Khalazaar

From BelegarthWiki

The Khalazaar is a title created to fill the need for a monster combat title that is not restricted by race, unit, or the expectations of peerage.

By Our Signs We Are Known

Those who are chosen to walk The Path shall show the signs of their intent.
Those who are chosen to walk The Path shall be known as Seekers.
Those who are chosen to walk The Path shall herald their coming.

  • With bells worn around the ankle, gifted by their Khal

Those who are chosen to walk The Path shall be known By their might.

    • During their time as a Seeker, each Seeker will enter a minimum of five (5)tournaments per season
    • No less than two (2) must be at a "Major Event"
    • During their time as a Seeker the Seeker must obtain a standing of Semi-Finals or better, a total of 3 times
    • For Semi-Finals to count, there must be at least six (6) total contestants
    • At least one placing to be at a “Major Event"
      • A "Major Event" is an event with 100+ attendees


The Path

If they are deemed worthy, any monster may set out on The Path, pursuing enlightenment through trials of sheer brutality. What that truly means will depend on the intentions of the supplicant. Some may do this to seek answers from their gods, others to prove their own strength, but all must begin their journey at the base of The Mountain.

To Answer The Call

  • To become a Seeker, you must first find an existing Khal and express interest. They will set you on The Path

Climbing The Mountain

The Path

To Become a Khalazaar, one must first climb The Path that encircles The Mountain. The Path is only open during the seasonal Solstice or Equinox (whichever event is closest), and is shrouded by mists that have consumed many monsters who have come before and fallen along the way. As the Seeker climbs, Spectres of those that once failed rise and challenge them to escalating trials before they can reach The Temple At The Summit.

  • The Village Below - 10 v 1

At the base of The Mountain lies the human village, obscuring the way to the temple grounds.
Their presence here stands as an insult to the spirits of The Mountain.
So speaks The Mountain: Let none survive.

    • All combatants armed with a Single Non-Hinged Blue
      • Opponents retain wounds


  • The Temple Gates - 5 v 1

The sundered village lies behind them, left burning in their wake. The hallowed steps grow narrow and steep, giving rise to the next obstacle. Heavy gates bar the way forward, marking a transition from the outer world to a sacred space.
Five ancient guardians test the mettle of those seeking entry.
The Seeker is a trespasser here.
Prove your worth. Let their bones pave your path.

  • Opponents are: 1 S&B, 1 Red, 1 Spear, 1 Flo, 1 Archery
    • Opponents do NOT retain wounds
    • Once an opponent dies they are removed


The Temple At The Summit
  • The Plateau: The Mountain's Maw - 3 v 1

No longer a mere trespasser The Seeker strides forward into the mist. With every step the air grows thin, their bells echo along the many remaining steps to the summit. The path opens to a grant plateau. Before them are those who dared to climb, but could not ascend.
Their presence marks the next obstacle, their death the next victory.

  • Opponents are 2 S&B, 1 Spear
    • Opponents must all be killed in one life


  • The Temple At The Summit - 1 v 1

Beyond the broken bodies of those who failed, The Seeker journeys ever forward. The Temple At The Summit appears plain and unadorned, unlike the many trials that stood before it.
The mist grows thin and faint, revealing the final task.It draws in and gathers before them, into a familiar form, a final barrier, an apparition of that which The Seeker fears most.
There can be no failure here. Devour your fear.

  • The Seeker and their tester selects the fighter the seeker struggles against the most
    • The opponent is treated as having full armour


  • Each completed step along The Path the Seeker gains one (1) piece of equipment
  • The equipment must be owned or made by the Seeker, it cannot be borrowed. "By the strength of your own arm, you must succeed"


The Proving

Map of the Solstice and Equinox
Map of the Solstice and Equinox
  • The Seekers attending the proving will be chosen on/near the Equinox with the proving happening at whatever event is closest to the following Solstice


  • The Courtyard: Well of Dreams

Having defeated those who would delay their path, the Seeker gains entry to the courtyard of the Temple At The Summit. Weary from the fight and travel, the Seeker takes a moment to draw from the well and reflect on their journey thus far. As they finish their drink, a powerful sleep comes upon them and they begin to dream of faces and battles long since past...

  • The Well of Dream will begin as a multi-person trial styled after the Khadine Reaving trial. In the Well of Dreams, the Seeker(s) must attend all field fights on a chosen day and count their kills.
      • A minimum number of kills will be decided as a threshold for passing.
      • Upon completion, the proving will enter the second phase. If two or more Seekers pass the threshold, the second phase will be conducted as a time trial.


  • The Precipice: Five Chambers

The Seeker awakens from their dream with a renewed sense of purpose, strength, and vigor. As they gather their gear and rub the sleep from their eyes, the doors to the Temple creak open. Once inside, the Seeker finds a terracotta warrior statue bearing a familiar countenance. The statue guards a large set of imposing doors. No matter how the Seeker tries, the doors will not open. Darkness floods the chamber. When light returns, the statue is gone, and not one, but five chambers lie before them.

  • In the Five Chambers, each Seeker will fight against the present Khals (up to five (5), guests allowed to fill out the ranks).
      • Khals are granted weapon of choice
      • Khals retain wounds between fights
      • If the Seeker dies without injuring the remaining Khals, a Khal will respawn
      • If the Seeker dies without killing a Khal the group regains one limb
      • Once the Seeker’s Khal has died, no more respawns or limb regenerations


Whichever Seeker completes the trial the quickest will Ascend to be known as a Khal, the others may attempt the Proving again at the following Solstice event.

Now Proven and Named, the former Seeker, now Khal keeps their bells which served once as a ward, twice as a warning, and now herald their coming
Beware, Death comes for whom the bell tolls.

The Khaliphate

  • The Khaliphate council are those who have climed The Mountian and completed the proving, earning the right to be a Khal.
  • The Khaliphate council will maintain a permanent number of seven (7) and once that number has been obtained operate on a "First In, First Out" system. The Khal will retain their title, but will no longer be part of the voting group for approval for Ascension. This is to maintain fresh blood and ideas, and ensure the title does not stagnate.
  • Only two Seekers may Ascend in a calendar year; when a Khal feels their Seeker(s) are ready they will bring the vote before the Khaliphate, who will have a simple majority vote. If the vote passes, the Seeker may attend The Proving. If a Khal opposes a Seeker attending the proving, they must offer a reason for why they do not feel the Seeker is ready and be willing to help that Seeker become ready in their eyes. If their reasoning is a matter of personalities not meshing, this should be expressed and discussed amongst the Khaliphate.

Current Khals and Seekers

Sigil of Hakan Shattered-Spear, Seeker of the Lost River

Khals:

  • None

Seeker(s):