Khalazaar

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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. (Work in Progress)

The Path

If they are deemed worthy, any monster may set out on this 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.

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

Climbing The Mountain

To Become a Seeker and be given the trials of the 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 would-be Seeker climbs, Spectres of those that once failed rise and challenge them to escalating trials before they can reach the Temple atop the Mountain's summit

  • Root of the Mountain - 10 v 1
    • All combatants armed with a Single Non-Hinged Blue
    • Opponents retain wounds
  • Belly of the Mountain: The Path of Red - 5 v 1
    • 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 Plateau: The Mountain's Maw - 3 v 1
    • Opponents are 2 S&B, 1 Spear
    • Opponents must all be killed in one life
  • The Summit - 1 v 1
    • The Seeker and their tester selects the fighter the seeker struggles against the most
    • The opponent is treated as having full armour
  • Each completed round 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 Seeker has 90 minutes to complete the fights.

By Our Signs We Are Known

By Our Words

Those who are chosen to walk this Path are known as Seekers.

By Our Garb

Seekers will be instructed to construct an unadorned black mantle. The mantle must be maintained throughout their journey and trials, and will be updated as they progress to tell their tale. Additionally The Seeker will be gifted and wear an anklet of bells while fighting. The bells purpose is two-fold: as an unique identifier, and to herald the Seeker as they are approaching.

By Our Might (Work in Progress)

Seekers must participate in ongoing Trials of Strength throughout their journey, and are encouraged to continue even after their ascension.

  • 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"
      • A "Major Event" is an event with 100+ attendees
  • 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 Temple of Trials (Work in Progress)

The Courtyard: Well of Dreams

Having defeated those who would delay their path, the Seeker gains entry to the courtyard of the Temple. 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 events long since past...

  • Seeker Specific: The Trial will be based in the Seeker's racial lore. A great battle, the legend of a hero, etc.

The 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. After accepting the futility of their efforts, the Seeker notices a plaquette at the bottom of the statue. It reads: Only Empty Hands May Find What Is Sought. After a moment's reflection, the Seeker strips themselves of equipment and places it all on the statue. Darkness floods the chamber. When light returns, the statue is gone, and not one, but five paths lie open to them.

The Seeker chooses five pieces of equipment and writes each on a scap of paper. The papers are distributed randomly amongst the testers.

  • The Seeker is given a single blue and chooses which tester they will fight
    • Testers will be assigned weapons, 1 Red, 1 Spear, 1 Sword & Board, 1 Florentine, 1 Single Blue
  • If the Seeker wins, they reclaim that piece of gear for the final fight
  • The Seeker is granted a pool of five (5) retries across all of the initial fights
  • After the reclaiming, the Seeker fights all 5 v 1 with the gear they obtained.
  • During "The Trial" testers are given no armour, and retain wounds.

The Seeker has 30 minutes to complete the fight.

The Proving

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

Map of the Solstice and Equinox
Map of the Solstice and Equinox

The Proving will begin as a multi-person trial styled after the Khadine Reaving trial. In the first phase, 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.

In the second phase, 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, the others may attempt the Proving again at the following Solstice event.

The Khaliphate

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

Khals: None
Seeker(s): Hakan Shattered-Spear