The Great Hunt

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(Clergy)
(Members of the Great Hunt)
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'''Huntsmaster:'''
 
'''Huntsmaster:'''
[[Grizzly]] of [[Stygia]], [[Marrick]] of [[Rath]], [[Tandaar]] of [[Dur Demarion]], [[Za'en]] of [[Sage Hill]]
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[[Grizzly]] of [[Stygia]], [[Marrick]] of [[Rath]], [[Tandaar]] of [[Dur Demarion]], [[ZaEn]] of [[Sage Hill]]
 
   
 
   
 
'''High Huntsman:'''
 
'''High Huntsman:'''

Revision as of 02:54, 25 February 2016

Shamangh.jpg

The Great Hunt is a religious group and sporting club for those who revere the Dread Gods and engage in competition with one another to prove the greatest hunters and fighters. Each septek (or Church, decided by region) has Clergy who organize the local cultists. A secretive and fanatic faith, cultists vie constantly to outdo one another in merits and rank. Participation in the Great Hunt is useful to an individual for the training it provides and the in-game character development it encourages.

Some members of the Hunt are even atheist or pledge their allegiance to foreign gods. The Dread Gods care not for bended knee nor oaths, only that those within their Legacy send souls to feed them and blood to satiate their thirst. In this way, members are free to pursue their own moral and religious ends, free from restrictive bonds. Every member of the Hunt is their for their own reasons, and the gods are too insane to care. What is more important to the Hunter is that they are challenged and find nourishment from camaraderie and good sport. The only one exempt from this is the Lord of the Hunt, whose head is filled with the fervor of the mad gods he is a slave to.


"This is the Legacy of the Black Beast, the ancient creature that taught the monsters how to hunt, how to be malicious, how to survive. We are his Legacy, and we revel in the sport he gave to us."

-Yaga Xoshawv


Contents

Indoctrination

To become a member of the Great Hunt, a seeker must demonstrate knowledge of the group and important concepts WITHOUT the tutorship of a member. This is to encourage individual inititive and to show the drive and desire of the seeker. The seeker must approach a Clergy member and ask to be tested, to which the Clergy member responds by asking a series of questions relevant to the Hunt. If the seeker displays ample desire and understanding, they may undergo the Outer Temple Initiation to become an Acolyte.


Merits

The Great Hunt is a private monster (and select pinkie) hunting club based on trials and merits. At the beginning of any given day of fighting, the hunter chooses what award and class of that award they are going for. A Hunter can achieve a maximum of 2 awards per day, the Fiend and Berserker awards do not have to be declared before hand. Cheating is grounds for automatic dismissal from the Hunt. Awards cannot be granted if a Clergy member is not at practice to take note

The following awards are achieved in a single battle.

Sniper

The Sniper merit is awarded for kills with a ranged weapon (rock, thrown javelin, arrow)

  • Class I: 3 kills
  • Class II: 5 kills
  • Class III: 7 kills
  • Class IV: 10 kills
  • Class V: 11+ kills

Brute

The Brute merit is awarded for kills with a melee weapon

  • Class I: 3 kills
  • Class II: 5 kills
  • Class III: 7 kills
  • Class IV: 10 kills
  • Class V: 11+ kills

Butcher

The Butcher merit is awarded for the wounding of the opponent

  • Class I: 2 limbs
  • Class II: 4 limbs
  • Class III: 6 limbs
  • Class IV: 8 limbs
  • Class V: 9+ limbs

Breaker

The Breaker merit is awarded for the destruction of shields or armor with a red weapon

  • Class I: 2 breaks
  • Class II: 4 breaks
  • Class III: 6 breaks
  • Class IV: 8 breaks
  • Class V: 9+ breaks

Sneak

The Sneak merit is awarded for the fatal back-stabbing of the opponent

  • Class I: 2 back-stabs
  • Class II: 3 back-stabs
  • Class III: 5 back-stabs
  • Class IV: 7 back-stabs
  • Class V: 8+ back-stabs

Fiend

The Fiend merit is an award of great honour. It is given if the huntsman is outnumbered at the beginning of battle and achieves victory.

  • Class I: (2-1) odds
  • Class II: (3-1) odds
  • Class III: (5-1) odds
  • Class IV: (7-1) odds
  • Class V: (8+-1) odds

Berserker

The Berserker merit is an award of great honour. It is given if the huntsman is wounded and manages to get kills.

  • Class I: 2 kills while wounded
  • Class II: 3 kills while wounded
  • Class III: 5 kills while wounded
  • Class IV: 7 kills while wounded
  • Class V: 8+ kills while wounded

Members of the Great Hunt

Khojas: Theadric Thumbs, Arshank, Rheel, ZaEn, Horati

Huntsmaster: Grizzly of Stygia, Marrick of Rath, Tandaar of Dur Demarion, ZaEn of Sage Hill

High Huntsman: Shinji of Dur Demarion, Kaji of Stygia

Warden of the Hunt: Thumbs of Stygia, Arshank of Dur Demarion, Rheel of Rath


Primal:

Par the Great Grey Owl, Servant of Ares

Malark the Lancehead Viper, Servant of Apep

Gekko the Primal Raven, Servant of Area


Harbinger:

Horati of Ered Duath

Angyz of Jotunheim

Kord of Armoured Penguins

Par of Rath

Tiberious of Shannara

Dyre of the Road

Mercer of Dur Demarion

User:Crixus B of Dur Demarion

ZaEn of Sage Hill

Embara of Anduril



Hunter:

Angys the Coyote

Turkeyfeathers the Plains Coyote

Hakan the Hammerhead

Dyre the Maned Wolf

Todo the Lion

Zuloo the Stoat

Dickie the Badger

Thumbs the Wolverine

McGee the Honey Badger

Horati the Dire Wolf

Arrow the Tiger

Marrick

Rheel the Ermine

Rem DeLavan the Boar

Alister the Arctic Wolf

Silo the Gila Monster

Sethra the Lynx

Valentine the Hound

Talon the Falcon

Tandaar the Deinonychus

Arshank the Thylacine

Gekko The Northern Raven

Rigtaugh the Gyrfalcon

Dymphna the Alligator Snapping Turtle

ZaEn the Spotted Hyena

Skeletor the Tasmanian Devil

Embara the Shrew

Kaji Akumu the Timber Wolf


Acolyte:

Tethian

Everand

Mavryck

Ashii

Ryke

Naga

Mutton

Spark

Iago

Ketetsu

Valas Hune

Grekk

Edmond

Oni

Feng

Sleuth

Soo Ma Tai

Kord

Limfao

Kuma

Zane

That Neighbor Kid

Badrick

Ryuuko

Tious Rhal

Tiberious

Marth

Stephie

Ike

Cyprus

Diomedes

Ogur

Erasmus

Blackwell

Finn

Kaze

Krieger

Bardus Laedo

Irad

Shiro

Halladin

Adder

Star Vera

Taco

Steele

Talentless

Griff

Merkin

Kai

Drakken

Populus

Lillith

Zavolf

Shinji

Sveinn

Breeder

Melee Moses

Trunks

Ragnus

Nickel

Shuri

Priest

Rashi

Laelo

Mircea

Gunther

Phoenix

Rayne

Raven

Crixus

Crohker

Fangore

Casper

Boomii

Glowstick

Croi

Zayl

Ace

Stitch

Aeron

Agate Bloom

Trials

To become a Seeker, a fighter must approach a member of the Clergy and request the Five Questions. Their answers are then reviewed by the Khojas Moot (the council of assembled Clergy), and if their responses demonstrate the adequate qualities, their name is written in the Record. After this, they may request the Outer Temple Initiation at the hands of available and willing cultists.


Outer Temple Initiation: Acolyte (Full Barrel)

Those that pass their Outer Temple Initiation are known to the Hunt as Acolytes and are considered members of the Hunt. Acolytes may participate in the Trials of other members but may not yet earn merits. Acolytes may also enter one or more Sacred Orders of the Sun in order to advance their skill.


Inner Temple Initiation: Hunter (A Series of Challenges)

To become a Hunter, the Acolyte must pass three of the following six challenges. Two will be of the Acolyte's choosing, the third will be chosen by the highest ranking or appointed member of the Clergy. The trials should be chosen carefully, for they will become apart of the Hunter's title within the Hunt. For example, if Acolyte Balzagh passes the Air, Metal, and Earth Trials, then his official title would be Hunter Balzagh A.M.E., denoting the trials undergone. The Three Trials do not need to be completed all at the same time and can be done at a pace of the Acolyte's choosing. Those members of the Hunt, from Acolytes to Lord of the Hunt, chosen to be the obstacles for the Acolyte's Trials are called Savants.


  • Trial of Air:

The Acolyte chooses two members of the Hunt that are certified archers, the Presiding Clergy chooses the a third archer and an arrow retriever. The Acolyte is allowed the style of their choice and each Savant is allowed one small sword or dagger in addition to their bow and three arrows (missile weapons are reusable). The Arrow Retriever is armed with a single blue of the Acolyte's choosing. To pass this test, the Acolyte must kill all four Savants: the three archers and the retriever. The Savants, except the arrow retriever, are not allowed to run. The Acolyte is allowed to block arrows using their weapon.


  • Trial of Fire:

The Acolyte chooses to wield either single blue, two blues, or a single red. The Acolyte picks two Savants and their armament (single blue or more), the Presiding Clergy picks two additional Savants who then choose their own weapons of choice (which cannot be a missile weapon). This results in a 4v1 in which the Acolyte may be killed by a direct torso shot only and Savants are killed by any single solid shot (whether it be torso,limb, or shield hit with a red). The Acolyte has 20 seconds to kill all Savans (time is kept by the Presiding Clergy). To pass this test, the Acolyte must kill all four opponents without 20 seconds passing. The Savants are not allowed to run.


  • Trial of Earth:

The Acolyte chooses a shield of their choice and is armed with any number of rocks and a small blues or green. The Acolyte chooses two Savants and the Presiding Clergy chooses two, all of whom pick their own equipment (no missile weapons). During this Trial, the Acolyte may move at will but the Savants cannot move at above a brisk walk. The rocks possessed by the Acolyte are lethal if they come into contact with a Savant and break any equipment they hit, shield or weapon. To pass this test, the Acolyte must kill all of the Savants. Savants are not allowed to pick up rocks.


  • Trial of Water:

The Acolyte chooses their weapon/style of choice, one teammate, and one Savants. The Presiding Clergy chooses two Savants. The Savants are encouraged to choose shields and/or long range greens. Missile weapons are not allowed. A bridge is made measuring 10ft across and 30ft long. As in a typical bridge battle, stepping off of the "bridge" is death. To pass this test, the Acolyte must either kill all of his opponents or make it to the other side of the bridge.


  • Trial of Branch:

The Acolyte chooses a missile weapon and a single blue. The Acolyte then chooses one Savant to wield a singe blue and another Savant to carry a single blue and the missile weapon of the Savant's choice (this may include the javelin, but only thrown). The Presiding Clergy chooses the same. Missile weapons are only reusable by the Acolyte, and only the Acolyte may use a javelin as a green weapon. The Acolyte may only be killed by a direct head or torso shot, Savants are killed by any wound. The Acolyte is allowed to block arrows using their weapon. To pass this test, the Acolyte must kill all Savants.


  • Trial of Metal:

The Acolyte chooses either a blue and shield combo or a red. If the Acolyte chooses sword and board, they are considered to have armour; if the Acolyte chooses a red, they are considered to have Stone-skin Plus Two and their red breaks a shield in one hit. The Acolyte and the Presiding Clergy each pick two Savants who pick their weapons of choice (no missile weapons). The Savants can be killed by any hit to the body. To pass this test, the Acolyte must kill all Savants.

Clergy

The leaders of the Great Hunt are known as Clergy. They are selected geographically, with each qualifying realm having its own set. All Clergy have the same level of authority, though their duties may differ.


Harbinger

Requirements:

A realm must have no more than 6 members and no established Clergy


Trial:

The cultist is given a written exam of 10 fill-in-the-blank questions and has 24 hours to complete it. They are not permitted to miss more than one question. The test is taken exclusively from the information posted on geddon.org, specifically The Great Hunt, Dread Gods, and Sacred Orders of the Sun.


Sva-dharma:

The Harbinger serves as a realm's Clergy until that realm qualifies for a more official position. There may be up to 5 Harbingers in a given realm. They may officiate Trials. All Harbingers retain their titles once a realm gains a Huntsmaster, High Huntsman, or Warden of the Hunt, but keep their ability to officiate Trials.


Current Harbingers:

Horati of Ered Duath

Angyz of Jotunheim

Kord of Armored Penguins

Par of Rath

Tiberious of Shannara

Dyre of the Road

Mercer of Dur Demarion

ZaEn of Sage Hill


Warden of the Hunt

Requirements:

A realm must have 5 or more members to have an election for Warden

Participants must be a full Hunter


Trial:

A vote is put to the Hunt, the candidates are the realm's Hunters. The Hunt is given one week to cast a vote. The Hunter with the most votes is the winner. If there is a tie, the Hunters fight a general Duel Detande with style of choice.


Sva-dharma:

The Warden of the Hunt is authorized to officiate Trials. They may participate in the Trials they officiate.


Current Wardens:

Theadric Thumbs of Stygia

Arshank of Dur Demarion

Rheel of Rath




High Huntsman

Requirements:

A realm must have 5 or more members to hold a High Huntsman Trial

Participants must be an Acolyte with Nomad in three Degrees (see Sacred Orders of the Sun )


Trial:

The High Huntsman is one of our methods of score keeping for our competitions. Once a year or in the event of a formal challenge (maximum two per month), all members who are interested in taking this Trial go to a nearby wilderness location (chosen by the challenger) in which the hike itself is considered apart of the Trial. The first person to reach the location gains two bonus points, and the first half of the particular group earn one bonus point.


Every member then fights each other member and keeps track of their own points (there's no shame in having to write things down). As an honour based group, you are trusted to keep accurate score. The scoring system is as follows:

+2: For a win without an injury (and if you're wearing armour, if your armour is still fully intact), the fighter receives two points.

+1: For a win in which the fighter is limbed or takes damage to their armour, the fighter receives one point.

0: For a defeat in which the fighter limbs their opponent before dying, the fighter neither receives or loses points.

-1: For a defeat in which the fighter dies without damaging their opponent, the fighter loses one point.


After each member has fought each other member, the current High Huntsman (who needs to have brought their customary notebook and pen/pencil) takes down everyone's points and determines who scored the highest. If there is a tie of any sort, a sudden death round follows. The highest scoring fighter becomes the new High Huntsman and inherits the duties of that rank, though they may decline. In which case, it passes to the second highest scored fighter.


This Clergy member is authorized to officiate Trials in the name of the Hunt. The High Huntsman may participate in the Trials they officiate.


Current High Huntsmen:

Shinji of Dur Demarion

Kaji of Stygia



Huntsmaster

Requirements:

Being the only appointed position in the Great Hunt, the only way to become a Huntsmaster is to be declared one by the Lord of the Hunt

A realm must have 6 or more members to qualify for a Huntsmaster

To qualify for the position or Huntsmaster, a cultist must either be a full Hunter or an Abbot (see Sacred Orders of the Sun )


Trial:

The Huntsmaster Initiation Rite is one to prove endurance, trust, and toughness. The newly appointed Huntsmaster is blind-folded and taken out into the wilderness (usually during other trials as well). There must be at least six fighters present for this Rite, including the local clergy and the Lord of the Hunt. Expected to take his/her blows with dignity and calm resolve, he is struck for 45 seconds by the fighters so appointed. They are expected to exercise a degree of control and not aim to badly hurt, but to hit with medium force. Head and groin shots are completely off limits! The local clergy keeps track of time and ends the promptly at 45 seconds.

The Lord of the Hunt must officiate this Trial.


Sva-dharma:

The duties of the Huntsmaster deal with administration, keeping records, running statistics, and keeping the sport alive through creative challenges. The Huntsmaster approves new Seekers and manages the rosters for the Hunt. Every few practices, it is the responsibility of the Huntsmaster to issue a creative and enjoyable challenge to the Hunt, such as asking all members to go single blue all day or fight people they feel are better then them as a priority. The point of these occasional challenges is to better the fighters in the Hunt and give them a more diverse and challenging experience then the simple repetition of practice.


Current Huntsmasters:

Grizzly of Stygia

Marrick of Rath

Tandaar of Dur Demarion

ZaEn of Sage Hill


Khojas

The senior member of each realm's Orthodoxy (High Huntsman, Huntsmaster, Warden) holds the responsibility of voting in the Moot.

Current Khojas:

Thumbs of Stygia

Arshank of Dur Demarion

Rheel of Rath

Horati of the Frozen Hills Enclave

ZaEn of Sage Hill



Lord of the Hunt

The position of the Lord of the Hunt, the divinely ordained leader, is one that is passed by the training of one oracle to another. The Inheritance is almost exclusively passed down through occult circles, though others may prove their worthiness. The Lord of the Hunt maintains his position so long as he holds the favour of the Dread Gods.

The Lord of the Hunt must be vigilant and exceptionally involved in the Hunt. He appoints new Huntsmasters in all realms where the message of the Black Beast extends and provides cohesion and communication, keeping the Hunt alive and evolving.


Former Lord of the Hunt:

Yaga Malark

Miasmic Visions

As the Great Hunt evolves and changes with the sport, members, and leadership, new traditions will be added to the dogma of the Hellish Black. Here listed are the Miasmic Visions of Great Hunt leaders since Yaga Xoshawv, with the clergy member and/or cultist responsible:


Enlightenment: Feral

By Yaga Malark

After engaging in a career of excellence in the Great Hunt, a cultist may ascend from the rank of Hunter to that of Feral. To become a Feral, a Hunter must go above and beyond what is expected of their station and prove their mastery of combat, piety, and cunning. Ferals are the elite members of the Great Hunt. The Rite of the Feral is a secret initiation that is given by the Lord of the Hunt to a worthy Hunter.

To qualify for the Rite of the Feral, a Hunter must meet the following requirements:

  • Pass all six of the Inner Temple Initiations
  • Attain at least Class II in all merits
  • Attain Class III in at least two merits
  • Attain Class V in one merit
  • Hold an Orthodox Clergy Position (High Huntsman, Huntsmaster, Warden, Sage)
  • Spread the Word of the Feral by indoctrinating a cultist in another realm
  • Lead a group nature-based activity that includes a majority of the local cult (camping trip, hike, float trip, etc.)
  • Develope mastery of a relevant skill and teach a class on the subject
  • Contribute a Miasmic Vision to the Hunt


Special Assignments

By Yaga Malark

A Special Assignment can be issued by any clergy at any time, but must follow a natural, metaphysical, and Belegarth-oriented theme. Completion of at least one element of the SA is encouraged to all members for enrichment, but completion of all 4 of the elements will earn the participant one point. Point totals will be kept secret and tallied at the end of the season, and the cultist with the highest number of points will recieve a gift from the clergy. The purpose of this is to use the Great Hunt to become more intellectualy invested in combat and the ideals that this 'religion' teaches.

The Special Assignments will always be issued in 4 elements following this format:

The 1st is something involving art (writing, music, drawing, dance, etc.) that examines the conceptual side of the topic. It is to be displayed/perfomed publically and discussed not on stylistic approach, but the ideas entailed.

The 2nd is something to do with fighting, whether teaching or learning. This information will be recorded and displayed publically and reviewed by the Septek.

The 3rd is something to be reviewed about one's self. The prompt will encourage the cultist to delve deeply into themselves and examine an idea and how it relates to them. It is to be performed privately (PMing or otherwise sending it to a clergy member who will keep the information private).

The 4th will be a combat task, a challenge issued. This task will be performed with a clergy member, who will keep the outcome secret.


Sacred Orders of the Sun

By Yaga Malark

see Sacred Orders of the Sun


Legacy Necklace

By Yaga Malark, Todo, Ketetsu, and Naga

A degree-based beaded necklace detailing a cultist's rise through the Great Hunt and Legacy. Awarded to the cultist when they achieve the rank of Hunter.

Up to five golden beads on the left, signifying the highest level of Merit. Up to six vairous beads in the middle, symbolizing the specific Trials the Hunter has passed. Up to four purple beads on the right, showin the highest degree awarded in the Sacred Orders of the Sun.


Prima Phobos

By Yaga Malark

Meaning "The First Fear". It is the motto of the Great Hunt.

During a unit or realm battle, if enough members of the Hunt have small or non-existant units, a clergy member may declare a Rite of Prima Phobos, efficively making the Hunt a qualifying realm or unit for interested members


Terrain Training

By Yaga Malark


- Amphibious -

Location: A lake or river

Equipment: Bathing Suit

1 1/2 hrs of Follow the Leader (leader alternating)


- Ascetic -

Location: A shaded spot pleasent to sit in

Equipment: Single Blue, Notebook

15 min Meditation, 30 min Stretch Circle, 15 min Shadow Boxing, 30 min Point Sparring


- Endurance -

Location: A medium length uphill hike with a clear end

Equipment: Any of choosing

1 1/2 hrs to complete hike, spar and stretch at finish


- Maneuver -

Location: Heavily wooded area

Equipment: Single Blue, Archery, or Javelin

1 1/2 hrs of Tag Sparring


- Survival -

Location: Field of choosing

Equipment: Single Blue

15 min Stretch, 10 min Sprints followed by 5 min Rest (x3), 30 min Point Sparring



Blood Harvest

By Yaga Malark and Angus

Service to the Dread Gods is not one of choice; they compel cultists to provide the Blood Harvest through seemingly random insanity. They choose their pack anew at the beginning of the season. Cultists work to provide their gods with power through a number of methods, working viciously against rival cultists. Thus is the way of the Dread Gods.

Blood Harvest Points:

Completing a Trial

Attending a National Event

Winning a Duel Detande

Being awarded Top Slayer

Earning a Merit Point

Winning a God Battle at a Legacy Feast

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