The Great Hunt
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. Success in the Hunt can be measured by completed trials and experience gained through study of the Sacred Orders of the Sun.
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 participates 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.
Those called to a deeper understanding of the Hunt may become Prophets, mystic figures who speak with the very voice of the Gods themselves.
"This is the Legacy of the Dread Gods, the ancient intelligences that taught the monsters how to hunt, how to be malicious, how to survive. We are their Legacy, and we revel in the sport he gave to us."
-Yaga Xoshawv
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.
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)
For this barrel a Seeker may choose for everyone to fight with single blue or their style of choice. No armor is allowed. The Seeker must defeat all available cultist and any who choose to participate in the 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. Full hunters are encouraged to contribute their wisdom to the Dread Verse. Neophytes are allowed to attempt one trial per practice. They are allowed five (5) per that attempt.
- 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 Savants (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 alive.
- 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 single solid shot (whether it be torso or limb) . To pass this test, the Acolyte must kill all Savants.
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
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.
Purpose:
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
Dyre of the Road
Arlinn of The Northern Wastes
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.
Purpose:
The Warden of the Hunt is authorized to officiate Trials. They may participate in the Trials they officiate.
Current Wardens:
High Huntsman
Requirements:
A realm must have 5 or more members to hold a High Huntsman Trial
Participants must at least be a Neophyte 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:
Kaji Akumu 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.
Purpose:
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:
Khojas
The senior members and former clergy of each realm's Orthodoxy (High Huntsman, Huntsmaster, Warden) holds the responsibility of voting in the Moot.
Current Khojas:
Horati of the Frozen Hills Enclave
Master Scribe
The purpose of a Master Scribe is to keep accurate records on the "Record of the Great Hunt" document as well as update and organize the writings and gospels of The Great Hunt so that it fits in line with the current views of the Lord of the Hunt and its members. Master Scribes are appointed by the Lord of the Hunt.
Master Scribes:
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.
Lord of the Hunt:
Yaga Malark
Members of the Great Hunt
Primals:
Par the Great Grey Owl, Servant of Ares
Malark the Lancehead Viper, Servant of Apep
Turkeyfeathers the Plains Coyote, Servant of Ares
Talon the Hayabusa, Servant of Xeric
Hunters:
Angys the Coyote
Hakan the Alaskan Grizzly
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
Rheel the Ermine
Rem DeLavan the Boar
Alister the Arctic Wolf
Silo the Gila Monster
Sethra the Lynx
Valentine the Hound
Talon the Hayabusa
Tandaar the Deinonychus
Arshank the Thylacine
Rigtaugh the Gyrfalcon
Dymphna the Alligator Snapping Turtle
ZaEn the Spotted Hyena
Skeletor the Tasmanian Devil
Embara the Shrew
Kaji Akumu the Timber Wolf
Tethian the Bull
Flynnt the Maine Coon
Reks the Badger
Kord the Shrew
Arlinn the White Wolf
Abacus Blue the Gray Fox
Corvus Cornix the Possum
Coppertone the Hare
Ink the Shrike
Aeron Sylvair the Vampire Bat
Vashiren the Trashcan Racoon
Acolytes
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 Miasma. Here listed are the Miasmic Visions of Great Hunt leaders since Yaga Xoshawv, with the clergy member and/or cultist responsible:
Enlightenment: Primal
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 Primal. To become a Primal, a Hunter must go above and beyond what is expected of their station and prove their mastery of combat, piety, and cunning. Primals are the elite members of the Great Hunt. The Rite of the Primal is a secret initiation that is given by the Orthodoxy to a worthy Hunter.
To qualify for the Rite of the Primal, 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, Harbinger)
- Spread the Word of the Primal 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.)
- Develop mastery of a relevant skill and teach a class on the subject
- Become a Sage of one of the Sacred Orders of the Sun
- Become a Monk in all of the Sacred Orders of the Sun
- Contribute a Miasmic Vision to the Hunt
Arcane Symbols of the Gods and the Sigil of the Hunt
Under the inspiration of the Dread Gods, the visionary Moth was gifted with the secret arcane names of the gods themselves. When spoken or drawn, they are said to conjure the gaze of the gods themselves... whether that is a boon or a curse depends on the offerings of the supplicant. In addition to this, Moth was given a vision of a unity sigil for the Hunt, a way for all Hunt members the world over to know one another. Through this solidarity, the gods seek to bind the Hunt closer together, and thusly Moth is credited with bringing this dream of the gods to the waking world.
Sacred Orders of the Sun
By Yaga Malark
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 pleasant 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
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