A new Demon Hunters campaign, looking for new players! Currently available for matches!
The Premise
In a world not entirely unlike our own, humanity exists alongside various supernatural beings, some of them native to this world, and some of them from other planes of existence. In recent years, the barrier between the human and supernatural worlds has become increasingly thin, and the activities of demons and other monsters pose an increasing threat to humanity. Across the world, many nations and factions pursue their own means of defending themselves from supernatural threats and from each other. The tides of conflict rise and fall, and heroes rise and fall with them.
In this uncertain situation, the Order of Eros seeks to unite the warring factions through love and sex, though its members all have different ideas of who should rule the world in the end. One thing they can all agree on, however, is that if they all work hard to befriend and seduce as many allies as possible, then in the end, no matter which faction reigns supreme, the victors will owe their victory to the Order, which will be free to guide the world into a peaceful and pleasurable new age.
The Rules
At any given time, there will be an active conflict between two of the factions inhabiting the world. Each of the factions will have leaders and heroes involved in the conflict, and the strength of those characters will determine who is victorious. . . unless the Order of Eros intervenes. As agents of the Order, players may choose which side of the conflict they wish to aid. To join, DM me and let me know which side you would like to support. When a player aids a faction, they lend their power to the faction, and also gain the ability to seduce characters from the opposing side, bringing them over to their own side. As the conflict progresses, events will occur which allow the characters involved to gain or lose strength, influencing the outcome of the conflict.
Seduction is straightforward: The player chooses which character to seduce, and we play a match during which I play as the target. If the player wins, the target character is seduced and joins the player's side. If I win, the target character doesn't change sides, but also doesn't contribute to their side's performance in the conflict that turn, on account of being distracted.
Most conflicts occur as a series of encounters. During each encounter, the stats of each combatant involved are compared, and the side with the higher total wins, gaining an advantage over their foes. Once one side's advantage reaches 100%, they win the conflict. Players aiding the winning faction gain points and bragging rights, and any player who has successfully seduced a character can add that character to their party, allowing them to participate in future conflicts.
Current Conflict: The Holy Sword of Divine Retribution vs. The Dunirr Tribe
Six years ago, a demonic incursion culminating in an infernal storm devastated the Dunirr Tribe's homeland of Derland. The Holy Sword of Divine Retribution, the world's foremost order of exorcists, failed to stop the demonic attack. The rigid and traditional leaders of the Holy Sword have been reluctant to accept responsibility for their failure, claiming that the Dunirr's ancient rituals and nature worship somehow attracted the attention of the demons. The Dunirr, in turn, accuse the Holy Sword of deliberately failing to protect their land and their people. Now, the Holy Sword and the Dunirr Tribe both seek to reclaim the Dunirr's tainted homeland, as each of them race to purge the land of demonic corruption and make it habitable again, each faction seeking to claim as much territory as possible in the process. Will the Holy Sword's connections, wealth, and holy magic win out? Or will the Dunirr prevail through their connection to the land and the elemental magic which suffuses it?
Current Status of the Conflict: Significant Advantage to The Holy Sword of Divine Retribution (38%)
Upcoming Encounter
Within the lands protected by the Holy Sword, the ruined catacomb complex known as the Dire Tombs used to be a haven for criminals and outcasts. Now, some malevolent power leaks from the sealed tombs, poisoning and corrupting everyone it comes into contact with. The Tombs are now devoid of human life, their former inhabitants having fled or been twisted into infernal monsters. The faction which succeeds in cleansing the tombs of whatever evil lurks there will earn the gratitude of the population... and will earn the opportunity to purify or steal any magical artifacts which might be found within.
(This encounter will test the participants' Cunning, and possibly other attributes as well.)

Rin
Strength: 8
This prodigiously talented young exorcist is rumored to have a dark demonic heritage, rumors that may have started because of the way she can wield terrifying hellfire just as easily as she send tormented spirits to their eternal rest. Whatever the truth may be, she fights tirelessly to protect humanity from demonic influence, and when hostile demons do manifest on earth, she doesn't hesitate to send them back to Hell to face their fate.

Midori
Strength: 11
Midori is Rin's sister and is a high-ranking exorcist herself. Calm, collected, and highly intelligent, Midori's strategies often lead the Holy Sword to victory in battle, and she is also a voice of reason in the order's dealings with other factions.

Mephista
Grand Inquisitor
Cunning: 13
A powerful and enigmatic exorcist who is the adopted daughter of the order's former leader. She possesses immense strength as well as an immensely mysterious past.

Shura
Strength: 10
A skilled exorcist known for her deadly serious demeanor and her skills with the katana. She is fiercely loyal to the order and its teachings. Her unwavering dedication sometimes sees her at odds with her comrades, with their mysterious backgrounds and occasionally morally-ambiguous actions.

Takako
Strength: 18
Although she may seem unassuming at first glance, Takako is a surprisingly capable exorcist with a deep connection to the spirits of the dead. Her ability to communicate with ghosts and her knowledge of the supernatural make her an invaluable asset to the order's investigations and battles.

Tide
Dunirr Scout
Cunning: 4
Leader: William
This serene member of the Dunirr tribe holds dominion over the forces of water and can summon waves and currents to sweep away her enemies. List most water mages, she has powerful healing magic, allowing her to provide valuable support and a calming presence to her allies in times of conflict. She found herself in competition with Mephista and Order member William in a quest to return the Orb of Harmony from an ancient temple. Tide's magic and stamina allowed her to resist William's attempts to fuck her into submission, letting her escape with the orb. After returning to her all-female unit, she found herself lying awake at nights, remembering the pleasure she experienced during her encounter with William. A week later, she showed up at the Cathedral of Divine Retribution, willing to render her aid to the exorcists and the Order of Eros if it meant she could be with William again.

Nea
Wisdom: 12

Sakura
Cunning: 6

Yumi
Wisdom: 9

Mei Ling
Cunning: 2

Zephyr
Wisdom: 8
The fierce and charismatic leader of the surviving Dunirr tribespeople. Zephyr is said by her followers to embody the untamed spirit of nature itself, seeking to reclaim the land from demonic corruption. Her staff is imbued with the power of the wind, its gale forces shielding her friends and battering her foes.

Aria
Wisdom: 8
Graceful and elegant, Aria is a master of illusions and enchantments, using magic born of song and dance to bend other people's perceptions. Her powers disorient and confuse the tribe's enemies in battle.

Sage
Wisdom: 1
Wise and knowledgeable, Sage possesses a wealth of arcane lore, even if most of it has limited applicability in battle.

Ember
Strength: 5
Passionate and volatile, Ember commands the element of fire, conjuring flames to scorch her adversaries. Her quick temper and impulsive nature often put her at odds with the more cautious members of the tribe, but her loyalty to her sisters is unwavering... at least so far.

Willow
Wisdom: 7

Annabelle
Cunning: 8

Misty
Strength: 6

Oakheart
Strength: 8
Completed Encounters
Rumors abound of a village in Derland where humans and demons manage to co-exist, although tensions have recently been rising as antagonistic factions within the village compete for control of the Orb of Harmony, a holy relic, one which is rumored to be able to cure any illness or injury. The Holy Sword and the Dunirr Tribe rush to the village to intervene, each side hoping to restore order to the village and gain control of the relic for itself. Mephista suffering a debilitating curse after a battle with a powerful demon, allied with Order Member William to track down the Orb, but upon arriving at the ancient temple where the Orb was hidden, they were intercepted by Tide and her Dunirr warriors. William successfully seduced Tide, and while he was unable to prevent her from escaping with the Orb, Tide enjoyed their encounter enough that she agreed to use the power of the Orb to exorcise Mephista's curse. Shortly afterward, Tide tracked down William, agreeing to lend her skills to the Holy Sword in exchange for the pleasure William was capable of granting her. With the aid of Tide's magic and the Orb of Harmony, the Holy Sword has made significant progress in uniting the people of the Dunirr Tribe and healing the wounded land.
The Holy Sword's subsequent investigation of the temple revealed it to have once been dedicated to an ancient deity who was cast down from the heavens for his arrogance and cruelty. The ease with which Tide made her way through the ruins and recovered the Orb of Harmony suggests that the gentle water mage may have some sort of connection to this fallen god, but the exact nature of that connection remains highly speculative for now.
Victor: The Holy Sword of Divine Retribution (+38 points)
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