Sacred Orders of the Sun
From BelegarthWiki
The Sacred Orders of the Sun are a monastic sect of The Great Hunt dedicated to the developement of proficiecy with a specific weapon style or tactical approach. As the initiated cultist moves up through the ranks, they are required to look outside of their realm to meet the requirements of advancement, entering into tournements at National Events like Chaos Wars for individual Orders (Oak, Ash, Elm, Willow, Birch, Holly, Hawthorn) and achieving victory in group-based Orders (Rowan, Alder, Hazel, Vine, Ivy, Reed, Elder). Each of the Orders has a tree symbolizing the energy and spirit of the style they seek to perfect.
By gaining status in one or more of the Sacred Orders, the cultist can become Clergy. To qualify to enter an Order, a prospective candidate must have already passed their Outer Temple Initiation and have become an Acolyte. Hunters are encouraged to participate in one or more Orders to further the perfection of their killing art. When a cultist advances, they report the event to the High Huntsman, who verifies the information with a second witness if needed.
Past laurels only count IF the cultist was a member of The Great Hunt when they achieved the feat. You CANNOT skip ranks if the situation arises, though they may be achieved out of order chronologically. Your title will be the degree of your highest rank. So, if you achieve the degree of Abbot in one or several Orders, your title would be Abbot.
Definitions:
A Duel Detande (Monk tasks for the group-based orders) is an equal pairing of members of The Great Hunt. It is a series of five duels, of which one team must secure 3 of 5 victories to qualify for advancement.
A Sanctioned Battle is a mixed-group battle at a National Event that involves 'banner' points. (e.g. Unit Battles or Theme Battles)
A National Event is a event lasting two or more days with fifty or more combatants in attendance.
Entrance in a Champion's Tournament (Style of Choice) qualifies for the Order with the cultist's style.
Achieving the Degree of Sage counts as being Clergy for the purpose of officiating Trials.
"As the Trees show their blades in salute to the Sun, so we must too hone our edges, connecting the sacred to the profane of war as the wooden warriors connect the body of the earth to the spirit of the sky."
- Yaga Xoshawv
Order of the Oak
Devotees of the Long Point
Then the Oak, tall and proud
Fixed the usurper with his long gaze
And reaching with his wicked claws
Pierced the foe in flesh and breast
The Order of the Oak focuses on the spear, dagger, and stabbing aspect of the javelin. Their training concentrates on the quick thrust and explosive strikes.
Nomad of the Oak - Use a green for a full local practice (roughly 2 - 3 hours)
Monk of the Oak - Defeat two members of your local realm proficient with a green
Abbot of the Oak - Survive the 2nd round of a National Green Tournement
Sage of the Oak - Win a National Green Tournement
Order of the Ash
Zealots of the Drawn Sigh
As the enemy came, stout of heart
The whisper of death flew on the wind
As the enemy fled, fleet of foot
The breath of life released
The Order of the Ash focuses primarily on archery and secondly on thrown missile weapons. Their training concentrates on precise aim and expert timing.
Nomad of the Ash - Use a bow or thrown missle weapon for a full local practice (roughly 2 - 3 hours)
Monk of the Ash - Defeat two members of your local realm proficient with a bow
Abbot of the Ash - Survive the 1st round of a National Archery Tournement
Sage of the Ash - Win a National Archery Tournement
Order of the Elm
Fanatics of the Lasting Strike
The powerful Elm, full in its glory
Drew the great blade across the horizon
In the wake of the horrid edge
The sky and all between were divided
The Order of the Elm focuses on large, shield-breaking weapons. Their training concentrates on the conservation of motion and solid connection.
Nomad of the Elm - Use a red weapon for a full local practice (roughly 2 - 3 hours)
Monk of the Elm - Defeat two members of your local realm proficient with a red
Abbot of the Elm - Survive the 2nd round of a National Red Tournement
Sage of the Elm - Win a National Red Tournement
Order of the Holly
Fools of the Rapid Motion
In a flurry of blows
Staggering and felling the surrounding host
The Holly struck in all directions
And bled the villain dry
The Order of the Holly focuses on the effective use of a weapon in each hand. Their training concentrates on coordinated strikes and minimalist blocking.
Nomad of the Holly - Use two blues for a full local practice (roughly 2 - 3 hours)
Monk of the Holly - Defeat two members of your local realm proficient with florentine
Abbot of the Holly - Survive the 2nd round of a National Florentine Tournement
Sage of the Holly - Win a National Florentine Tournement
Order of the Birch
Champions of the Steady Hold
The adversary pushed forward
Surging across the land like a desperate frost
The breaking point of the horde paramount in splendour
The Birch and his shield, standing firm
The Order of the Birch focuses on the combined effort of shield and weapon. Their training concentrates on a stalwart defense and surgical shot placement.
Nomad of the Birch - Use a shield and single blue for a full local practice (roughly 2 - 3 hours)
Monk of the Birch - Defeat two members of your local realm proficient with sword and blue
Abbot of the Birch - Survive the 2nd round of a National Shield/Blue Tournement
Sage of the Birch - Win a National Shield/Blue Tournement
Order of the Willow
Mystics of the Falling Leaf
The Willow watched the fall of rain
Glistening in the arched sunlight
At the instant a drop struck the parched ground
The Willow struck down the betrayer two thousand times
The Order of the Willow focuses on the art of the single weapon. Their training concetrates on an aggressive offense and an impervious stance.
Nomad of the Willow - Use a single blue for a full local practice (roughly 2 - 3 hours)
Monk of the Willow - Defeat two members of your local realm proficient with single blue
Abbot of the Willow - Survive the 2nd round of a National Single Blue Tournement
Sage of the Willow - Win a National Single Blue Tournement
Order of the Hawthorn
Partisans of the Open Palm
Agents of decay did swarm the hedges
Circling the Hawthorn, with no weapons
They did raise their axes to him
And fell in their own assault
The Order of the Hawthorn focuses on advanced unarmed combat. Their training concentrates on effective grappling and skillful disarming.
Nomad of the Hawthorn - Take the field with no starting weapons for a full local practice (roughly 2 - 3 hours)
Monk of the Hawthorn - Disarm and kill a proficient fighter in your local realm
Abbot of the Hawthorn - Disarm and kill a fighter on a National Field
Sage of the Hawthorn - Disarm and kill a knight on a National Field
Order of the Rowan
The Statues
As the defiler threatened
To collapse the Noble Legion
The graceful Rowan wrought havoc
While never being seen
The Order of the Rowan emphasizes the importance of support tactics. Their Order can be found, with spears and bows and blades, behind the stalwart Pillars.
Nomad of the Rowan - Work as a support fighter for most of a local practice (roughly 2 - 3 hours)
Monk of the Rowan - Work as a support fighter with a Reed in a Duel Detande (Line Duel)
Abbot of the Rowan - Work as a support fighter in a sanctioned battle and achieve victory
Sage of the Rowan - Win a Ten-Man Tournement
Order of the Alder
The Icons
If confusion had been a thought
Or if disorder had prevailed
The Alder would have failed
But the Alder did not fail
The Order of the Alder emphasizes the importance of a strong decision-maker. The Order of the Alder is either leading from the front as an inspiration or strategizing in the van.
Nomad of the Alder - Lead your side to victory in a group battle at a local practice
Monk of the Alder - Assemble a small squad (3 Hazels) and lead them to victory against another squad in a Duel Detande. You must be unarmed (Squad Duel)
Abbot of the Alder - Lead a unit at a National Event
Sage of the Alder - Lead a unit to victory at a National Event
Order of the Hazel
The Confessors
As the first of the demons crested the hill
They were met by the Hazel
Screams were heard for leagues around
And then the Hazel rose from its own ashes
The Order of the Hazel emphasizes the importance of shock troops. They are often the first to draw blood and are many times amoung the dead and dying, their disruptive duty done.
Nomad of the Hazel - Your team achieves victory while you are dead or wounded
Monk of the Hazel - Be a squad member under an Alder and win a Duel Detande against an opposing squad (Squad Duel)
Abbot of the Hazel - Your unit achieves victory at a National Event while you are dead
Sage of the Hazel - Your unit achieves victory at a National Event while you are wounded in at least two limbs. The wounds cannot be intentional or self-inflicted
Order of the Vine
The Candles
The Archdemon relayed his orders
His guards were all in line
No one heard the subtle Vine
Sneak up from behind
The Order of the Vine emphasizes the importance of flankers. You will see the Order of the Vine in the corner of your eye right before they destroy their enemy's interior lines.
Nomad of the Vine - Take out a key target during a local group battle
Monk of the Vine - Engage in a Duel Detande with an opposing Vine (Hero Duel)
Abbot of the Vine - Take out three key targets during a sanctioned battle
Sage of the Vine - Win a National Assassin's Tournement
Order of the Reed
The Pillars
Again, the rabid soldiers forced against the line
Again, they gave it all their foul hearts could muster
Again, the elegant Reed stood effortlessly against the tide
And grimly smiled as the wave washed back
The Order of the Reed emphasizes the importance of the lineman. They are always in the front, backed by the Order of the Rowan, armed with shield and sword.
Nomad of the Reed - Win the majority of a round of local unit battles while fighting in the line
Monk of the Reed - Work with a Rowan against another Reed in a Duel Detande (Line Duel)
Abbot of the Reed - Win the majority of a round of sanctioned battles while fighting in the line
Sage of the Reed - Win a Four-Man Tournement
Order of the Ivy
The Casks
The invaders were inside the gates
None of the sentries could run them down
The crafty Ivy stepped aside
And met them in the narrow house
The Order of the Ivy emphasizes the importance of counter-flankers. They are nearly always in the van, watching the integrity of the line and preventing encircling movements.
Nomad of the Ivy - Protect a key member of your team (such as a King) for several local group battles
Monk of the Ivy - Find an Mantra partner and engage in a Duel Detande against an opposing pair. Your partner must live (Royal Duel)
Abbot of the Ivy - Protect a key member of your team (such as a King) for several group battles at a National Event
Sage of the Ivy - Win a round of unit battles at a National Event without your unit leader dying
Order of the Elder
The Mantras
The battle had come to a standstill
With neither side gaining ground
Only the unassuming Elder
Could save the day for the tribes of the Goddess
The Order of the Elder emphasizes the importance of focus on extreme superiority. Theirs are the last minute decisive action that seals victory, the winning move.
Nomad of the Elder - Score the winning point/kill in a local group battle (e.g. Kill the King, Ring the Bell). You must succeed unscathed
Monk of the Elder - Find a Cask partner and engage in a Duel Detande against an opposing pair. You must succeed unscathed (Royal Duel)
Abbot of the Elder - Score the winning point/kill in a group battle at a National Event (e.g. Kill the King, Ring the Bell). You must succeed unscathed
Sage of the Elder - Win a Highlander Tournement at a National Event
Duel Detande
A Duel Detande is an equal pairing of Nomads attempting to become Monks in group-based Orders. It is a series of five duels, of which one side must secure 3 of 5 victories to qualify for advancement and/or gain a point in the Blood Harvest. A match with no clear victor results in a loss for all combatants. If a cultist has secured the Monk degree of a particular order, they CANNOT participate in further Duels in that Order. Only one attempt at a given Order per day.
The following are the five different Duel Detandes. They are listed with the simple match, the Orders involved, and the requirements for victory.
Line Duel
Rowan + Reed vs.
A Nomad of Rowan and a Nomad of Reed engage in a 2v2 against another team of the same. Victory is achieved by eliminating the other team.
The Reed must use a primary set (Red, Sword and Board, or Flourentine)
The Rowan must use a support set (Red, Polearm, Archery, or Single Blue)
Squad Duel
Alder + 3 Hazel vs.
A Nomad of Alder assembles a small squad of Nomads of Hazel (three fighters) and fights an opposing Alder and their squad. The Alders must be unarmed. The Hazels use weapon of choice. Victory is achieved by eliminating the rival squad.
The Alders may take turns picking their squads from the available Hazels, one at a time.
-OR- The Alders may take the field with squads agreed upon.
Hero Duel
Vine vs.
A Nomad of Vine engages an opposing Vine. Victory is achieved by killing the opponent WITHOUT being injured.
The Vines agree upon either Single Blue or Weapon of Choice.
Royal Duel
Ivy + Elder vs.
A Nomad of Ivy and a Nomad of Elder engage in a 2v2 against an opposing pair. They may all use Weapon of Choice. Victory is achieved by killing the opposing Elder WITHOUT your Elder being injured.
General Duel
A General Duel Detande is fought between two members of the Great Hunt. The cultists choose their Style of Choice. They fight 5 times, the winner gaining one point for their Septek.
A cultist may only issue one general challenge per day
A cultist may accept as many challenges as they like
Solar Degrees
Sage Todo
Sage Par
Abbot Malark
Abbot Hakan
Abbot Turkeyfeathers
Abbot Zuloo
Abbot Dickie
Abbot Thumbs
Abbot Dyre
Abbot McGee
Monk Angus
Monk Rheel
Monk Limfao
Monk Rem