The Great Hunt

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==='''Initiation Rites and Duties'''===
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=='''Initiation Rites and Duties'''==
 
Initiation Rites are an important part of any unit or group.  They give a definition of membership and something to aspire to, they promote social cohesion, and they're just plain fun.  For potential members of The Great Hunt, known simply as Seekers, they pose a unique set of obstacles that define the potential member's eventual status in the group.  For any Initiation Rite to take place a Presiding Clergy Member (High Huntsman, Huntsmaster, or Lord of the Hunt who acts as a sort of herald) must be present as well as four other members.
 
Initiation Rites are an important part of any unit or group.  They give a definition of membership and something to aspire to, they promote social cohesion, and they're just plain fun.  For potential members of The Great Hunt, known simply as Seekers, they pose a unique set of obstacles that define the potential member's eventual status in the group.  For any Initiation Rite to take place a Presiding Clergy Member (High Huntsman, Huntsmaster, or Lord of the Hunt who acts as a sort of herald) must be present as well as four other members.
  

Revision as of 21:07, 17 June 2011

Trolls.jpg

The Great Hunt is a religious group and sporting club for monsters to revere the Black Beast (see Dread Gods) and engage in competition with one another to prove the greatest hunters and fighters. Each septek (or Church, decided by region) has a Huntsmaster who organizes the local cultists.

The Great Hunt is a private monster (and select pinkie) hunting club based on awards and merits. These awards are listed below. 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 3 awards per day, the Fiend and Berserker awards do not have to be declared before hand. The Voucher (whoever says that the Hunter did or did not achieve the award) will back the Hunter up on their claim. Cheating is grounds for automatic dismissal from the Hunt. Awards cannot be granted if the Lord of the Hunt is not at the given practice to witness and take note. Along with the pronunciation of victory, the Hunter and the voucher must provide the names of those the Hunter killed/wounded.

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

  1. note: Class 5 can be awarded multiple times
    1. note: Fiend and Berserker do not have to be declared

The following awards are achieved in a single battle.

Contents

Sniper

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

  • Class 1: 3 kills
  • Class 2: 5 kills
  • Class 3: 7 kills
  • Class 4: 10 kills
  • Class 5: 11+ kills

Brute

The Brute merit is awarded for kills with a melee weapon

  • Class 1: 3 kills
  • Class 2: 5 kills
  • Class 3: 7 kills
  • Class 4: 10 kills
  • Class 5: 11+ kills

Butcher

The Butcher merit is awarded for the wounding of the opponent. They cannot be on the same opponent and they cannot lead to death.

  • Class 1: 2 limbs
  • Class 2: 4 limbs
  • Class 3: 6 limbs
  • Class 4: 8 limbs
  • Class 5: 9+ limbs

Breaker

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

  • Class 1: 2 breaks
  • Class 2: 4 breaks
  • Class 3: 6 breaks
  • Class 4: 8 breaks
  • Class 5: 9+ breaks

Sneak

The Sneak merit is awarded for the fatal back-stabbing of the opponent. May only be done with a single blue.

  • Class 1: 2 back-stabs
  • Class 2: 3 back-stabs
  • Class 3: 5 back-stabs
  • Class 4: 7 back-stabs
  • Class 5: 8+ back-stabs

Fiend

    • The Fiend merit is an award of great honour. It is given if the huntsman is outnumbered, either at the beginning or the end of the battle, and achieves victory.
  • Class 1: (2-1) odds
  • Class 2: (3-1) odds
  • Class 3: (5-1) odds
  • Class 4: (7-1) odds
  • Class 5: (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 1: 2 kills while wounded
  • Class 2: 3 kills while wounded
  • Class 3: 5 kills while wounded
  • Class 4: 7 kills while wounded
  • Class 5: 8+ kills while wounded


The titles of the classes:

  • Class 1 - Novice
  • Class 2 - Skilled
  • Class 3 - Master
  • Class 4 - Wicked
  • Class 5 - Unstoppable


Members of the Legacy


Initiation Rites and Duties

Initiation Rites are an important part of any unit or group. They give a definition of membership and something to aspire to, they promote social cohesion, and they're just plain fun. For potential members of The Great Hunt, known simply as Seekers, they pose a unique set of obstacles that define the potential member's eventual status in the group. For any Initiation Rite to take place a Presiding Clergy Member (High Huntsman, Huntsmaster, or Lord of the Hunt who acts as a sort of herald) must be present as well as four other members.

Outer Temple Initiation: Acolyte (Voting Still In Progress)

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 Initiation Rites of other members but may not yet earn merits. An Acolyte must participate in the Outer Temple Initiation of at least two other members and be a Savant in at least three Inner Temple Initiations before they may undergo their own Inner Temple Initiation.


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 Acolyte 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. A non-combatant and unarmed (but still very kill-able for the Acolyte) arrow retriever is chosen by the archers. The Acolyte is allowed a single blue or small green (e.g. javelin) and each Savant is allowed one small sword or dagger and three arrows (missile weapons are reusable). To pass this test, the Acolyte must kill all four Savants: the three archers and the retriever. The Savants, except the arrow retriever who commits seppuku if the archers are killed, are not allowed to run. The Acolyte is allowed to block arrows using their weapon. A maximum edge of the world would be 50ft x 50ft.


Trial of Fire The Acolyte chooses to wield either two blues or a single red. The Acolyte picks two Savants and their armament (which must be more then a single blue), 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 make a kill, and this number is reset after each one (time is kept by the Presiding Clergy). To pass this test, the Acolyte must kill all four opponents without more then 20 seconds passing between each kill. The Savants are not allowed to run. A maximum edge of the world would be 50ft x 50ft


Trial of Earth The Acolyte chooses a shield of their choice and is armed with five rocks. The Acolyte chooses three Savants and the Presiding Clergy chooses one, all of whom pick their own equipment (no missile weapons). During this Trial, the Acolyte cannot move but may choose one foot to pivot on. The rocks possessed by the Acolyte kill if they make 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 without taking a single step. If an Acolyte is forced to take a step, they must restart the trial. Savants are not allowed to pick up rocks. If the Acolyte runs out of rocks, a hold is called and they are returned.


Trial of Water The Acolyte chooses their weapon/style of choice, one teammate, and two Savants. The Presiding Clergy chooses the third Savant. 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 Wood 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.

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Clergy Trial and Sva-dharma: High Huntsman


Clergy Trial:

The High Huntsman trial may be undertaken by anyone considered a member of the Hunt (including the current High Huntsman) and is our method of determining the score keeper for our competitions. Once a month, sometime near the full moon, all members who are interested in taking this Trial go to a nearby wilderness location (e.g. Mt. Jumbo, Greenough Park, etc.) 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.


Sva-dharma of the High Huntsman:

The duties of the High Huntsman are primarily score keeping, merit attempts and results, and reporting it to the Huntsmaster. They are expected to have excellent attendance and to bring a means of keeping track of the day's competition every day. If for some reason they will not be able to make a particular practice, they are expected to find someone to keep track for them. They then report the results to the Huntsmaster.


Clergy Trial and Sva-dharma: Huntsmaster


Clergy Trial:

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. There is one Huntsmaster per realm. However, you are expected to undergo a brutal beat-in and be creative in your position.


The Huntsmaster Initiation Rite is one to prove endurance 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. Expected to take his/her blows with dignity and calm resolve, he is struck for 30 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 High Huntsman keeps track of time and ends the promptly at 30 seconds.


Sva-dharma of the Huntsmaster:

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.


Inheritance and Sva-dharma: 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 troll 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.

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