Headhunters

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==[[The Enclave]]==
 
==[[The Enclave]]==
The first five Headhunters will comprise the beginning of the Enclave, or governing council of the Headhunters.  This body votes on group issues and most importantly on whether and when to accept petitioners.
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The first five Headhunters will comprise the Enclave, or governing council of the Headhunters.  This body votes on group issues and most importantly on whether and when to accept petitioners.
  
 
==[[Petitioning]]==
 
==[[Petitioning]]==

Revision as of 00:08, 16 December 2005

The Iron Halo

Headhunters endure the most rigorous and extensive gauntlet of fighting trials known to Belegarth to become the elite guard of the Horde. They protect Izareth and serve as the Horde's elite destruction squad. Their image and devistating power in battle commands respect from monsters and pinkies alike. They don the crest of the Iron Halo, symbolizing a new era of monsterdom that transcends the boundaries of race and skryll. Any monster race within the Horde can aspire to become a Headhunter, however the journey is meant for few. Pinkies sometimes call Headhunters the Knights of Horde, but this soils the real meaning behind both Headhunters and knighthood.

Contents

Lineage

Headhunters don the title of Mekoot upon completion of their Token Trials and Crossroads. Mekoot Nanga emerged first at the climax of Armageddon II. Mekoot Davit and Mekoot Bhakdar followed during Armageddon III and Mekoot Lo'bo arose from Armageddon IV.

The Enclave

The first five Headhunters will comprise the Enclave, or governing council of the Headhunters. This body votes on group issues and most importantly on whether and when to accept petitioners.

Petitioning

Any warrior of the Horde surpassing four seasons of service to Izareth may petition to the Enclave to join the Headhunters ranks. Such a path is not for everyone however. Only the fiercest and most vigilant warriors able to endure brutality as well as humiliation belong amongst Izareth's elite guard. The Enclave decides whether a candidate is worthy of being purged of all final weakness. Only a unanimous consenting vote of the enclave allows the candidate to pursue the Crossroads.

Token Trials

A warrior accepted by the Enclave must prove their ability through a series of token trials. These trials test the warrior's strength, speed, skill, brutality, cunning, battle-mind, offensive power, and defensive power. A gauntlet is bestowed to each fist for proving offensive and defensive power, while tokens are granted for each other trial. The warrior must pass 7 out of 8 trials or they can choose to omit one test. Tokens and gauntlets are distributed to respected members of the Belegarth society who thus become trial masters. The warrior must conquer each test thus acquiring their token from each trial master. Only the speed trial remains consistent in its format whereas trial masters cater challenges to the individual pursuing tokens. Token trials are rigorous as they are all conducted within the passing of two moons at a single event. Upon completion of their token trials, the warrior journeys onwards in search of the goblyn Crossroads.

Crossroads

Three paths converge by a river forming the fabled goblyn Crossroads. It's said this illusory Crossroads only appears during Armageddon and beckons a host of elite fighters to test the Enclave's chosen warrior. When the warrior arrives at the river, their sponsor from the Enclave emerges and summons forth a tide of challenging opponents. Challengers charge in from each of the paths and do not relent until death reaches them. Thus, the questing warrior may have as many as three opponents at once and cannot escape the barrage until all enemies lie dead. All final weakness is then purged from the warrior as a sponsor from the Enclave delivers a blow to the warriors head. Transcending weakness, the warrior emerges anew as a Mekoot. Robes, armor, and the Iron Halo are bestowed upon them.

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