options are simple: Recant and submit to punishment, or die fighting. There is no third option. There is no negotiation. The constellations have spoken, and Hunters are their voice.


Physical Characteristics

Appearance

Build: - Well-trained, athletic (combat-ready) - Disciplined bearing (military precision) - Scarred from combat and ritual - Posture radiates absolute confidence

Clothing: - Heavy robes in Clergy colors (white, gold) - Armored plates concealed beneath (pragmatic zealots) - Seven-pointed star symbols prominent - Blessed weapons visible (intimidation factor) - Holy symbols and constellation icons

Distinguishing Features: - Constellation tattoos or ritual scars - Intense, unwavering gaze - Seven-pointed star pendant or brand - Blessed weapons that glow faintly - Aura of absolute certainty

Equipment: - Maces, swords, or staves (blessed) - Holy symbols (double as weapons) - Reinforced robes (better than they look) - Constellation prayer beads - Heretic-hunting tools


Behavior and Combat

Standard Tactics

Approach: 1. Identify target (heretic, apostate, blasphemer) 2. Offer single chance to recant and submit 3. Attack with overwhelming righteous fury if refused 4. Fight to death or incapacitation 5. Never retreat (faith sustains them)

Combat Style: - Aggressive, relentless assault - Uses blessed weapons (extra damage to corrupted) - Prays while fighting (intimidation, faith renewal) - Fights through pain (zealotry overrides self-preservation) - Coordinates with other Hunters (trained professionals)

Preferred Targets: - Rot-Touched (corruption is ultimate heresy) - Heretics (those who deny constellations) - Returners (seeking to repeat Shattering) - Blasphemers (who mock divine power) - Anyone protecting the above


Variants

Standard Clergy Hunter

Stats: HP 50, Attack 10, Defense 12, Speed 10

Abilities: - Righteous Fury: Increased damage when fighting corrupted or heretics - Blessed Weapon: Weapons glow with holy power, extra damage to Rot-Beasts - Zealous Endurance: Fights through pain, reduced stagger - Divine Conviction: Immune to fear effects

Loot: - 30-50 coins - Blessed weapon (25% chance, holy property) - Clergy robes - Seven-pointed star pendant - Prayer beads


Relationship with Other Threats

Allies: - Constellation Clergy (serve them) - Other Clergy Hunters (coordinate perfectly) - Faithful citizens (support network) - Bishop Ardent Vael (ultimate authority)

Enemies: - Rot-Touched (corruption is heresy) - Returners (seeking forbidden knowledge) - Sister Morrigan (apostate) - Heretics of any kind - Anyone protecting the above

Neutral: - Bandits (mundane crime, not their concern) - Sky Guild (political, not theological) - Wildlife (not sapient, can’t blaspheme)


Ecology and Habitat

Geographic Distribution

Common in: - Skyport Eos (Clergy headquarters) - Constellation’s Reach Observatory - Throne of Stars - Any settlement with strong Clergy presence

Hunting Grounds: - The Weeping Halls vicinity (hunting Morrigan) - Murky Chasm (purging corruption) - Trade routes (intercepting heretics) - Anywhere heresy is reported

Never Found: - The Hollow (too corrupted even for Hunters) - Howling Expanse (no heretics, only storms)


Lore and History

Origin

Clergy Hunters emerged in the decades following the Shattering when the Constellation Clergy realized that faith alone couldn’t stop heresy. They needed enforcers. They needed warriors willing to kill in the name of the divine.

The first Hunters were volunteers—true believers who saw the spread of apostasy and offered themselves as living weapons. They were trained in combat, blessed by high priests, and given a simple mandate: Find heretics. Offer redemption. If refused, execute judgment.

Three centuries later, Hunters remain the Clergy’s most feared tool. They’re not the largest faction. They’re not the most numerous. But they’re the most committed. A single Hunter can change the trajectory of an entire settlement. A squad can purge a heretical movement. And an organized hunt? That’s how apostates disappear.

Notable Hunters

Commander Thane Lightbringer (deceased): - First Commander of Hunters - Personally killed 47 heretics - Created Hunter training protocols - Died fighting Stage 3 Rot-Beast (considered martyrdom)

Inquisitor Sera Dawnstar (active): - Current Hunter Commander - Obsessed with finding Sister Morrigan - Personally blessed by Bishop Vael - Ruthless, effective, feared


Game Mechanics

Encounter Context

When You Fight Them: - You’ve been accused of heresy - You’re protecting someone accused of heresy - You’re in Clergy territory acting suspiciously - You’ve attacked Clergy forces - Story quest: Defending Morrigan or Rot-Touched

Difficulty: - Higher than bandits (better trained, better equipped) - Use divine abilities (blessed weapons hurt more) - Very aggressive (won’t flee) - Often in groups (coordinated)

Rewards: - Good coin (Clergy pays well) - Blessed weapons (useful against Rot) - Holy symbols (can sell or use) - Moral complexity (are you the bad guy?)


Quest Hooks

  1. The Accused: You’re mistaken for a heretic, Hunters come for you
  2. Protect the Apostate: Help someone escape Hunter pursuit
  3. The Corrupt Hunter: A Hunter who’s secretly Stage 1 Rot-infected
  4. Crisis of Faith: Hunter who’s beginning to doubt—help or exploit?
  5. The Trial: Clear your name before Hunters arrive
  6. Morrigan’s Protector: Defend Weeping Halls from Hunter raid
  7. The Convert: Former Hunter now helping heretics—why?
  8. Blessed Weapon: Steal Hunter weapon for use against Rot

Combat Tips

Strengths: - High damage against corrupted targets - Blessed weapons bypass some defenses - Won’t flee (predictable but dangerous) - Good armor under robes - Coordinate well with allies

Weaknesses: - Zealotry makes them predictable - Aggression leaves openings - Not as agile as assassins - Focus on melee (ranged advantage) - Can be separated from groups

Strategy: - Keep distance if possible (ranged superiority) - Use terrain (they charge directly) - Separate groups (easier one-on-one) - Counter after their aggressive strikes - Don’t rely on fear or intimidation (immune)



“We do not hate you. We do not fear you. We simply know that you are wrong, and that wrongness must be corrected. If words fail, steel suffices. The constellations will judge us both.”
—Last words of Hunter Damos before executing heretic leader