https://geddon.org/api.php?action=feedcontributions&user=Turkeyfeathers&feedformat=atomBelegarthWiki - User contributions [en]2024-03-28T17:01:38ZUser contributionsMediaWiki 1.19.2https://geddon.org/TurkeyfeathersTurkeyfeathers2016-04-29T23:06:02Z<p>Turkeyfeathers: /* Background */</p>
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<div>[[Category:People]]<br />
[[File:tfprofilepic.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: ABF<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Hunter of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery, Red<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV XVI, Thaw Brawl 2012&13, Battle for the Ring VI<br />
<br />
----<br />
<br />
==Background==<br />
<br />
-----<br />
[[Turkeyfeathers]] is a [[Forest Troll]] from the northern lands of [[Stygia]]. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was given the position of second in command. He was a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]].</div>Turkeyfeathershttps://geddon.org/File:Tfprofilepic.jpgFile:Tfprofilepic.jpg2016-04-29T22:42:09Z<p>Turkeyfeathers: </p>
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<div></div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2016-04-29T22:41:13Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:tfprofilepic.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: ABF<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Hunter of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery, Red<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV XVI, Thaw Brawl 2012&13, Battle for the Ring VI<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
Information on Turkeyfeathers is hard to come by. Here is a fragment of his past history.<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit and where he serves as a Apprentice [[Shal'a'quey]]. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2015-01-29T05:11:14Z<p>Turkeyfeathers: </p>
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<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: <br />
<br />
Sub-Unit: [[Shal'a'quey]] of the [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Hunter of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery, Red<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV XVI, Thaw Brawl 2012 &13, Battle for the Ring VI<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit and where he serves as a Apprentice [[Shal'a'quey]]. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2014-03-08T04:01:43Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: <br />
<br />
Sub-Unit: Apprentice [[Shal'a'quey]] of the [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Hunter of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery, Red<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit and where he serves as a Apprentice [[Shal'a'quey]]. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/The_Great_HuntThe Great Hunt2013-05-13T00:04:12Z<p>Turkeyfeathers: /* Members of the Legacy */</p>
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<div>[[Image:trolls.jpg]]<br />
<br />
The Great Hunt is a religious group and sporting club for monsters who 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. 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.<br />
<br />
<br />
"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."<br />
<br />
-Yaga [[Xoshawv]]<br />
<br />
<br />
==Indoctrination==<br />
<br />
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.<br />
<br />
<br />
==Merits==<br />
<br />
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 the High Huntsman is not at the given practice to witness and take note. Along with the pronunciation of victory, the Hunter must provide the names of those the Hunter killed/wounded, unless the feat was personally witnessed by the High Huntsman.<br />
<br />
<br />
The following awards are achieved in a single battle.<br />
<br />
'''Sniper'''<br />
<br />
The Sniper merit is awarded for kills with a ranged weapon (rock, thrown javelin, arrow)<br />
*Class I: 3 kills<br />
*Class II: 5 kills<br />
*Class III: 7 kills<br />
*Class IV: 10 kills<br />
*Class V: 11+ kills<br />
<br />
'''Brute'''<br />
<br />
The Brute merit is awarded for kills with a melee weapon<br />
*Class I: 3 kills<br />
*Class II: 5 kills<br />
*Class III: 7 kills<br />
*Class IV: 10 kills<br />
*Class V: 11+ kills<br />
<br />
'''Butcher'''<br />
<br />
The Butcher merit is awarded for the wounding of the opponent. They cannot be on the same opponent and they cannot lead to death.<br />
*Class I: 2 limbs<br />
*Class II: 4 limbs<br />
*Class III: 6 limbs<br />
*Class IV: 8 limbs<br />
*Class V: 9+ limbs<br />
<br />
'''Breaker'''<br />
<br />
The Breaker merit is awarded for the destruction of shields or armor with a red weapon<br />
*Class I: 2 breaks<br />
*Class II: 4 breaks<br />
*Class III: 6 breaks<br />
*Class IV: 8 breaks<br />
*Class V: 9+ breaks<br />
<br />
'''Sneak'''<br />
<br />
The Sneak merit is awarded for the fatal back-stabbing of the opponent. May only be done with a single blue or a dagger.<br />
*Class I: 2 back-stabs<br />
*Class II: 3 back-stabs<br />
*Class III: 5 back-stabs<br />
*Class IV: 7 back-stabs<br />
*Class V: 8+ back-stabs<br />
<br />
'''Fiend'''<br />
<br />
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.<br />
*Class I: (2-1) odds<br />
*Class II: (3-1) odds<br />
*Class III: (5-1) odds<br />
*Class IV: (7-1) odds<br />
*Class V: (8+-1) odds<br />
<br />
'''Berserker'''<br />
<br />
The Berserker merit is an award of great honour. It is given if the huntsman is wounded and manages to get kills.<br />
*Class I: 2 kills while wounded<br />
*Class II: 3 kills while wounded<br />
*Class III: 5 kills while wounded<br />
*Class IV: 7 kills while wounded<br />
*Class V: 8+ kills while wounded<br />
<br />
<br />
'''The titles of the classes:'''<br />
*Class I - Novice<br />
*Class II - Skilled<br />
*Class III - Master<br />
*Class IV - Wicked<br />
*Class V - Unstoppable<br />
<br />
<br />
==Members of the Legacy==<br />
'''Lord of the Hunt''':<br />
Yaga [[Malark]]<br />
<br />
*[[Stygia]]n Septek<br />
<br />
'''Huntsmaster:'''<br />
Yaga [[Malark]] <br />
<br />
'''High Huntsman:'''<br />
[[Turkeyfeathers]]<br />
<br />
'''Ferals:'''<br />
<br />
No Ranking Members<br />
<br />
'''Hunters:'''<br />
<br />
[[Malark]], F. M. W.<br />
<br />
Class III Brute,<br />
Class III Sniper,<br />
Class II Fiend,<br />
Class II Butcher <br />
Class I Berzerker<br />
<br />
[[Angys]], W. M. F.<br />
<br />
Class IV Brute,<br />
Class I Butcher<br />
<br />
[[Turkeyfeathers]], M. W. A.<br />
<br />
Class I Sniper<br />
<br />
'''Acolytes:'''<br />
<br />
[[Todo]], F.<br />
<br />
[[Zuloo]], W. B.<br />
<br />
[[Tethian]]<br />
<br />
[[Everand]]<br />
<br />
[[Mavryck]]<br />
<br />
[[Ashii]]<br />
<br />
[[Reich]]<br />
<br />
[[Naga]]<br />
<br />
[[Dickie]]<br />
<br />
[[Mutton]]<br />
<br />
[[Spark]]<br />
<br />
[[Thiadric Thumbs]], W. M.<br />
<br />
[[Hakan]], M. W.<br />
<br />
[[Sethra]]<br />
<br />
[[Iago]]<br />
<br />
[[Ketetsu]]<br />
<br />
[[Valas]]<br />
<br />
[[Dyre]], B.<br />
<br />
[[Grekk]]<br />
<br />
[[Warlord McGee]]<br />
<br />
[[Edmond]]<br />
<br />
*[[Aquilonia]]n Septek<br />
<br />
[[Sluj]]<br />
<br />
==Initiation Rites, Trials, and Duties==<br />
<br />
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.<br />
<br />
'''Outer Temple Initiation: Acolyte (Full Barrel)'''<br />
<br />
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. Acolytes may also enter one or more [[Sacred Orders of the Sun]] in order to advance their skill. <br />
<br />
<br />
<br />
'''Inner Temple Initiation: Hunter (A Series of Challenges)'''<br />
<br />
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. <br />
<br />
<br />
<br />
*Trial of Air:<br />
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.<br />
<br />
<br />
<br />
*Trial of Fire:<br />
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<br />
<br />
<br />
<br />
*Trial of Earth:<br />
The Acolyte chooses a shield of their choice and is armed with five rocks and a small blue or dagger optional. 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 may move at will but the Savants cannot move at above a brisk walk. The rocks possessed by the Acolyte act as a green/yellow weapon 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. Savants are not allowed to pick up rocks. If the Acolyte runs out of rocks, that attempt is over.<br />
<br />
<br />
<br />
*Trial of Water:<br />
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.<br />
<br />
<br />
<br />
*Trial of Wood:<br />
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.<br />
<br />
<br />
<br />
*Trial of Metal:<br />
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.<br />
<br />
<br />
<br />
'''Clergy Trial and Sva-dharma: High Huntsman'''<br />
<br />
<br />
Clergy Trial:<br />
<br />
The High Huntsman trial may be undertaken by anyone considered a member of the Hunt and is our method of determining the score keeper 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.<br />
<br />
<br />
<br />
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:<br />
<br />
+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. <br />
<br />
+1: For a win in which the fighter is limbed or takes damage to their armour, the fighter receives one point. <br />
<br />
0: For a defeat in which the fighter limbs their opponent before dying, the fighter neither receives or loses points.<br />
<br />
-1: For a defeat in which the fighter dies without damaging their opponent, the fighter loses one point.<br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
Sva-dharma of the High Huntsman:<br />
<br />
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.<br />
<br />
<br />
<br />
'''Clergy Trial and Sva-dharma: Huntsmaster'''<br />
<br />
<br />
<br />
Clergy Trial:<br />
<br />
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. To qualify for the position or Huntsmaster, a cultist must either be a full Hunter or Abbot (see [[Sacred Orders of the Sun]] ). However, you are expected to undergo a brutal beat-in and be creative in your position. <br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
Sva-dharma of the Huntsmaster:<br />
<br />
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.<br />
<br />
<br />
<br />
'''Inheritance and Sva-dharma: Lord of the Hunt'''<br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
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.<br />
<br />
==Miasmic Visions==<br />
<br />
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 responsible:<br />
<br />
<br />
<br />
'''Enlightenment: Feral'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
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.<br />
<br />
To qualify for the Rite of the Feral, a Hunter must meet the following requirements:<br />
<br />
*Pass all six of the Inner Temple Initiations<br />
<br />
*Attain at least Class II in all merits<br />
<br />
*Attain Class III in at least two merits<br />
<br />
*Attain Class V in one merit<br />
<br />
*Hold a Clergy Position (High Huntsman, Huntsmaster, or Lord of the Hunt)<br />
<br />
*Spread the Word of the Feral by indoctrinating a cultist in another realm<br />
<br />
*Lead a group nature-based activity that includes a majority of the local cult (camping trip, hike, float trip, etc.)<br />
<br />
*Develope mastery of a relevant skill and teach a class on the subject<br />
<br />
*Become a Sage of one of the [[Sacred Orders of the Sun]]<br />
<br />
<br />
<br />
'''Special Assignments'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
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.<br />
<br />
The Special Assignments will always be issued in 4 elements following this format:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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).<br />
<br />
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.<br />
<br />
<br />
<br />
'''Sacred Orders of the Sun'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
see [[Sacred Orders of the Sun]]<br />
<br />
[[Category:Religion]]</div>Turkeyfeathershttps://geddon.org/The_Great_HuntThe Great Hunt2013-05-13T00:00:48Z<p>Turkeyfeathers: /* Members of the Legacy */</p>
<hr />
<div>[[Image:trolls.jpg]]<br />
<br />
The Great Hunt is a religious group and sporting club for monsters who 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. 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.<br />
<br />
<br />
"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."<br />
<br />
-Yaga [[Xoshawv]]<br />
<br />
<br />
==Indoctrination==<br />
<br />
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.<br />
<br />
<br />
==Merits==<br />
<br />
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 the High Huntsman is not at the given practice to witness and take note. Along with the pronunciation of victory, the Hunter must provide the names of those the Hunter killed/wounded, unless the feat was personally witnessed by the High Huntsman.<br />
<br />
<br />
The following awards are achieved in a single battle.<br />
<br />
'''Sniper'''<br />
<br />
The Sniper merit is awarded for kills with a ranged weapon (rock, thrown javelin, arrow)<br />
*Class I: 3 kills<br />
*Class II: 5 kills<br />
*Class III: 7 kills<br />
*Class IV: 10 kills<br />
*Class V: 11+ kills<br />
<br />
'''Brute'''<br />
<br />
The Brute merit is awarded for kills with a melee weapon<br />
*Class I: 3 kills<br />
*Class II: 5 kills<br />
*Class III: 7 kills<br />
*Class IV: 10 kills<br />
*Class V: 11+ kills<br />
<br />
'''Butcher'''<br />
<br />
The Butcher merit is awarded for the wounding of the opponent. They cannot be on the same opponent and they cannot lead to death.<br />
*Class I: 2 limbs<br />
*Class II: 4 limbs<br />
*Class III: 6 limbs<br />
*Class IV: 8 limbs<br />
*Class V: 9+ limbs<br />
<br />
'''Breaker'''<br />
<br />
The Breaker merit is awarded for the destruction of shields or armor with a red weapon<br />
*Class I: 2 breaks<br />
*Class II: 4 breaks<br />
*Class III: 6 breaks<br />
*Class IV: 8 breaks<br />
*Class V: 9+ breaks<br />
<br />
'''Sneak'''<br />
<br />
The Sneak merit is awarded for the fatal back-stabbing of the opponent. May only be done with a single blue or a dagger.<br />
*Class I: 2 back-stabs<br />
*Class II: 3 back-stabs<br />
*Class III: 5 back-stabs<br />
*Class IV: 7 back-stabs<br />
*Class V: 8+ back-stabs<br />
<br />
'''Fiend'''<br />
<br />
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.<br />
*Class I: (2-1) odds<br />
*Class II: (3-1) odds<br />
*Class III: (5-1) odds<br />
*Class IV: (7-1) odds<br />
*Class V: (8+-1) odds<br />
<br />
'''Berserker'''<br />
<br />
The Berserker merit is an award of great honour. It is given if the huntsman is wounded and manages to get kills.<br />
*Class I: 2 kills while wounded<br />
*Class II: 3 kills while wounded<br />
*Class III: 5 kills while wounded<br />
*Class IV: 7 kills while wounded<br />
*Class V: 8+ kills while wounded<br />
<br />
<br />
'''The titles of the classes:'''<br />
*Class I - Novice<br />
*Class II - Skilled<br />
*Class III - Master<br />
*Class IV - Wicked<br />
*Class V - Unstoppable<br />
<br />
<br />
==Members of the Legacy==<br />
'''Lord of the Hunt''':<br />
Yaga [[Malark]]<br />
<br />
*[[Stygia]]n Septek<br />
<br />
'''Huntsmaster:'''<br />
Yaga [[Malark]] <br />
<br />
'''High Huntsman:'''<br />
[[Turkeyfeathers]]<br />
<br />
'''Ferals:'''<br />
<br />
No Ranking Members<br />
<br />
'''Hunters:'''<br />
<br />
[[Malark]], F. M. W.<br />
<br />
Class III Brute,<br />
Class III Sniper,<br />
Class II Fiend,<br />
Class II Butcher <br />
Class I Berzerker<br />
<br />
[[Angys]], W. M. F.<br />
<br />
Class IV Brute,<br />
Class I Butcher<br />
<br />
'''Acolytes:'''<br />
<br />
[[Todo]], F.<br />
<br />
[[Turkeyfeathers]], M. W. A.<br />
<br />
Class I Sniper<br />
<br />
[[Zuloo]], W. B.<br />
<br />
[[Tethian]]<br />
<br />
[[Everand]]<br />
<br />
[[Mavryck]]<br />
<br />
[[Ashii]]<br />
<br />
[[Reich]]<br />
<br />
[[Naga]]<br />
<br />
[[Dickie]]<br />
<br />
[[Mutton]]<br />
<br />
[[Spark]]<br />
<br />
[[Thiadric Thumbs]], W. M.<br />
<br />
[[Hakan]], M. W.<br />
<br />
[[Sethra]]<br />
<br />
[[Iago]]<br />
<br />
[[Ketetsu]]<br />
<br />
[[Valas]]<br />
<br />
[[Dyre]], B.<br />
<br />
[[Grekk]]<br />
<br />
[[Warlord McGee]]<br />
<br />
[[Edmond]]<br />
<br />
*[[Aquilonia]]n Septek<br />
<br />
[[Sluj]]<br />
<br />
==Initiation Rites, Trials, and Duties==<br />
<br />
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.<br />
<br />
'''Outer Temple Initiation: Acolyte (Full Barrel)'''<br />
<br />
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. Acolytes may also enter one or more [[Sacred Orders of the Sun]] in order to advance their skill. <br />
<br />
<br />
<br />
'''Inner Temple Initiation: Hunter (A Series of Challenges)'''<br />
<br />
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. <br />
<br />
<br />
<br />
*Trial of Air:<br />
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.<br />
<br />
<br />
<br />
*Trial of Fire:<br />
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<br />
<br />
<br />
<br />
*Trial of Earth:<br />
The Acolyte chooses a shield of their choice and is armed with five rocks and a small blue or dagger optional. 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 may move at will but the Savants cannot move at above a brisk walk. The rocks possessed by the Acolyte act as a green/yellow weapon 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. Savants are not allowed to pick up rocks. If the Acolyte runs out of rocks, that attempt is over.<br />
<br />
<br />
<br />
*Trial of Water:<br />
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.<br />
<br />
<br />
<br />
*Trial of Wood:<br />
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.<br />
<br />
<br />
<br />
*Trial of Metal:<br />
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.<br />
<br />
<br />
<br />
'''Clergy Trial and Sva-dharma: High Huntsman'''<br />
<br />
<br />
Clergy Trial:<br />
<br />
The High Huntsman trial may be undertaken by anyone considered a member of the Hunt and is our method of determining the score keeper 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.<br />
<br />
<br />
<br />
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:<br />
<br />
+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. <br />
<br />
+1: For a win in which the fighter is limbed or takes damage to their armour, the fighter receives one point. <br />
<br />
0: For a defeat in which the fighter limbs their opponent before dying, the fighter neither receives or loses points.<br />
<br />
-1: For a defeat in which the fighter dies without damaging their opponent, the fighter loses one point.<br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
Sva-dharma of the High Huntsman:<br />
<br />
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.<br />
<br />
<br />
<br />
'''Clergy Trial and Sva-dharma: Huntsmaster'''<br />
<br />
<br />
<br />
Clergy Trial:<br />
<br />
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. To qualify for the position or Huntsmaster, a cultist must either be a full Hunter or Abbot (see [[Sacred Orders of the Sun]] ). However, you are expected to undergo a brutal beat-in and be creative in your position. <br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
Sva-dharma of the Huntsmaster:<br />
<br />
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.<br />
<br />
<br />
<br />
'''Inheritance and Sva-dharma: Lord of the Hunt'''<br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
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.<br />
<br />
==Miasmic Visions==<br />
<br />
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 responsible:<br />
<br />
<br />
<br />
'''Enlightenment: Feral'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
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.<br />
<br />
To qualify for the Rite of the Feral, a Hunter must meet the following requirements:<br />
<br />
*Pass all six of the Inner Temple Initiations<br />
<br />
*Attain at least Class II in all merits<br />
<br />
*Attain Class III in at least two merits<br />
<br />
*Attain Class V in one merit<br />
<br />
*Hold a Clergy Position (High Huntsman, Huntsmaster, or Lord of the Hunt)<br />
<br />
*Spread the Word of the Feral by indoctrinating a cultist in another realm<br />
<br />
*Lead a group nature-based activity that includes a majority of the local cult (camping trip, hike, float trip, etc.)<br />
<br />
*Develope mastery of a relevant skill and teach a class on the subject<br />
<br />
*Become a Sage of one of the [[Sacred Orders of the Sun]]<br />
<br />
<br />
<br />
'''Special Assignments'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
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.<br />
<br />
The Special Assignments will always be issued in 4 elements following this format:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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).<br />
<br />
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.<br />
<br />
<br />
<br />
'''Sacred Orders of the Sun'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
see [[Sacred Orders of the Sun]]<br />
<br />
[[Category:Religion]]</div>Turkeyfeathershttps://geddon.org/Sacred_Orders_of_the_SunSacred Orders of the Sun2013-04-08T18:30:30Z<p>Turkeyfeathers: /* Solar Degrees */</p>
<hr />
<div>[[Image:Tree1.jpg]]<br />
<br />
The Sacred Orders of the Sun are a monastic sect of [[The Great Hunt]] dedicated to the developement of proficiecy with a specific weapon style or tactical approach. As the initiated cultist moves up through the ranks, they are required to look outside of their realm to meet the requirements of advancement, entering into tournements at National Events like Chaos Wars for individual Orders (Oak, Ash, Elm, Willow, Birch, Holly, Hawthorn) and achieving victory in group-based Orders (Rowan, Alder, Hazel, Vine, Ivy, Reed, Elder). Each of the Orders has a tree symbolizing the energy and spirit of the style they seek to perfect. <br />
<br />
By gaining status in one or more of the Sacred Orders, the cultist can become clergy. To qualify to enter an Order, a prospective candidate must have already passed their Outer Temple Initiation and have become an Acolyte. Hunters are encouraged to participate in one or more Orders to further the perfection of their killing art. When a cultist advances, they report the event to the High Huntsman, who verifies the information with a second witness if needed. <br />
<br />
Past laurels only count IF the cultist was a member of [[The Great Hunt]] when they achieved the feat. You CANNOT skip ranks if the situation arises, though they may be achieved out of order chronologically. Your title will be the degree of your highest rank. So, if you achieve the degree of Abbot in one or several Orders, your title would be Abbot. <br />
<br />
Definitions:<br />
<br />
A Duel Detande (Monk tasks for the group-based orders) is an equal pairing of members of [[The Great Hunt]]. It is a series of five duels, of which one team must secure 4 of 5 victories to qualify for advancement.<br />
<br />
A Sanctioned Battle is a mixed-group battle at a National Event that involves 'banner' points. (e.g. Unit Battles or Theme Battles) <br />
<br />
<br />
"As the Trees show their blades in salute to the Sun, so we must too hone our edges, connecting the sacred to the profane of war as the wooden warriors connect the body of the earth to the spirit of the sky."<br />
<br />
- Yaga [[Xoshawv]]<br />
<br />
<br />
<br />
==Order of the Oak==<br />
<br />
''Devotees of the Long Point''<br />
<br />
<br />
[[Image:Treeoak.jpg]]<br />
<br />
'''Then the Oak, tall and proud'''<br />
<br />
'''Fixed the usurper with his long gaze'''<br />
<br />
'''And reaching with his wicked claws'''<br />
<br />
'''Pierced the foe in flesh and breast'''<br />
<br />
<br />
The Order of the Oak focuses on the spear, dagger, and stabbing aspect of the javelin. Their training concentrates on the quick thrust and explosive strikes.<br />
<br />
<br />
Nomad of the Oak - Use a green for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Oak - Defeat two members of your local realm proficient with a green<br />
<br />
Abbot of the Oak - Survive the 2nd round of a National Green Tournement<br />
<br />
Sage of the Oak - Win a National Green Tournement<br />
<br />
<br />
<br />
==Order of the Ash==<br />
<br />
''Zealots of the Drawn Sigh''<br />
<br />
<br />
[[Image:Treeash.jpg]]<br />
<br />
'''As the enemy came, stout of heart'''<br />
<br />
'''The whisper of death flew on the wind'''<br />
<br />
'''As the enemy fled, fleet of foot'''<br />
<br />
'''The breath of life released'''<br />
<br />
<br />
The Order of the Ash focuses primarily on archery and secondly on thrown missile weapons. Their training concentrates on precise aim and expert timing.<br />
<br />
<br />
Nomad of the Ash - Use a bow or thrown missle weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Ash - Defeat two members of your local realm proficient with a bow<br />
<br />
Abbot of the Ash - Survive the 1st round of a National Archery Tournement<br />
<br />
Sage of the Ash - Win a National Archery Tournement<br />
<br />
<br />
<br />
==Order of the Elm==<br />
<br />
''Fanatics of the Lasting Strike''<br />
<br />
<br />
[[Image:Treeelm.jpg]]<br />
<br />
'''The powerful Elm, full in its glory'''<br />
<br />
'''Drew the great blade across the horizon'''<br />
<br />
'''In the wake of the horrid edge'''<br />
<br />
'''The sky and all between were divided'''<br />
<br />
<br />
The Order of the Elm focuses on large, shield-breaking weapons. Their training concentrates on the conservation of motion and solid connection.<br />
<br />
<br />
Nomad of the Elm - Use a red weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Elm - Defeat two members of your local realm proficient with a red<br />
<br />
Abbot of the Elm - Survive the 2nd round of a National Red Tournement<br />
<br />
Sage of the Elm - Win a National Red Tournement<br />
<br />
<br />
<br />
==Order of the Holly==<br />
<br />
''Fools of the Rapid Motion''<br />
<br />
<br />
[[Image:Treeholly.jpg]]<br />
<br />
'''In a flurry of blows'''<br />
<br />
'''Staggering and felling the surrounding host'''<br />
<br />
'''The Holly struck in all directions'''<br />
<br />
'''And bled the villain dry'''<br />
<br />
<br />
The Order of the Holly focuses on the effective use of a weapon in each hand. Their training concentrates on coordinated strikes and minimalist blocking.<br />
<br />
<br />
Nomad of the Holly - Use two blues for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Holly - Defeat two members of your local realm proficient with florentine<br />
<br />
Abbot of the Holly - Survive the 2nd round of a National Florentine Tournement<br />
<br />
Sage of the Holly - Win a National Florentine Tournement<br />
<br />
<br />
<br />
==Order of the Birch==<br />
<br />
''Champions of the Steady Hold''<br />
<br />
<br />
[[Image:Treebirch.jpg]]<br />
<br />
'''The adversary pushed forward'''<br />
<br />
'''Surging across the land like a desperate frost'''<br />
<br />
'''The breaking point of the horde paramount in splendour'''<br />
<br />
'''The Birch and his shield, standing firm'''<br />
<br />
<br />
The Order of the Birch focuses on the combined effort of shield and weapon. Their training concentrates on a stalwart defense and surgical shot placement.<br />
<br />
<br />
Nomad of the Birch - Use a shield and single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Birch - Defeat two members of your local realm proficient with sword and blue<br />
<br />
Abbot of the Birch - Survive the 2nd round of a National Shield/Blue Tournement<br />
<br />
Sage of the Birch - Win a National Shield/Blue Tournement<br />
<br />
<br />
<br />
==Order of the Willow==<br />
<br />
''Mystics of the Falling Leaf''<br />
<br />
<br />
[[Image:Treewillow.jpg]]<br />
<br />
'''The Willow watched the fall of rain'''<br />
<br />
'''Glistening in the arched sunlight'''<br />
<br />
'''At the instant a drop struck the parched ground'''<br />
<br />
'''The Willow struck down the betrayer two thousand times'''<br />
<br />
<br />
The Order of the Willow focuses on the art of the single weapon. Their training concetrates on an aggressive offense and an impervious stance.<br />
<br />
<br />
Nomad of the Willow - Use a single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Willow - Defeat two members of your local realm proficient with single blue<br />
<br />
Abbot of the Willow - Survive the 2nd round of a National Single Blue Tournement<br />
<br />
Sage of the Willow - Win a National Single Blue Tournement<br />
<br />
<br />
<br />
==Order of the Hawthorn==<br />
<br />
''Partisans of the Open Palm''<br />
<br />
<br />
[[Image:Treehawthorn.jpg]]<br />
<br />
'''Agents of decay did swarm the hedges'''<br />
<br />
'''Circling the Hawthorn, with no weapons'''<br />
<br />
'''They did raise their axes to him'''<br />
<br />
'''And fell in their own assault'''<br />
<br />
<br />
The Order of the Hawthorn focuses on basic proficiency with all weapons. Their training concentrates on effective grappling and skillful disarming.<br />
<br />
<br />
Nomad of the Hawthorn - Take the field with no starting weapons for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Hawthorn - Disarm and kill a proficient fighter in your local realm<br />
<br />
Abbot of the Hawthorn - Disarm and kill a fighter on a National Field<br />
<br />
Sage of the Hawthorn - Disarm and kill a nationally renowned fighter on a National Field<br />
<br />
<br />
<br />
==Order of the Rowan==<br />
<br />
''The Statues''<br />
<br />
<br />
[[Image:Treerowan.jpg]]<br />
<br />
'''As the defiler threatened'''<br />
<br />
'''To collapse the Noble Legion'''<br />
<br />
'''The graceful Rowan wrought havoc'''<br />
<br />
'''While never being seen'''<br />
<br />
<br />
The Order of the Rowan emphasizes the importance of support tactics. Their Order can be found, with spears and bows and blades, behind the stalwart Pillars.<br />
<br />
<br />
Nomad of the Rowan - Work as a support fighter for most of a local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Rowan - Work as a support fighter with a Pillar in a Duel Detande <br />
<br />
Abbot of the Rowan - Work as a support fighter in a sanctioned battle and achieve victory<br />
<br />
Sage of the Rowan - Win a Ten-Man Tournement<br />
<br />
<br />
<br />
==Order of the Alder==<br />
<br />
''The Icons''<br />
<br />
<br />
[[Image:Treealder.jpg]]<br />
<br />
'''If confusion had been a thought'''<br />
<br />
'''Or if disorder had prevailed'''<br />
<br />
'''The Alder would have failed'''<br />
<br />
'''But the Alder did not fail'''<br />
<br />
<br />
The Order of the Alder emphasizes the importance of a strong decision-maker. The Order of the Alder is either leading from the front as an inspiration or strategizing in the van.<br />
<br />
<br />
Nomad of the Alder - Lead your side to victory in a group battle at a local practice<br />
<br />
Monk of the Alder - Assemble a small squad (3 to 4 fighters) and lead them to victory against another squad in a Duel Detande. You must be unarmed<br />
<br />
Abbot of the Alder - Lead a unit at a National Event<br />
<br />
Sage of the Alder - Lead a unit to victory at a National Event<br />
<br />
==Order of the Hazel==<br />
<br />
''The Confessors''<br />
<br />
<br />
[[Image:Treehazel.jpg]]<br />
<br />
'''As the first of the demons crested the hill'''<br />
<br />
'''They were met by the Hazel'''<br />
<br />
'''Screams were heard for leagues around'''<br />
<br />
'''And then the Hazel rose from its own ashes'''<br />
<br />
<br />
The Order of the Hazel emphasizes the importance of shock troops. They are often the first to draw blood and are many times amoung the dead and dying, their disruptive duty done.<br />
<br />
<br />
Nomad of the Hazel - Your team achieves victory while you are dead or wounded<br />
<br />
Monk of the Hazel - Win a Duel Detande against another Confessor; limbs don't count towards death<br />
<br />
Abbot of the Hazel - Your unit achieves victory at a National Event while you are dead<br />
<br />
Sage of the Hazel - Your unit achieves victory at a National Event while you are wounded in at least two limbs. The wounds cannot be intentional or self-inflicted<br />
<br />
<br />
<br />
==Order of the Vine==<br />
<br />
''The Candles''<br />
<br />
<br />
[[Image:Treevine.jpg]]<br />
<br />
'''The Archdemon relayed his orders'''<br />
<br />
'''His guards were all in line'''<br />
<br />
'''No one heard the subtle Vine'''<br />
<br />
'''Sneak up from behind'''<br />
<br />
<br />
The Order of the Vine emphasizes the importance of flankers. You will see the Order of the Vine in the corner of your eye right before they destroy their enemy's interior lines.<br />
<br />
<br />
Nomad of the Vine - Take out a key target during a local group battle<br />
<br />
Monk of the Vine - Engage in a Duel Detande with an opposing Candle during a series of local group battle<br />
<br />
Abbot of the Vine - Take out three key targets during a sanctioned battle<br />
<br />
Sage of the Vine - Win a National Assassin's Tournement<br />
<br />
<br />
<br />
==Order of the Reed==<br />
<br />
''The Pillars''<br />
<br />
<br />
[[Image:Treereed.jpg]]<br />
<br />
'''Again, the rabid soldiers forced against the line'''<br />
<br />
'''Again, they gave it all their foul hearts could muster'''<br />
<br />
'''Again, the elegant Reed stood effortlessly against the tide'''<br />
<br />
'''And grimly smiled as the wave washed back'''<br />
<br />
<br />
The Order of the Reed emphasizes the importance of the lineman. They are always in the front, backed by the Order of the Rowan, armed with shield and sword.<br />
<br />
<br />
Nomad of the Reed - Win the majority of a round of local unit battles while fighting in the line<br />
<br />
Monk of the Reed - Work with a Statue against another Pillar in a Duel Detande<br />
<br />
Abbot of the Reed - Win the majority of a round of sanctioned battles while fighting in the line<br />
<br />
Sage of the Reed - Win a Four-Man Tournement<br />
<br />
<br />
<br />
==Order of the Ivy==<br />
<br />
''The Casks''<br />
<br />
<br />
[[Image:Treeivy.jpg]]<br />
<br />
'''The invaders were inside the gates'''<br />
<br />
'''None of the sentries could run them down'''<br />
<br />
'''The crafty Ivy stepped aside'''<br />
<br />
'''And met them in the narrow house'''<br />
<br />
<br />
The Order of the Ivy emphasizes the importance of counter-flankers. They are nearly always in the van, watching the integrity of the line and preventing encircling movements.<br />
<br />
<br />
Nomad of the Ivy - Protect a key member of your team (such as a King) for several local group battles<br />
<br />
Monk of the Ivy - Find an Mantra partner and engage in a Duel Detande against an opposing pair. Your partner must live<br />
<br />
Abbot of the Ivy - Protect a key member of your team (such as a King) for several group battles at a National Event<br />
<br />
Sage of the Ivy - Win a round of unit battles at a National Event without your unit leader dying<br />
<br />
<br />
<br />
==Order of the Elder==<br />
<br />
''The Mantras''<br />
<br />
<br />
[[Image:Treeelder.jpg]]<br />
<br />
'''The battle had come to a standstill'''<br />
<br />
'''With neither side gaining ground'''<br />
<br />
'''Only the unassuming Elder'''<br />
<br />
'''Could save the day for the tribes of the Goddess'''<br />
<br />
<br />
The Order of the Elder emphasizes the importance of focus on extreme superiority. Theirs are the last minute decisive action that seals victory, the winning move.<br />
<br />
<br />
Nomad of the Elder - Score the winning point/kill in a local group battle (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Monk of the Elder - Find a Cask partner and engage in a Duel Detande against an opposing pair. You must succeed unscathed<br />
<br />
Abbot of the Elder - Score the winning point/kill in a group battle at a National Event (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Sage of the Elder - Win a Highlander Tournement at a National Event<br />
<br />
[[Catagory:Religion]]<br />
<br />
<br />
==Solar Degrees==<br />
<br />
Sage Todo<br />
<br />
Abbot Malark<br />
<br />
Abbot Ketetsu<br />
<br />
Abbot Ashii<br />
<br />
Abbot Zuloo<br />
<br />
Monk Turkeyfeathers<br />
<br />
Monk Dyre<br />
<br />
Monk Hakan<br />
<br />
Angys<br />
<br />
Tethian<br />
<br />
Mavryck<br />
<br />
Reich<br />
<br />
Naga<br />
<br />
Dickie<br />
<br />
Mutton<br />
<br />
Spark<br />
<br />
Thiadric Thumbs<br />
<br />
Sethra<br />
<br />
Iago<br />
<br />
Valas<br />
<br />
Grekk<br />
<br />
Sluj</div>Turkeyfeathershttps://geddon.org/Sacred_Orders_of_the_SunSacred Orders of the Sun2013-04-07T17:15:28Z<p>Turkeyfeathers: /* Solar Degrees */</p>
<hr />
<div>[[Image:Tree1.jpg]]<br />
<br />
The Sacred Orders of the Sun are a monastic sect of [[The Great Hunt]] dedicated to the developement of proficiecy with a specific weapon style or tactical approach. As the initiated cultist moves up through the ranks, they are required to look outside of their realm to meet the requirements of advancement, entering into tournements at National Events like Chaos Wars for individual Orders (Oak, Ash, Elm, Willow, Birch, Holly, Hawthorn) and achieving victory in group-based Orders (Rowan, Alder, Hazel, Vine, Ivy, Reed, Elder). Each of the Orders has a tree symbolizing the energy and spirit of the style they seek to perfect. <br />
<br />
By gaining status in one or more of the Sacred Orders, the cultist can become clergy. To qualify to enter an Order, a prospective candidate must have already passed their Outer Temple Initiation and have become an Acolyte. Hunters are encouraged to participate in one or more Orders to further the perfection of their killing art. When a cultist advances, they report the event to the High Huntsman, who verifies the information with a second witness if needed. <br />
<br />
Past laurels only count IF the cultist was a member of [[The Great Hunt]] when they achieved the feat. You CANNOT skip ranks if the situation arises, though they may be achieved out of order chronologically. Your title will be the degree of your highest rank. So, if you achieve the degree of Abbot in one or several Orders, your title would be Abbot. <br />
<br />
Definitions:<br />
<br />
A Duel Detande (Monk tasks for the group-based orders) is an equal pairing of members of [[The Great Hunt]]. It is a series of five duels, of which one team must secure 4 of 5 victories to qualify for advancement.<br />
<br />
A Sanctioned Battle is a mixed-group battle at a National Event that involves 'banner' points. (e.g. Unit Battles or Theme Battles) <br />
<br />
<br />
"As the Trees show their blades in salute to the Sun, so we must too hone our edges, connecting the sacred to the profane of war as the wooden warriors connect the body of the earth to the spirit of the sky."<br />
<br />
- Yaga [[Xoshawv]]<br />
<br />
<br />
<br />
==Order of the Oak==<br />
<br />
''Devotees of the Long Point''<br />
<br />
<br />
[[Image:Treeoak.jpg]]<br />
<br />
'''Then the Oak, tall and proud'''<br />
<br />
'''Fixed the usurper with his long gaze'''<br />
<br />
'''And reaching with his wicked claws'''<br />
<br />
'''Pierced the foe in flesh and breast'''<br />
<br />
<br />
The Order of the Oak focuses on the spear, dagger, and stabbing aspect of the javelin. Their training concentrates on the quick thrust and explosive strikes.<br />
<br />
<br />
Nomad of the Oak - Use a green for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Oak - Defeat two members of your local realm proficient with a green<br />
<br />
Abbot of the Oak - Survive the 2nd round of a National Green Tournement<br />
<br />
Sage of the Oak - Win a National Green Tournement<br />
<br />
<br />
<br />
==Order of the Ash==<br />
<br />
''Zealots of the Drawn Sigh''<br />
<br />
<br />
[[Image:Treeash.jpg]]<br />
<br />
'''As the enemy came, stout of heart'''<br />
<br />
'''The whisper of death flew on the wind'''<br />
<br />
'''As the enemy fled, fleet of foot'''<br />
<br />
'''The breath of life released'''<br />
<br />
<br />
The Order of the Ash focuses primarily on archery and secondly on thrown missile weapons. Their training concentrates on precise aim and expert timing.<br />
<br />
<br />
Nomad of the Ash - Use a bow or thrown missle weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Ash - Defeat two members of your local realm proficient with a bow<br />
<br />
Abbot of the Ash - Survive the 1st round of a National Archery Tournement<br />
<br />
Sage of the Ash - Win a National Archery Tournement<br />
<br />
<br />
<br />
==Order of the Elm==<br />
<br />
''Fanatics of the Lasting Strike''<br />
<br />
<br />
[[Image:Treeelm.jpg]]<br />
<br />
'''The powerful Elm, full in its glory'''<br />
<br />
'''Drew the great blade across the horizon'''<br />
<br />
'''In the wake of the horrid edge'''<br />
<br />
'''The sky and all between were divided'''<br />
<br />
<br />
The Order of the Elm focuses on large, shield-breaking weapons. Their training concentrates on the conservation of motion and solid connection.<br />
<br />
<br />
Nomad of the Elm - Use a red weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Elm - Defeat two members of your local realm proficient with a red<br />
<br />
Abbot of the Elm - Survive the 2nd round of a National Red Tournement<br />
<br />
Sage of the Elm - Win a National Red Tournement<br />
<br />
<br />
<br />
==Order of the Holly==<br />
<br />
''Fools of the Rapid Motion''<br />
<br />
<br />
[[Image:Treeholly.jpg]]<br />
<br />
'''In a flurry of blows'''<br />
<br />
'''Staggering and felling the surrounding host'''<br />
<br />
'''The Holly struck in all directions'''<br />
<br />
'''And bled the villain dry'''<br />
<br />
<br />
The Order of the Holly focuses on the effective use of a weapon in each hand. Their training concentrates on coordinated strikes and minimalist blocking.<br />
<br />
<br />
Nomad of the Holly - Use two blues for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Holly - Defeat two members of your local realm proficient with florentine<br />
<br />
Abbot of the Holly - Survive the 2nd round of a National Florentine Tournement<br />
<br />
Sage of the Holly - Win a National Florentine Tournement<br />
<br />
<br />
<br />
==Order of the Birch==<br />
<br />
''Champions of the Steady Hold''<br />
<br />
<br />
[[Image:Treebirch.jpg]]<br />
<br />
'''The adversary pushed forward'''<br />
<br />
'''Surging across the land like a desperate frost'''<br />
<br />
'''The breaking point of the horde paramount in splendour'''<br />
<br />
'''The Birch and his shield, standing firm'''<br />
<br />
<br />
The Order of the Birch focuses on the combined effort of shield and weapon. Their training concentrates on a stalwart defense and surgical shot placement.<br />
<br />
<br />
Nomad of the Birch - Use a shield and single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Birch - Defeat two members of your local realm proficient with sword and blue<br />
<br />
Abbot of the Birch - Survive the 2nd round of a National Shield/Blue Tournement<br />
<br />
Sage of the Birch - Win a National Shield/Blue Tournement<br />
<br />
<br />
<br />
==Order of the Willow==<br />
<br />
''Mystics of the Falling Leaf''<br />
<br />
<br />
[[Image:Treewillow.jpg]]<br />
<br />
'''The Willow watched the fall of rain'''<br />
<br />
'''Glistening in the arched sunlight'''<br />
<br />
'''At the instant a drop struck the parched ground'''<br />
<br />
'''The Willow struck down the betrayer two thousand times'''<br />
<br />
<br />
The Order of the Willow focuses on the art of the single weapon. Their training concetrates on an aggressive offense and an impervious stance.<br />
<br />
<br />
Nomad of the Willow - Use a single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Willow - Defeat two members of your local realm proficient with single blue<br />
<br />
Abbot of the Willow - Survive the 2nd round of a National Single Blue Tournement<br />
<br />
Sage of the Willow - Win a National Single Blue Tournement<br />
<br />
<br />
<br />
==Order of the Hawthorn==<br />
<br />
''Partisans of the Open Palm''<br />
<br />
<br />
[[Image:Treehawthorn.jpg]]<br />
<br />
'''Agents of decay did swarm the hedges'''<br />
<br />
'''Circling the Hawthorn, with no weapons'''<br />
<br />
'''They did raise their axes to him'''<br />
<br />
'''And fell in their own assault'''<br />
<br />
<br />
The Order of the Hawthorn focuses on basic proficiency with all weapons. Their training concentrates on effective grappling and skillful disarming.<br />
<br />
<br />
Nomad of the Hawthorn - Take the field with no starting weapons for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Hawthorn - Disarm and kill a proficient fighter in your local realm<br />
<br />
Abbot of the Hawthorn - Disarm and kill a fighter on a National Field<br />
<br />
Sage of the Hawthorn - Disarm and kill a nationally renowned fighter on a National Field<br />
<br />
<br />
<br />
==Order of the Rowan==<br />
<br />
''The Statues''<br />
<br />
<br />
[[Image:Treerowan.jpg]]<br />
<br />
'''As the defiler threatened'''<br />
<br />
'''To collapse the Noble Legion'''<br />
<br />
'''The graceful Rowan wrought havoc'''<br />
<br />
'''While never being seen'''<br />
<br />
<br />
The Order of the Rowan emphasizes the importance of support tactics. Their Order can be found, with spears and bows and blades, behind the stalwart Pillars.<br />
<br />
<br />
Nomad of the Rowan - Work as a support fighter for most of a local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Rowan - Work as a support fighter with a Pillar in a Duel Detande <br />
<br />
Abbot of the Rowan - Work as a support fighter in a sanctioned battle and achieve victory<br />
<br />
Sage of the Rowan - Win a Ten-Man Tournement<br />
<br />
<br />
<br />
==Order of the Alder==<br />
<br />
''The Icons''<br />
<br />
<br />
[[Image:Treealder.jpg]]<br />
<br />
'''If confusion had been a thought'''<br />
<br />
'''Or if disorder had prevailed'''<br />
<br />
'''The Alder would have failed'''<br />
<br />
'''But the Alder did not fail'''<br />
<br />
<br />
The Order of the Alder emphasizes the importance of a strong decision-maker. The Order of the Alder is either leading from the front as an inspiration or strategizing in the van.<br />
<br />
<br />
Nomad of the Alder - Lead your side to victory in a group battle at a local practice<br />
<br />
Monk of the Alder - Assemble a small squad (3 to 4 fighters) and lead them to victory against another squad in a Duel Detande. You must be unarmed<br />
<br />
Abbot of the Alder - Lead a unit at a National Event<br />
<br />
Sage of the Alder - Lead a unit to victory at a National Event<br />
<br />
==Order of the Hazel==<br />
<br />
''The Confessors''<br />
<br />
<br />
[[Image:Treehazel.jpg]]<br />
<br />
'''As the first of the demons crested the hill'''<br />
<br />
'''They were met by the Hazel'''<br />
<br />
'''Screams were heard for leagues around'''<br />
<br />
'''And then the Hazel rose from its own ashes'''<br />
<br />
<br />
The Order of the Hazel emphasizes the importance of shock troops. They are often the first to draw blood and are many times amoung the dead and dying, their disruptive duty done.<br />
<br />
<br />
Nomad of the Hazel - Your team achieves victory while you are dead or wounded<br />
<br />
Monk of the Hazel - Win a Duel Detande against another Confessor; limbs don't count towards death<br />
<br />
Abbot of the Hazel - Your unit achieves victory at a National Event while you are dead<br />
<br />
Sage of the Hazel - Your unit achieves victory at a National Event while you are wounded in at least two limbs. The wounds cannot be intentional or self-inflicted<br />
<br />
<br />
<br />
==Order of the Vine==<br />
<br />
''The Candles''<br />
<br />
<br />
[[Image:Treevine.jpg]]<br />
<br />
'''The Archdemon relayed his orders'''<br />
<br />
'''His guards were all in line'''<br />
<br />
'''No one heard the subtle Vine'''<br />
<br />
'''Sneak up from behind'''<br />
<br />
<br />
The Order of the Vine emphasizes the importance of flankers. You will see the Order of the Vine in the corner of your eye right before they destroy their enemy's interior lines.<br />
<br />
<br />
Nomad of the Vine - Take out a key target during a local group battle<br />
<br />
Monk of the Vine - Engage in a Duel Detande with an opposing Candle during a series of local group battle<br />
<br />
Abbot of the Vine - Take out three key targets during a sanctioned battle<br />
<br />
Sage of the Vine - Win a National Assassin's Tournement<br />
<br />
<br />
<br />
==Order of the Reed==<br />
<br />
''The Pillars''<br />
<br />
<br />
[[Image:Treereed.jpg]]<br />
<br />
'''Again, the rabid soldiers forced against the line'''<br />
<br />
'''Again, they gave it all their foul hearts could muster'''<br />
<br />
'''Again, the elegant Reed stood effortlessly against the tide'''<br />
<br />
'''And grimly smiled as the wave washed back'''<br />
<br />
<br />
The Order of the Reed emphasizes the importance of the lineman. They are always in the front, backed by the Order of the Rowan, armed with shield and sword.<br />
<br />
<br />
Nomad of the Reed - Win the majority of a round of local unit battles while fighting in the line<br />
<br />
Monk of the Reed - Work with a Statue against another Pillar in a Duel Detande<br />
<br />
Abbot of the Reed - Win the majority of a round of sanctioned battles while fighting in the line<br />
<br />
Sage of the Reed - Win a Four-Man Tournement<br />
<br />
<br />
<br />
==Order of the Ivy==<br />
<br />
''The Casks''<br />
<br />
<br />
[[Image:Treeivy.jpg]]<br />
<br />
'''The invaders were inside the gates'''<br />
<br />
'''None of the sentries could run them down'''<br />
<br />
'''The crafty Ivy stepped aside'''<br />
<br />
'''And met them in the narrow house'''<br />
<br />
<br />
The Order of the Ivy emphasizes the importance of counter-flankers. They are nearly always in the van, watching the integrity of the line and preventing encircling movements.<br />
<br />
<br />
Nomad of the Ivy - Protect a key member of your team (such as a King) for several local group battles<br />
<br />
Monk of the Ivy - Find an Mantra partner and engage in a Duel Detande against an opposing pair. Your partner must live<br />
<br />
Abbot of the Ivy - Protect a key member of your team (such as a King) for several group battles at a National Event<br />
<br />
Sage of the Ivy - Win a round of unit battles at a National Event without your unit leader dying<br />
<br />
<br />
<br />
==Order of the Elder==<br />
<br />
''The Mantras''<br />
<br />
<br />
[[Image:Treeelder.jpg]]<br />
<br />
'''The battle had come to a standstill'''<br />
<br />
'''With neither side gaining ground'''<br />
<br />
'''Only the unassuming Elder'''<br />
<br />
'''Could save the day for the tribes of the Goddess'''<br />
<br />
<br />
The Order of the Elder emphasizes the importance of focus on extreme superiority. Theirs are the last minute decisive action that seals victory, the winning move.<br />
<br />
<br />
Nomad of the Elder - Score the winning point/kill in a local group battle (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Monk of the Elder - Find a Cask partner and engage in a Duel Detande against an opposing pair. You must succeed unscathed<br />
<br />
Abbot of the Elder - Score the winning point/kill in a group battle at a National Event (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Sage of the Elder - Win a Highlander Tournement at a National Event<br />
<br />
[[Catagory:Religion]]<br />
<br />
<br />
==Solar Degrees==<br />
<br />
Abbot Malark<br />
<br />
Monk Turkeyfeathers<br />
<br />
Monk Dyre<br />
<br />
Angys<br />
<br />
Todo<br />
<br />
Zuloo<br />
<br />
Tethian<br />
<br />
Mavryck<br />
<br />
Ashii<br />
<br />
Reich<br />
<br />
Naga<br />
<br />
Dickie<br />
<br />
Mutton<br />
<br />
Spark<br />
<br />
Thiadric Thumbs<br />
<br />
Hakan<br />
<br />
Sethra<br />
<br />
Iago<br />
<br />
Ketetsu<br />
<br />
Valas<br />
<br />
Grekk<br />
<br />
Sluj</div>Turkeyfeathershttps://geddon.org/The_Great_HuntThe Great Hunt2013-04-06T12:28:39Z<p>Turkeyfeathers: /* Initiation Rites, Trials, and Duties */</p>
<hr />
<div>[[Image:trolls.jpg]]<br />
<br />
The Great Hunt is a religious group and sporting club for monsters who 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. 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.<br />
<br />
<br />
"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."<br />
<br />
-Yaga [[Xoshawv]]<br />
<br />
<br />
==Indoctrination==<br />
<br />
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.<br />
<br />
<br />
==Merits==<br />
<br />
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 the High Huntsman is not at the given practice to witness and take note. Along with the pronunciation of victory, the Hunter must provide the names of those the Hunter killed/wounded, unless the feat was personally witnessed by the High Huntsman.<br />
<br />
<br />
The following awards are achieved in a single battle.<br />
<br />
'''Sniper'''<br />
<br />
The Sniper merit is awarded for kills with a ranged weapon (rock, thrown javelin, arrow)<br />
*Class I: 3 kills<br />
*Class II: 5 kills<br />
*Class III: 7 kills<br />
*Class IV: 10 kills<br />
*Class V: 11+ kills<br />
<br />
'''Brute'''<br />
<br />
The Brute merit is awarded for kills with a melee weapon<br />
*Class I: 3 kills<br />
*Class II: 5 kills<br />
*Class III: 7 kills<br />
*Class IV: 10 kills<br />
*Class V: 11+ kills<br />
<br />
'''Butcher'''<br />
<br />
The Butcher merit is awarded for the wounding of the opponent. They cannot be on the same opponent and they cannot lead to death.<br />
*Class I: 2 limbs<br />
*Class II: 4 limbs<br />
*Class III: 6 limbs<br />
*Class IV: 8 limbs<br />
*Class V: 9+ limbs<br />
<br />
'''Breaker'''<br />
<br />
The Breaker merit is awarded for the destruction of shields or armor with a red weapon<br />
*Class I: 2 breaks<br />
*Class II: 4 breaks<br />
*Class III: 6 breaks<br />
*Class IV: 8 breaks<br />
*Class V: 9+ breaks<br />
<br />
'''Sneak'''<br />
<br />
The Sneak merit is awarded for the fatal back-stabbing of the opponent. May only be done with a single blue or a dagger.<br />
*Class I: 2 back-stabs<br />
*Class II: 3 back-stabs<br />
*Class III: 5 back-stabs<br />
*Class IV: 7 back-stabs<br />
*Class V: 8+ back-stabs<br />
<br />
'''Fiend'''<br />
<br />
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.<br />
*Class I: (2-1) odds<br />
*Class II: (3-1) odds<br />
*Class III: (5-1) odds<br />
*Class IV: (7-1) odds<br />
*Class V: (8+-1) odds<br />
<br />
'''Berserker'''<br />
<br />
The Berserker merit is an award of great honour. It is given if the huntsman is wounded and manages to get kills.<br />
*Class I: 2 kills while wounded<br />
*Class II: 3 kills while wounded<br />
*Class III: 5 kills while wounded<br />
*Class IV: 7 kills while wounded<br />
*Class V: 8+ kills while wounded<br />
<br />
<br />
'''The titles of the classes:'''<br />
*Class I - Novice<br />
*Class II - Skilled<br />
*Class III - Master<br />
*Class IV - Wicked<br />
*Class V - Unstoppable<br />
<br />
<br />
==Members of the Legacy==<br />
'''Lord of the Hunt''':<br />
Yaga [[Malark]]<br />
<br />
*[[Stygia]]n Septek<br />
<br />
'''Huntsmaster:'''<br />
Yaga [[Malark]] <br />
<br />
'''High Huntsman:'''<br />
[[Turkeyfeathers]]<br />
<br />
'''Ferals:'''<br />
<br />
No Ranking Members<br />
<br />
'''Hunters:'''<br />
<br />
[[Malark]], F. M. W.<br />
<br />
Class III Brute,<br />
Class III Sniper,<br />
Class II Fiend <br />
<br />
[[Angys]], W. M. F.<br />
<br />
Class IV Brute,<br />
Class I Butcher<br />
<br />
'''Acolytes:'''<br />
<br />
[[Todo]]<br />
<br />
[[Turkeyfeathers]], M. W.<br />
<br />
[[Zuloo]], W.<br />
<br />
[[Tethian]]<br />
<br />
[[Everand]]<br />
<br />
[[Mavryck]]<br />
<br />
[[Ashii]]<br />
<br />
[[Reich]]<br />
<br />
[[Naga]]<br />
<br />
[[Dickie]]<br />
<br />
[[Mutton]]<br />
<br />
[[Spark]]<br />
<br />
[[Thiadric Thumbs]], W.<br />
<br />
[[Hakan]], M. W.<br />
<br />
[[Sethra]]<br />
<br />
[[Iago]]<br />
<br />
[[Ketetsu]]<br />
<br />
[[Valas]]<br />
<br />
[[Dyre]]<br />
<br />
[[Grekk]]<br />
<br />
*[[Aquilonia]]n Septek<br />
<br />
[[Sluj]]<br />
<br />
<br />
==Initiation Rites, Trials, and Duties==<br />
<br />
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.<br />
<br />
'''Outer Temple Initiation: Acolyte (Full Barrel)'''<br />
<br />
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. Acolytes may also enter one or more [[Sacred Orders of the Sun]] in order to advance their skill. <br />
<br />
<br />
<br />
'''Inner Temple Initiation: Hunter (A Series of Challenges)'''<br />
<br />
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. <br />
<br />
<br />
<br />
*Trial of Air:<br />
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.<br />
<br />
<br />
<br />
*Trial of Fire:<br />
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<br />
<br />
<br />
<br />
*Trial of Earth:<br />
The Acolyte chooses a shield of their choice and is armed with five rocks and a small blue or dagger optional. 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 may move at will but the Savants cannot move at above a brisk walk. The rocks possessed by the Acolyte act as a green/yellow weapon 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. Savants are not allowed to pick up rocks. If the Acolyte runs out of rocks, that attempt is over.<br />
<br />
<br />
<br />
*Trial of Water:<br />
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.<br />
<br />
<br />
<br />
*Trial of Wood:<br />
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.<br />
<br />
<br />
<br />
*Trial of Metal:<br />
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.<br />
<br />
<br />
<br />
'''Clergy Trial and Sva-dharma: High Huntsman'''<br />
<br />
<br />
Clergy Trial:<br />
<br />
The High Huntsman trial may be undertaken by anyone considered a member of the Hunt and is our method of determining the score keeper 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.<br />
<br />
<br />
<br />
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:<br />
<br />
+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. <br />
<br />
+1: For a win in which the fighter is limbed or takes damage to their armour, the fighter receives one point. <br />
<br />
0: For a defeat in which the fighter limbs their opponent before dying, the fighter neither receives or loses points.<br />
<br />
-1: For a defeat in which the fighter dies without damaging their opponent, the fighter loses one point.<br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
Sva-dharma of the High Huntsman:<br />
<br />
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.<br />
<br />
<br />
<br />
'''Clergy Trial and Sva-dharma: Huntsmaster'''<br />
<br />
<br />
<br />
Clergy Trial:<br />
<br />
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. To qualify for the position or Huntsmaster, a cultist must either be a full Hunter or Abbot (see [[Sacred Orders of the Sun]] ). However, you are expected to undergo a brutal beat-in and be creative in your position. <br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
Sva-dharma of the Huntsmaster:<br />
<br />
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.<br />
<br />
<br />
<br />
'''Inheritance and Sva-dharma: Lord of the Hunt'''<br />
<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
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.<br />
<br />
==Miasmic Visions==<br />
<br />
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 responsible:<br />
<br />
<br />
<br />
'''Enlightenment: Feral'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
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.<br />
<br />
To qualify for the Rite of the Feral, a Hunter must meet the following requirements:<br />
<br />
*Pass all six of the Inner Temple Initiations<br />
<br />
*Attain at least Class II in all merits<br />
<br />
*Attain Class III in at least two merits<br />
<br />
*Attain Class V in one merit<br />
<br />
*Hold a Clergy Position (High Huntsman, Huntsmaster, or Lord of the Hunt)<br />
<br />
*Spread the Word of the Feral by indoctrinating a cultist in another realm<br />
<br />
*Lead a group nature-based activity that includes a majority of the local cult (camping trip, hike, float trip, etc.)<br />
<br />
*Develope mastery of a relevant skill and teach a class on the subject<br />
<br />
*Become a Sage of one of the [[Sacred Orders of the Sun]]<br />
<br />
<br />
<br />
'''Special Assignments'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
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.<br />
<br />
The Special Assignments will always be issued in 4 elements following this format:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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).<br />
<br />
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.<br />
<br />
<br />
<br />
'''Sacred Orders of the Sun'''<br />
<br />
By Yaga [[Malark]]<br />
<br />
see [[Sacred Orders of the Sun]]<br />
<br />
[[Category:Religion]]</div>Turkeyfeathershttps://geddon.org/Sacred_Orders_of_the_SunSacred Orders of the Sun2013-04-05T21:11:33Z<p>Turkeyfeathers: /* Solar Degrees */</p>
<hr />
<div>[[Image:Tree1.jpg]]<br />
<br />
The Sacred Orders of the Sun are a monastic sect of [[The Great Hunt]] dedicated to the developement of proficiecy with a specific weapon style or tactical approach. As the initiated cultist moves up through the ranks, they are required to look outside of their realm to meet the requirements of advancement, entering into tournements at National Events like Chaos Wars for individual Orders (Oak, Ash, Elm, Willow, Birch, Holly, Hawthorn) and achieving victory in group-based Orders (Rowan, Alder, Hazel, Vine, Ivy, Reed, Elder). Each of the Orders has a tree symbolizing the energy and spirit of the style they seek to perfect. <br />
<br />
By gaining status in one or more of the Sacred Orders, the cultist can become clergy. To qualify to enter an Order, a prospective candidate must have already passed their Outer Temple Initiation and have become an Acolyte. Hunters are encouraged to participate in one or more Orders to further the perfection of their killing art. When a cultist advances, they report the event to the High Huntsman, who verifies the information with a second witness if needed. <br />
<br />
Past laurels only count IF the cultist was a member of [[The Great Hunt]] when they achieved the feat. You CANNOT skip ranks if the situation arises, though they may be achieved out of order chronologically. Your title will be the degree of your highest rank. So, if you achieve the degree of Abbot in one or several Orders, your title would be Abbot. <br />
<br />
Definitions:<br />
<br />
A Duel Detande (Monk tasks for the group-based orders) is an equal pairing of members of [[The Great Hunt]]. It is a series of five duels, of which one team must secure 4 of 5 victories to qualify for advancement.<br />
<br />
A Sanctioned Battle is a mixed-group battle at a National Event that involves 'banner' points. (e.g. Unit Battles or Theme Battles) <br />
<br />
<br />
"As the Trees show their blades in salute to the Sun, so we must too hone our edges, connecting the sacred to the profane of war as the wooden warriors connect the body of the earth to the spirit of the sky."<br />
<br />
- Yaga [[Xoshawv]]<br />
<br />
<br />
<br />
==Order of the Oak==<br />
<br />
''Devotees of the Long Point''<br />
<br />
<br />
[[Image:Treeoak.jpg]]<br />
<br />
'''Then the Oak, tall and proud'''<br />
<br />
'''Fixed the usurper with his long gaze'''<br />
<br />
'''And reaching with his wicked claws'''<br />
<br />
'''Pierced the foe in flesh and breast'''<br />
<br />
<br />
The Order of the Oak focuses on the spear, dagger, and stabbing aspect of the javelin. Their training concentrates on the quick thrust and explosive strikes.<br />
<br />
<br />
Nomad of the Oak - Use a green for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Oak - Defeat two members of your local realm proficient with a green<br />
<br />
Abbot of the Oak - Survive the 2nd round of a National Green Tournement<br />
<br />
Sage of the Oak - Win a National Green Tournement<br />
<br />
<br />
<br />
==Order of the Ash==<br />
<br />
''Zealots of the Drawn Sigh''<br />
<br />
<br />
[[Image:Treeash.jpg]]<br />
<br />
'''As the enemy came, stout of heart'''<br />
<br />
'''The whisper of death flew on the wind'''<br />
<br />
'''As the enemy fled, fleet of foot'''<br />
<br />
'''The breath of life released'''<br />
<br />
<br />
The Order of the Ash focuses primarily on archery and secondly on thrown missile weapons. Their training concentrates on precise aim and expert timing.<br />
<br />
<br />
Nomad of the Ash - Use a bow or thrown missle weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Ash - Defeat two members of your local realm proficient with a bow<br />
<br />
Abbot of the Ash - Survive the 1st round of a National Archery Tournement<br />
<br />
Sage of the Ash - Win a National Archery Tournement<br />
<br />
<br />
<br />
==Order of the Elm==<br />
<br />
''Fanatics of the Lasting Strike''<br />
<br />
<br />
[[Image:Treeelm.jpg]]<br />
<br />
'''The powerful Elm, full in its glory'''<br />
<br />
'''Drew the great blade across the horizon'''<br />
<br />
'''In the wake of the horrid edge'''<br />
<br />
'''The sky and all between were divided'''<br />
<br />
<br />
The Order of the Elm focuses on large, shield-breaking weapons. Their training concentrates on the conservation of motion and solid connection.<br />
<br />
<br />
Nomad of the Elm - Use a red weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Elm - Defeat two members of your local realm proficient with a red<br />
<br />
Abbot of the Elm - Survive the 2nd round of a National Red Tournement<br />
<br />
Sage of the Elm - Win a National Red Tournement<br />
<br />
<br />
<br />
==Order of the Holly==<br />
<br />
''Fools of the Rapid Motion''<br />
<br />
<br />
[[Image:Treeholly.jpg]]<br />
<br />
'''In a flurry of blows'''<br />
<br />
'''Staggering and felling the surrounding host'''<br />
<br />
'''The Holly struck in all directions'''<br />
<br />
'''And bled the villain dry'''<br />
<br />
<br />
The Order of the Holly focuses on the effective use of a weapon in each hand. Their training concentrates on coordinated strikes and minimalist blocking.<br />
<br />
<br />
Nomad of the Holly - Use two blues for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Holly - Defeat two members of your local realm proficient with florentine<br />
<br />
Abbot of the Holly - Survive the 2nd round of a National Florentine Tournement<br />
<br />
Sage of the Holly - Win a National Florentine Tournement<br />
<br />
<br />
<br />
==Order of the Birch==<br />
<br />
''Champions of the Steady Hold''<br />
<br />
<br />
[[Image:Treebirch.jpg]]<br />
<br />
'''The adversary pushed forward'''<br />
<br />
'''Surging across the land like a desperate frost'''<br />
<br />
'''The breaking point of the horde paramount in splendour'''<br />
<br />
'''The Birch and his shield, standing firm'''<br />
<br />
<br />
The Order of the Birch focuses on the combined effort of shield and weapon. Their training concentrates on a stalwart defense and surgical shot placement.<br />
<br />
<br />
Nomad of the Birch - Use a shield and single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Birch - Defeat two members of your local realm proficient with sword and blue<br />
<br />
Abbot of the Birch - Survive the 2nd round of a National Shield/Blue Tournement<br />
<br />
Sage of the Birch - Win a National Shield/Blue Tournement<br />
<br />
<br />
<br />
==Order of the Willow==<br />
<br />
''Mystics of the Falling Leaf''<br />
<br />
<br />
[[Image:Treewillow.jpg]]<br />
<br />
'''The Willow watched the fall of rain'''<br />
<br />
'''Glistening in the arched sunlight'''<br />
<br />
'''At the instant a drop struck the parched ground'''<br />
<br />
'''The Willow struck down the betrayer two thousand times'''<br />
<br />
<br />
The Order of the Willow focuses on the art of the single weapon. Their training concetrates on an aggressive offense and an impervious stance.<br />
<br />
<br />
Nomad of the Willow - Use a single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Willow - Defeat two members of your local realm proficient with single blue<br />
<br />
Abbot of the Willow - Survive the 2nd round of a National Single Blue Tournement<br />
<br />
Sage of the Willow - Win a National Single Blue Tournement<br />
<br />
<br />
<br />
==Order of the Hawthorn==<br />
<br />
''Partisans of the Open Palm''<br />
<br />
<br />
[[Image:Treehawthorn.jpg]]<br />
<br />
'''Agents of decay did swarm the hedges'''<br />
<br />
'''Circling the Hawthorn, with no weapons'''<br />
<br />
'''They did raise their axes to him'''<br />
<br />
'''And fell in their own assault'''<br />
<br />
<br />
The Order of the Hawthorn focuses on basic proficiency with all weapons. Their training concentrates on effective grappling and skillful disarming.<br />
<br />
<br />
Nomad of the Hawthorn - Take the field with no starting weapons for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Hawthorn - Disarm and kill a proficient fighter in your local realm<br />
<br />
Abbot of the Hawthorn - Disarm and kill a fighter on a National Field<br />
<br />
Sage of the Hawthorn - Disarm and kill a nationally renowned fighter on a National Field<br />
<br />
<br />
<br />
==Order of the Rowan==<br />
<br />
''The Statues''<br />
<br />
<br />
[[Image:Treerowan.jpg]]<br />
<br />
'''As the defiler threatened'''<br />
<br />
'''To collapse the Noble Legion'''<br />
<br />
'''The graceful Rowan wrought havoc'''<br />
<br />
'''While never being seen'''<br />
<br />
<br />
The Order of the Rowan emphasizes the importance of support tactics. Their Order can be found, with spears and bows and blades, behind the stalwart Pillars.<br />
<br />
<br />
Nomad of the Rowan - Work as a support fighter for most of a local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Rowan - Work as a support fighter with a Pillar in a Duel Detande <br />
<br />
Abbot of the Rowan - Work as a support fighter in a sanctioned battle and achieve victory<br />
<br />
Sage of the Rowan - Win a Ten-Man Tournement<br />
<br />
<br />
<br />
==Order of the Alder==<br />
<br />
''The Icons''<br />
<br />
<br />
[[Image:Treealder.jpg]]<br />
<br />
'''If confusion had been a thought'''<br />
<br />
'''Or if disorder had prevailed'''<br />
<br />
'''The Alder would have failed'''<br />
<br />
'''But the Alder did not fail'''<br />
<br />
<br />
The Order of the Alder emphasizes the importance of a strong decision-maker. The Order of the Alder is either leading from the front as an inspiration or strategizing in the van.<br />
<br />
<br />
Nomad of the Alder - Lead your side to victory in a group battle at a local practice<br />
<br />
Monk of the Alder - Assemble a small squad (3 to 4 fighters)an lead them to victory against another squad in a Duel Detande<br />
<br />
Abbot of the Alder - Lead a unit at a National Event<br />
<br />
Sage of the Alder - Lead a unit to victory at a National Event<br />
<br />
<br />
<br />
==Order of the Hazel==<br />
<br />
''The Confessors''<br />
<br />
<br />
[[Image:Treehazel.jpg]]<br />
<br />
'''As the first of the demons crested the hill'''<br />
<br />
'''They were met by the Hazel'''<br />
<br />
'''Screams were heard for leagues around'''<br />
<br />
'''And then the Hazel rose from its own ashes'''<br />
<br />
<br />
The Order of the Hazel emphasizes the importance of shock troops. They are often the first to draw blood and are many times amoung the dead and dying, their disruptive duty done.<br />
<br />
<br />
Nomad of the Hazel - Your team achieves victory while you are dead or wounded<br />
<br />
Monk of the Hazel - Win a Duel Detande against another Confessor; limbs don't count towards death<br />
<br />
Abbot of the Hazel - Your unit achieves victory at a National Event while you are dead<br />
<br />
Sage of the Hazel - Your unit achieves victory at a National Event while you are wounded in at least two limbs. The wounds cannot be intentional or self-inflicted<br />
<br />
<br />
<br />
==Order of the Vine==<br />
<br />
''The Candles''<br />
<br />
<br />
[[Image:Treevine.jpg]]<br />
<br />
'''The Archdemon relayed his orders'''<br />
<br />
'''His guards were all in line'''<br />
<br />
'''No one heard the subtle Vine'''<br />
<br />
'''Sneak up from behind'''<br />
<br />
<br />
The Order of the Vine emphasizes the importance of flankers. You will see the Order of the Vine in the corner of your eye right before they destroy their enemy's interior lines.<br />
<br />
<br />
Nomad of the Vine - Take out a key target during a local group battle<br />
<br />
Monk of the Vine - Engage in a Duel Detande with an opposing Candle during a series of local group battle<br />
<br />
Abbot of the Vine - Take out three key targets during a sanctioned battle<br />
<br />
Sage of the Vine - Win a National Assassin's Tournement<br />
<br />
<br />
<br />
==Order of the Reed==<br />
<br />
''The Pillars''<br />
<br />
<br />
[[Image:Treereed.jpg]]<br />
<br />
'''Again, the rabid soldiers forced against the line'''<br />
<br />
'''Again, they gave it all their foul hearts could muster'''<br />
<br />
'''Again, the elegant Reed stood effortlessly against the tide'''<br />
<br />
'''And grimly smiled as the wave washed back'''<br />
<br />
<br />
The Order of the Reed emphasizes the importance of the lineman. They are always in the front, backed by the Order of the Rowan, armed with shield and sword.<br />
<br />
<br />
Nomad of the Reed - Win the majority of a round of local unit battles while fighting in the line<br />
<br />
Monk of the Reed - Work with a Statue against another Pillar in a Duel Detande<br />
<br />
Abbot of the Reed - Win the majority of a round of sanctioned battles while fighting in the line<br />
<br />
Sage of the Reed - Win a Four-Man Tournement<br />
<br />
<br />
<br />
==Order of the Ivy==<br />
<br />
''The Casks''<br />
<br />
<br />
[[Image:Treeivy.jpg]]<br />
<br />
'''The invaders were inside the gates'''<br />
<br />
'''None of the sentries could run them down'''<br />
<br />
'''The crafty Ivy stepped aside'''<br />
<br />
'''And met them in the narrow house'''<br />
<br />
<br />
The Order of the Ivy emphasizes the importance of counter-flankers. They are nearly always in the van, watching the integrity of the line and preventing encircling movements.<br />
<br />
<br />
Nomad of the Ivy - Protect a key member of your team (such as a King) for several local group battles<br />
<br />
Monk of the Ivy - Find an Mantra partner and engage in a Duel Detande against an opposing pair. Your partner must live<br />
<br />
Abbot of the Ivy - Protect a key member of your team (such as a King) for several group battles at a National Event<br />
<br />
Sage of the Ivy - Win a round of unit battles at a National Event without your unit leader dying<br />
<br />
<br />
<br />
==Order of the Elder==<br />
<br />
''The Mantras''<br />
<br />
<br />
[[Image:Treeelder.jpg]]<br />
<br />
'''The battle had come to a standstill'''<br />
<br />
'''With neither side gaining ground'''<br />
<br />
'''Only the unassuming Elder'''<br />
<br />
'''Could save the day for the tribes of the Goddess'''<br />
<br />
<br />
The Order of the Elder emphasizes the importance of focus on extreme superiority. Theirs are the last minute decisive action that seals victory, the winning move.<br />
<br />
<br />
Nomad of the Elder - Score the winning point/kill in a local group battle (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Monk of the Elder - Find a Cask partner and engage in a Duel Detande against an opposing pair. You must succeed unscathed<br />
<br />
Abbot of the Elder - Score the winning point/kill in a group battle at a National Event (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Sage of the Elder - Win a Highlander Tournement at a National Event<br />
<br />
[[Catagory:Religion]]<br />
<br />
<br />
==Solar Degrees==<br />
<br />
Abbot Malark<br />
<br />
Monk Turkeyfeathers<br />
<br />
Angys<br />
<br />
Todo<br />
<br />
Zuloo<br />
<br />
Tethian<br />
<br />
Mavryck<br />
<br />
Ashii<br />
<br />
Reich<br />
<br />
Naga<br />
<br />
Dickie<br />
<br />
Mutton<br />
<br />
Spark<br />
<br />
Thiadric Thumbs<br />
<br />
Hakan<br />
<br />
Sethra<br />
<br />
Iago<br />
<br />
Ketetsu<br />
<br />
Valas<br />
<br />
Dyre<br />
<br />
Grekk<br />
<br />
Sluj</div>Turkeyfeathershttps://geddon.org/Sacred_Orders_of_the_SunSacred Orders of the Sun2013-04-05T19:32:58Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Image:Tree1.jpg]]<br />
<br />
The Sacred Orders of the Sun are a monastic sect of [[The Great Hunt]] dedicated to the developement of proficiecy with a specific weapon style or tactical approach. As the initiated cultist moves up through the ranks, they are required to look outside of their realm to meet the requirements of advancement, entering into tournements at National Events like Chaos Wars for individual Orders (Oak, Ash, Elm, Willow, Birch, Holly, Hawthorn) and achieving victory in group-based Orders (Rowan, Alder, Hazel, Vine, Ivy, Reed, Elder). Each of the Orders has a tree symbolizing the energy and spirit of the style they seek to perfect. <br />
<br />
By gaining status in one or more of the Sacred Orders, the cultist can become clergy. To qualify to enter an Order, a prospective candidate must have already passed their Outer Temple Initiation and have become an Acolyte. Hunters are encouraged to participate in one or more Orders to further the perfection of their killing art. When a cultist advances, they report the event to the High Huntsman, who verifies the information with a second witness if needed. <br />
<br />
Past laurels only count IF the cultist was a member of [[The Great Hunt]] when they achieved the feat. You CANNOT skip ranks if the situation arises, though they may be achieved out of order chronologically. Your title will be the degree of your highest rank. So, if you achieve the degree of Abbot in one or several Orders, your title would be Abbot. <br />
<br />
Definitions:<br />
<br />
A Duel Detande (Monk tasks for the group-based orders) is an equal pairing of members of [[The Great Hunt]]. It is a series of five duels, of which one team must secure 4 of 5 victories to qualify for advancement.<br />
<br />
A Sanctioned Battle is a mixed-group battle at a National Event that involves 'banner' points. (e.g. Unit Battles or Theme Battles) <br />
<br />
<br />
"As the Trees show their blades in salute to the Sun, so we must too hone our edges, connecting the sacred to the profane of war as the wooden warriors connect the body of the earth to the spirit of the sky."<br />
<br />
- Yaga [[Xoshawv]]<br />
<br />
<br />
<br />
==Order of the Oak==<br />
<br />
''Devotees of the Long Point''<br />
<br />
<br />
[[Image:Treeoak.jpg]]<br />
<br />
'''Then the Oak, tall and proud'''<br />
<br />
'''Fixed the usurper with his long gaze'''<br />
<br />
'''And reaching with his wicked claws'''<br />
<br />
'''Pierced the foe in flesh and breast'''<br />
<br />
<br />
The Order of the Oak focuses on the spear, dagger, and stabbing aspect of the javelin. Their training concentrates on the quick thrust and explosive strikes.<br />
<br />
<br />
Nomad of the Oak - Use a green for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Oak - Defeat two members of your local realm proficient with a green<br />
<br />
Abbot of the Oak - Survive the 2nd round of a National Green Tournement<br />
<br />
Sage of the Oak - Win a National Green Tournement<br />
<br />
<br />
<br />
==Order of the Ash==<br />
<br />
''Zealots of the Drawn Sigh''<br />
<br />
<br />
[[Image:Treeash.jpg]]<br />
<br />
'''As the enemy came, stout of heart'''<br />
<br />
'''The whisper of death flew on the wind'''<br />
<br />
'''As the enemy fled, fleet of foot'''<br />
<br />
'''The breath of life released'''<br />
<br />
<br />
The Order of the Ash focuses primarily on archery and secondly on thrown missile weapons. Their training concentrates on precise aim and expert timing.<br />
<br />
Nomad of the Ash - Use a bow or thrown missle weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Ash - Defeat two members of your local realm proficient with a bow<br />
<br />
Abbot of the Ash - Survive the 1st round of a National Archery Tournement<br />
<br />
Sage of the Ash - Win a National Archery Tournement<br />
<br />
<br />
<br />
==Order of the Elm==<br />
<br />
''Fanatics of the Lasting Strike''<br />
<br />
<br />
[[Image:Treeelm.jpg]]<br />
<br />
'''The powerful Elm, full in its glory'''<br />
<br />
'''Drew the great blade across the horizon'''<br />
<br />
'''In the wake of the horrid edge'''<br />
<br />
'''The sky and all between were divided'''<br />
<br />
<br />
The Order of the Elm focuses on large, shield-breaking weapons. Their training concentrates on the conservation of motion and solid connection.<br />
<br />
<br />
Nomad of the Elm - Use a red weapon for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Elm - Defeat two members of your local realm proficient with a red<br />
<br />
Abbot of the Elm - Survive the 2nd round of a National Red Tournement<br />
<br />
Sage of the Elm - Win a National Red Tournement<br />
<br />
<br />
<br />
==Order of the Holly==<br />
<br />
''Fools of the Rapid Motion''<br />
<br />
<br />
[[Image:Treeholly.jpg]]<br />
<br />
'''In a flurry of blows'''<br />
<br />
'''Staggering and felling the surrounding host'''<br />
<br />
'''The Holly struck in all directions'''<br />
<br />
'''And bled the villain dry'''<br />
<br />
<br />
The Order of the Holly focuses on the effective use of a weapon in each hand. Their training concentrates on coordinated strikes and minimalist blocking.<br />
<br />
<br />
Nomad of the Holly - Use two blues for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Holly - Defeat two members of your local realm proficient with florentine<br />
<br />
Abbot of the Holly - Survive the 2nd round of a National Florentine Tournement<br />
<br />
Sage of the Holly - Win a National Florentine Tournement<br />
<br />
<br />
<br />
==Order of the Birch==<br />
<br />
''Champions of the Steady Hold''<br />
<br />
<br />
[[Image:Treebirch.jpg]]<br />
<br />
'''The adversary pushed forward'''<br />
<br />
'''Surging across the land like a desperate frost'''<br />
<br />
'''The breaking point of the horde paramount in splendour'''<br />
<br />
'''The Birch and his shield, standing firm'''<br />
<br />
<br />
The Order of the Birch focuses on the combined effort of shield and weapon. Their training concentrates on a stalwart defense and surgical shot placement.<br />
<br />
<br />
Nomad of the Birch - Use a shield and single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Birch - Defeat two members of your local realm proficient with sword and blue<br />
<br />
Abbot of the Birch - Survive the 2nd round of a National Shield/Blue Tournement<br />
<br />
Sage of the Birch - Win a National Shield/Blue Tournement<br />
<br />
<br />
<br />
==Order of the Willow==<br />
<br />
''Mystics of the Falling Leaf''<br />
<br />
<br />
[[Image:Treewillow.jpg]]<br />
<br />
'''The Willow watched the fall of rain'''<br />
<br />
'''Glistening in the arched sunlight'''<br />
<br />
'''At the instant a drop struck the parched ground'''<br />
<br />
'''The Willow struck down the betrayer two thousand times'''<br />
<br />
<br />
The Order of the Willow focuses on the art of the single weapon. Their training concetrates on an aggressive offense and an impervious stance.<br />
<br />
<br />
Nomad of the Willow - Use a single blue for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Willow - Defeat two members of your local realm proficient with single blue<br />
<br />
Abbot of the Willow - Survive the 2nd round of a National Single Blue Tournement<br />
<br />
Sage of the Willow - Win a National Single Blue Tournement<br />
<br />
<br />
<br />
==Order of the Hawthorn==<br />
<br />
''Partisans of the Open Palm''<br />
<br />
<br />
[[Image:Treehawthorn.jpg]]<br />
<br />
'''Agents of decay did swarm the hedges'''<br />
<br />
'''Circling the Hawthorn, with no weapons'''<br />
<br />
'''They did raise their axes to him'''<br />
<br />
'''And fell in their own assault'''<br />
<br />
<br />
The Order of the Hawthorn focuses on basic proficiency with all weapons. Their training concentrates on effective grappling and skillful disarming.<br />
<br />
<br />
Nomad of the Hawthorn - Take the field with no starting weapons for a full local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Hawthorn - Disarm and kill a proficient fighter in your local realm<br />
<br />
Abbot of the Hawthorn - Disarm and kill a fighter on a National Field<br />
<br />
Sage of the Hawthorn - Disarm and kill a nationally renowned fighter on a National Field<br />
<br />
<br />
<br />
==Order of the Rowan==<br />
<br />
''The Statues''<br />
<br />
<br />
[[Image:Treerowan.jpg]]<br />
<br />
'''As the defiler threatened'''<br />
<br />
'''To collapse the Noble Legion'''<br />
<br />
'''The graceful Rowan wrought havoc'''<br />
<br />
'''While never being seen'''<br />
<br />
<br />
The Order of the Rowan emphasizes the importance of support tactics. Their Order can be found, with spears and bows and blades, behind the stalwart Pillars.<br />
<br />
<br />
Nomad of the Rowan - Work as a support fighter for most of a local practice (roughly 2 - 3 hours)<br />
<br />
Monk of the Rowan - Work as a support fighter with a Pillar in a Duel Detande <br />
<br />
Abbot of the Rowan - Work as a support fighter in a sanctioned battle and achieve victory<br />
<br />
Sage of the Rowan - Win a Ten-Man Tournement<br />
<br />
<br />
<br />
==Order of the Alder==<br />
<br />
''The Icons''<br />
<br />
<br />
[[Image:Treealder.jpg]]<br />
<br />
'''If confusion had been a thought'''<br />
<br />
'''Or if disorder had prevailed'''<br />
<br />
'''The Alder would have failed'''<br />
<br />
'''But the Alder did not fail'''<br />
<br />
<br />
The Order of the Alder emphasizes the importance of a strong decision-maker. The Order of the Alder is either leading from the front as an inspiration or strategizing in the van.<br />
<br />
<br />
Nomad of the Alder - Lead your side to victory in a group battle at a local practice<br />
<br />
Monk of the Alder - Assemble a small squad (3 to 4 fighters)an lead them to victory against another squad in a Duel Detande<br />
<br />
Abbot of the Alder - Lead a unit at a National Event<br />
<br />
Sage of the Alder - Lead a unit to victory at a National Event<br />
<br />
<br />
<br />
==Order of the Hazel==<br />
<br />
''The Confessors''<br />
<br />
<br />
[[Image:Treehazel.jpg]]<br />
<br />
'''As the first of the demons crested the hill'''<br />
<br />
'''They were met by the Hazel'''<br />
<br />
'''Screams were heard for leagues around'''<br />
<br />
'''And then the Hazel rose from its own ashes'''<br />
<br />
<br />
The Order of the Hazel emphasizes the importance of shock troops. They are often the first to draw blood and are many times amoung the dead and dying, their disruptive duty done.<br />
<br />
<br />
Nomad of the Hazel - Your team achieves victory while you are dead or wounded<br />
<br />
Monk of the Hazel - Win a Duel Detande against another Confessor; limbs don't count towards death<br />
<br />
Abbot of the Hazel - Your unit achieves victory at a National Event while you are dead<br />
<br />
Sage of the Hazel - Your unit achieves victory at a National Event while you are wounded in at least two limbs. The wounds cannot be intentional or self-inflicted<br />
<br />
<br />
<br />
==Order of the Vine==<br />
<br />
''The Candles''<br />
<br />
<br />
[[Image:Treevine.jpg]]<br />
<br />
'''The Archdemon relayed his orders'''<br />
<br />
'''His guards were all in line'''<br />
<br />
'''No one heard the subtle Vine'''<br />
<br />
'''Sneak up from behind'''<br />
<br />
<br />
The Order of the Vine emphasizes the importance of flankers. You will see the Order of the Vine in the corner of your eye right before they destroy their enemy's interior lines.<br />
<br />
<br />
Nomad of the Vine - Take out a key target during a local group battle<br />
<br />
Monk of the Vine - Engage in a Duel Detande with an opposing Candle during a series of local group battle<br />
<br />
Abbot of the Vine - Take out three key targets during a sanctioned battle<br />
<br />
Sage of the Vine - Win a National Assassin's Tournement<br />
<br />
<br />
<br />
==Order of the Reed==<br />
<br />
''The Pillars''<br />
<br />
<br />
[[Image:Treereed.jpg]]<br />
<br />
'''Again, the rabid soldiers forced against the line'''<br />
<br />
'''Again, they gave it all their foul hearts could muster'''<br />
<br />
'''Again, the elegant Reed stood effortlessly against the tide'''<br />
<br />
'''And grimly smiled as the wave washed back'''<br />
<br />
<br />
The Order of the Reed emphasizes the importance of the lineman. They are always in the front, backed by the Order of the Rowan, armed with shield and sword.<br />
<br />
<br />
Nomad of the Reed - Win the majority of a round of local unit battles while fighting in the line<br />
<br />
Monk of the Reed - Work with a Statue against another Pillar in a Duel Detande<br />
<br />
Abbot of the Reed - Win the majority of a round of sanctioned battles while fighting in the line<br />
<br />
Sage of the Reed - Win a Four-Man Tournement<br />
<br />
<br />
<br />
==Order of the Ivy==<br />
<br />
''The Casks''<br />
<br />
<br />
[[Image:Treeivy.jpg]]<br />
<br />
'''The invaders were inside the gates'''<br />
<br />
'''None of the sentries could run them down'''<br />
<br />
'''The crafty Ivy stepped aside'''<br />
<br />
'''And met them in the narrow house'''<br />
<br />
<br />
The Order of the Ivy emphasizes the importance of counter-flankers. They are nearly always in the van, watching the integrity of the line and preventing encircling movements.<br />
<br />
<br />
Nomad of the Ivy - Protect a key member of your team (such as a King) for several local group battles<br />
<br />
Monk of the Ivy - Find an Mantra partner and engage in a Duel Detande against an opposing pair. Your partner must live<br />
<br />
Abbot of the Ivy - Protect a key member of your team (such as a King) for several group battles at a National Event<br />
<br />
Sage of the Ivy - Win a round of unit battles at a National Event without your unit leader dying<br />
<br />
<br />
<br />
==Order of the Elder==<br />
<br />
''The Mantras''<br />
<br />
<br />
[[Image:Treeelder.jpg]]<br />
<br />
'''The battle had come to a standstill'''<br />
<br />
'''With neither side gaining ground'''<br />
<br />
'''Only the unassuming Elder'''<br />
<br />
'''Could save the day for the tribes of the Goddess'''<br />
<br />
<br />
The Order of the Elder emphasizes the importance of focus on extreme superiority. Theirs are the last minute decisive action that seals victory, the winning move.<br />
<br />
<br />
Nomad of the Elder - Score the winning point/kill in a local group battle (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Monk of the Elder - Find a Cask partner and engage in a Duel Detande against an opposing pair. You must succeed unscathed<br />
<br />
Abbot of the Elder - Score the winning point/kill in a group battle at a National Event (e.g. Kill the King, Ring the Bell). You must succeed unscathed<br />
<br />
Sage of the Elder - Win a Highlander Tournement at a National Event<br />
<br />
[[Catagory:Religion]]<br />
<br />
<br />
==Sacred Orders Of The Sun Rank==<br />
<br />
Malark-<br />
<br />
Turkeyfeathers-<br />
<br />
Angys-<br />
<br />
Todo-<br />
<br />
Zuloo-<br />
<br />
Tethian-<br />
<br />
Mavryck-<br />
<br />
Ashii-<br />
<br />
Reich-<br />
<br />
Naga-<br />
<br />
Dickie-<br />
<br />
Mutton-<br />
<br />
Spark-<br />
<br />
Thiadric Thumbs-<br />
<br />
Hakan-<br />
<br />
Sethra-<br />
<br />
Iago-<br />
<br />
Ketetsu-<br />
<br />
Valas-<br />
<br />
Dyre-<br />
<br />
Grekk-<br />
<br />
Sluj-</div>Turkeyfeathershttps://geddon.org/Forest_TrollForest Troll2012-06-11T17:50:06Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Races]]<br />
[[image:ForestTroll2.jpg|thumb|right|Common Forest Troll]]<br />
[[image:foresttroll.jpg|thumb|right|Forest Troll]]<br />
<br />
== General ==<br />
Forest Trolls are the oldest of all Troll races. They are called "Forest" Trolls because that is where their main territories lie. Darker skinned varieties inhabit swamps, while lighter skinned sub-races hunt on the savannah The Ancient Forest Troll culture has remained largely unchanged by the passing of time, tradition being a pivotal part of their religious and political lives. Like the native tribes of humans today, Forest trolls use exotic face and body paint to make them fearless and they call upon their ancestors to give them strength in battle. It is Forest Troll tradition that when a warrior comes of age, religious and personal symbols are tattooed like insignia as a way of displaying their standing in Troll society and their readiness for war. Unlike their [[Mountain Troll]] and [[Hat Troll]] cousins, they weren't born from [[Marjack]] and have no fear or weakness to the sun. Forest Trolls only show themselves to the world outside of their forests and clans when they are on personal crusades for glory on the battlefield or on spiritual quests. These savage creatures have been known to scalp their foes and eat the dead flesh of the slain to gain their strength and prevent the enemy's souls from passing into the afterlife. Forest trolls often offer there skills in war to passing monster armies for a chance to prove there ferocity in battle and display their finesse with their blades.<br />
<br />
== History ==<br />
Long before the rise and fall of the kingdoms of [[Human|men]], [[Troll]]s had forged a large empire built by powerful clans. The numerous small troll clans agreed to stop fighting one another for they grew tired of eating simply to survive. There was far sweeter meat in the world and a chance for glory... a prized commodity. The troll Tribes descended from the north butchering and eating the pink inhabitors of the land. After centuries of raiding, tyranny, and war making, an alliance of [[elves]] and humans formed in secret. They ambushed a ritual gathering of unarmed elders, killing many of the clan leaders at the Massacre of the Great Oak. Without the wisdom of their elders, the younger troll warlords filled the power vacuum with conflict and excessive violence on both other clans and racial enemies. The Troll empire did not recover from this blow, and the trolls never united as one nation again. The large clans fought one another for control of the empire and the trolls descended into a barbaric age. Yet they survived, each new generation nurturing their hatred for blood-enemies in the world and honing their abilities in the dark forests of the north for thousands of years. They became a society of hunters, and their lust for power was replaced by lust for glory.<br />
<br />
== Forest Trolls Today ==<br />
Most Forest Trolls tend to come from secluded and heavily wooded regions. Thier physique varies with their environments and altitude, the largest of their kind hailing from alpine regions. They are taught war from a young age and learn to fight with simple weapons (clubs, rocks, etc.), moving on to learn other styles with impressive inginuity. They tend to have an artistic ability with tribal art and enchant prominent members of the clan with tattoos. Their equipment is also usually infused with the diabolic power of their holymen. Their tight-knit clans are ruled jointly by the most powerful warrior known as the and the religious leader known as the [[Witch Doctor]].<br />
<br />
== Forest Troll Society ==<br />
<br />
Troll King: Generally the tallest troll (denoting Divine ordination) with the most layers of garb (denoting nobility) with the greatest fighting finesse in a given tribe. Although a high position of authority, the Troll King generally does not wield their power unless defending traditions and customs of the tribe, rebuking a challenger, or in times of war against other tribes or outsiders.<br />
<br />
[[Witch Doctor]]: A shaman initiated amoung a long line of secret teachings, the Witch Doctor takes on whatever role their tribes need. Chosen at birth by an auspicious sign, this rural priest can be a healer or a hexer, a wise-man who weaves wards or a battle-priest screaming prayers to their [[Dread Gods]] amist the sounds of war. They are addressed under the honorary title of "[[Yaga]]".<br />
<br />
Ikignai: All trolls, male and female, are trained in the arts of war and hunting from a young age. Every member of the tribe, or Ikignai as they call themselves, is expected to be able to mix a salve, set-up camp, meditate on their [[Sva-dharma]], and (most importantly) to kill.<br />
<br />
[[Shal'a'quey]]: A specialist in single combat, skirmish tactics, and tracking; the Shal'a'quey is an annointed holy warrior for the tribe. While most of the warriors are expected to defend the territory and go on occasional raids in an [[Olag-Hai]], the Shal'a'quey is always on the trail of a potential threat. A tribe may have more than one or none, depending on their needs. This warrior is often trained specifically to engage lycanthropes and the undead.<br />
<br />
== Relation to other Trolls ==<br />
They were not born from Marjack and don't tend to associate with the other Trolls. They were born from the tortured hearts of trees, like fungal tumors that gained consciousness and evolved rapidly due to heinous. They aren't really known by the majority of other Troll races, thus many don't have an opinion of like or dislike.<br />
<br />
== Relation to other races ==<br />
<br />
Forest Trolls get along well with other monster races more than they generally do with members of other Forest Troll tribes. Their versatile combat and survival skills make them handy guides and hired hands, though most in urban areas make their living doing mercenary work. Although stern themselves, they find the antics of [[kobolds]] quite amusing and enjoy fighting alongside [[orcs]] for the sport.<br />
<br />
The [[Human]] can expect disgust at best from Forest trolls. The acts of barbarism from both races makes them uneasy around one another, and both maintain cautious distance if forced to interact. Trolls look down on humans for their short-lives and impatience; humans regard trolls as brutes.<br />
<br />
The [[Dwarf]] Kingdoms and Forest Trolls have no history of conflict, save the entangling alliances of their allies and comrades. They generally keep to their own lands and occasionally trade goods if the regional politics are loose.<br />
<br />
No one knows who struck first, but for as long as history tells forest Trolls have had an extreme distaste for [[Elves]] of all kinds. They often come into conflict over hunting grounds and territorial expansion, sharing the same regional origins. Any given Forest Troll can be expected to hunt down elves with an unnerving determination, often enduring many wounds in order to kill even just one of their hated blood foes.<br />
<br />
Most "civilized" races have a general disdain for Forest Trolls for their vicious tactics and willing consumption of their enemies' flesh, an act they believe gives them more power.<br />
<br />
== Known Forest Trolls ==<br />
<br />
[[Malark]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Sethra]]</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2012-03-26T03:17:20Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Lake Troll]](Though he thinks he's a forest troll)<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:59:54Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:59:34Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:59:16Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:58:11Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him <br />
that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:57:37Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
----<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:57:13Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:56:46Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
----<br />
<br />
==Background==<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:54:50Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV<br />
<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[HIGH COUNCIL]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]]. He is also a member of the sub-unit formed by [[Malark]] known as the [[Olag-Hai]], which is a troll only sub-unit. He is also a member of the [[Howl Runners]], which are the elite fighters of the [[DGMA]].</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:49:19Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadric Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]] [[High Council]], along with [[Thiadric Thumbs]], [[Oroku Norinaga]], and [[Malark]].<br />
<br />
Events Attended: Chaos Wars XV</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:48:16Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Turkeyfeathers is a troll who has occasional bouts of amnesia, the most recent of which wiped his memory of his life up to that point. He met [[Thiadrick Thumbs]], who simply informed him that he worked for the newly formed [[DGMA]](Dread Gate Mercenary Alliance), and was givent the position of second in command. He is now a member of the [[DGMA]][[High Council]], along with [[Thiadrick Thumbs]], [[Oroku Norinaga]], and [[Malark]].<br />
<br />
Events Attended: Chaos Wars XV</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:34:09Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, [[Howl Runner]])<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-17T17:33:29Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]] (Sergent at arms, Howl Runner)<br />
<br />
Sub-Unit: [[Olag-Hai]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-10-09T17:32:30Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:Turkeymain.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]]<br />
<br />
Houses: Grey Wolf with House [[Mountain Mercenaries]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] Worship, Acolyte of [[The Great Hunt]]<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: Florentine, Sword and Board, Archery<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: Chaos Wars XV</div>Turkeyfeathershttps://geddon.org/TurkeyfeathersTurkeyfeathers2011-08-29T09:13:11Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:61102060089_507885088_14297633_1557401_n.jpg]]<br />
<br />
<br />
<br />
Full Name: Turkeyfeathers<br />
<br />
Unit: [[DGMA]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] worship<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Forest Troll]]<br />
<br />
Fighting Styles: whatever he feels like at the time<br />
<br />
Real Name: Alex Wickham<br />
<br />
Events Attended: CWIV</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-07-11T21:19:16Z<p>Turkeyfeathers: /* Members */</p>
<hr />
<div>[[Category:Units]]<br />
[[File:206674 1994891078483 1429620534 32317786 702181 n.jpg]]<br />
<br />
LtR [[Thiadric Thumbs]], [[Oroku Norinaga]], [[Turkeyfeathers]]<br />
<br />
[[Angys]], [[Tethian]], [[Sethra]], [[Spark]]<br />
<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
<br />
MEMBERS-<br />
<br />
[[HIGH COUNCIL]]-<br />
<br />
Mercenary King [[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
Grand Vizier [[Oroku Norinaga]]- Foxtaur<br />
<br />
Sergent at Arms [[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
[[Naga]]<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/The_Great_HuntThe Great Hunt2011-06-14T03:21:51Z<p>Turkeyfeathers: /* Members of the Legacy */</p>
<hr />
<div>[[Image:trolls.jpg]]<br />
<br />
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.<br />
<br />
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.<br />
<br />
"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."<br />
<br />
#note: Class 5 can be awarded multiple times<br />
##note: Fiend and Berserker do not have to be declared<br />
<br />
The following awards are achieved in a single battle.<br />
<br />
==Sniper==<br />
The Sniper merit is awarded for kills with a ranged weapon (rock, thrown javelin, arrow)<br />
*Class 1: 3 kills<br />
*Class 2: 5 kills<br />
*Class 3: 7 kills<br />
*Class 4: 10 kills<br />
*Class 5: 11+ kills<br />
<br />
==Brute==<br />
The Brute merit is awarded for kills with a melee weapon<br />
*Class 1: 3 kills<br />
*Class 2: 5 kills<br />
*Class 3: 7 kills<br />
*Class 4: 10 kills<br />
*Class 5: 11+ kills<br />
<br />
==Butcher==<br />
The Butcher merit is awarded for the wounding of the opponent. They cannot be on the same opponent and they cannot lead to death.<br />
*Class 1: 2 limbs<br />
*Class 2: 4 limbs<br />
*Class 3: 6 limbs<br />
*Class 4: 8 limbs<br />
*Class 5: 9+ limbs<br />
<br />
==Breaker==<br />
The Breaker merit is awarded for the destruction of shields or armor with a red weapon<br />
*Class 1: 2 breaks<br />
*Class 2: 4 breaks<br />
*Class 3: 6 breaks<br />
*Class 4: 8 breaks<br />
*Class 5: 9+ breaks<br />
<br />
==Sneak==<br />
The Sneak merit is awarded for the fatal back-stabbing of the opponent. May only be done with a single blue.<br />
*Class 1: 2 back-stabs<br />
*Class 2: 3 back-stabs<br />
*Class 3: 5 back-stabs<br />
*Class 4: 7 back-stabs<br />
*Class 5: 8+ back-stabs<br />
<br />
==Fiend==<br />
**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.<br />
*Class 1: (2-1) odds<br />
*Class 2: (3-1) odds<br />
*Class 3: (5-1) odds<br />
*Class 4: (7-1) odds<br />
*Class 5: (8+-1) odds<br />
<br />
==Berserker==<br />
**The Berserker merit is an award of great honour. It is given if the huntsman is wounded and manages to get kills.<br />
*Class 1: 2 kills while wounded<br />
*Class 2: 3 kills while wounded<br />
*Class 3: 5 kills while wounded<br />
*Class 4: 7 kills while wounded<br />
*Class 5: 8+ kills while wounded<br />
<br />
<br />
<br />
==The titles of the classes:==<br />
*Class 1 - Novice<br />
*Class 2 - Skilled<br />
*Class 3 - Master<br />
*Class 4 - Wicked<br />
*Class 5 - Unstoppable<br />
<br />
<br />
==Members of the Legacy==<br />
*[[Malark]]<br />
*[[Divit]]<br />
*[[Juniper Wynd]]<br />
*[[Mutton]]<br />
*[[Fem Power]]<br />
*[[Todo]]<br />
*[[Soo Ma Tai]]<br />
*[[Valas Hune]]<br />
*[[Turkeyfeathers]]<br />
*[[Angys]]<br />
[[Category:Religion]]</div>Turkeyfeathershttps://geddon.org/FengFeng2011-05-29T18:37:35Z<p>Turkeyfeathers: Created page with "Category:People Full Name: Feng Unit: DGMA Tribe: Religion: Realms: Stygia Fighting Since: Race: Fighting Styles: Real Name: Tyler Prouty Events Att..."</p>
<hr />
<div>[[Category:People]]<br />
<br />
<br />
<br />
<br />
Full Name: Feng<br />
<br />
Unit: [[DGMA]]<br />
<br />
Tribe: <br />
<br />
Religion: <br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: <br />
<br />
Race: <br />
<br />
Fighting Styles: <br />
<br />
Real Name: Tyler Prouty<br />
<br />
Events Attended:</div>Turkeyfeathershttps://geddon.org/HIGH_COUNCILHIGH COUNCIL2011-05-28T05:26:45Z<p>Turkeyfeathers: </p>
<hr />
<div>'''DGMA High Council'''<br />
<br />
<br />
[[File:216877 1994890318464 1429620534 32317783 8321794 n.jpg]]<br />
<br />
<br />
<br />
Mercenary King: [[Thiadric Thumbs]]<br />
<br />
Grand Vizier: [[Oroku Norinaga]]<br />
<br />
Sergent at Arms & Treasurer: [[Turkeyfeathers]]</div>Turkeyfeathershttps://geddon.org/HIGH_COUNCILHIGH COUNCIL2011-05-28T05:24:51Z<p>Turkeyfeathers: </p>
<hr />
<div>'''DGMA High Council'''<br />
<br />
<br />
[[File:216877 1994890318464 1429620534 32317783 8321794 n.jpg]]</div>Turkeyfeathershttps://geddon.org/HIGH_COUNCILHIGH COUNCIL2011-05-28T05:24:27Z<p>Turkeyfeathers: Created page with ""DGMA High Council" File:216877 1994890318464 1429620534 32317783 8321794 n.jpg"</p>
<hr />
<div>"DGMA High Council"<br />
[[File:216877 1994890318464 1429620534 32317783 8321794 n.jpg]]</div>Turkeyfeathershttps://geddon.org/File:216877_1994890318464_1429620534_32317783_8321794_n.jpgFile:216877 1994890318464 1429620534 32317783 8321794 n.jpg2011-05-28T05:23:05Z<p>Turkeyfeathers: </p>
<hr />
<div></div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:22:41Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
[[File:206674 1994891078483 1429620534 32317786 702181 n.jpg]]<br />
<br />
<br />
<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
[[HIGH COUNCIL]]-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:22:09Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
[[File:206674 1994891078483 1429620534 32317786 702181 n.jpg]]<br />
<br />
<br />
<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:21:31Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
[[File:206674 1994891078483 1429620534 32317786 702181 n.jpg]]<br />
<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:21:14Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
[[File:"206674 1994891078483 1429620534 32317786 702181 n.jpg"]]<br />
<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:20:28Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
[[206674 1994891078483 1429620534 32317786 702181 n.jpg]]<br />
<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:18:57Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
[["206674_1994891078483_1429620534_32317786_702181_n.jpg"]]<br />
<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:18:38Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
[[206674_1994891078483_1429620534_32317786_702181_n.jpg]]<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/File:206674_1994891078483_1429620534_32317786_702181_n.jpgFile:206674 1994891078483 1429620534 32317786 702181 n.jpg2011-05-28T05:18:01Z<p>Turkeyfeathers: </p>
<hr />
<div></div>Turkeyfeathershttps://geddon.org/Thiadric_ThumbsThiadric Thumbs2011-05-28T05:16:48Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:208121 1999038979484 1348819263 3119903 4788330 n.jpg]]<br />
<br />
<br />
<br />
Full Name- Thiadric Thumbs<br />
<br />
Unit- [[DGMA]]<br />
<br />
Religion- Follower of Shandako, the wandering god<br />
<br />
Realm- [[Stygia]]<br />
<br />
fighting since- 2003<br />
<br />
Race- Air Gensai<br />
<br />
Style of Choice- Sword and Board, Polearm<br />
<br />
Real Name- Zac Johnson<br />
<br />
Events Attended- [[Chaos Wars]] XIV<br />
<br />
== Background ==<br />
<br />
Thiadric Thumbs, or Thumbs to most, is a Genssi in the land of Stygia. He was once a prince of a land known as the Order, but<br />
his father was assassinated and he was forced to flee. He wandered <br />
until discovered by the Ranger Ulryn. <br />
Ulryn inducted him into his Unit, there he encountered Flit <br />
Featherfinger; an encounter that undoubtedly changed his life <br />
dramatically. [[Flit]], an insane half Kender, became his closest friend <br />
and companion. when Flit left Ulryn's band to form the pirate crew <br />
the [[Sea Swallows]] Thumbs soon followed. first joining as Flit's body <br />
guard then taking over the job of First Mate.<br />
<br />
When the [[DGMA]] was redone to adapt to the loss of the Venoric <br />
Velvin Thumbs was inducted to the high council, which he threw his <br />
heart and soul into. He also has worked closely with [[Malark]] in <br />
forming his Gladiator army.<br />
After a few years abscence Thumbs returned to the land of Stygia and is currently attempting to reform the Dread Gate Mercenary Alliance, along with his friend and ally Turkeyfeathers</div>Turkeyfeathershttps://geddon.org/Thiadric_ThumbsThiadric Thumbs2011-05-28T05:16:08Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
[[File:208121 1999038979484 1348819263 3119903 4788330 n.jpg]]<br />
<br />
<br />
<br />
Full Name- Thiadric Thumbs<br />
<br />
Unit- [[DGMA]]<br />
<br />
Religion- Follower of Shandako, the wandering god<br />
<br />
Realm- [[Stygia]]<br />
<br />
fighting since- 2003<br />
<br />
Race- Genssi (mixed breed)<br />
<br />
Style of Choice- Sword and Board, Polearm<br />
<br />
Real Name- Zac Johnson<br />
<br />
Events Attended- [[Chaos Wars]] XIV<br />
<br />
== Background ==<br />
<br />
Thiadric Thumbs, or Thumbs to most, is a Genssi in the land of Stygia. He was once a prince of a land known as the Order, but<br />
his father was assassinated and he was forced to flee. He wandered <br />
until discovered by the Ranger Ulryn. <br />
Ulryn inducted him into his Unit, there he encountered Flit <br />
Featherfinger; an encounter that undoubtedly changed his life <br />
dramatically. [[Flit]], an insane half Kender, became his closest friend <br />
and companion. when Flit left Ulryn's band to form the pirate crew <br />
the [[Sea Swallows]] Thumbs soon followed. first joining as Flit's body <br />
guard then taking over the job of First Mate.<br />
<br />
When the [[DGMA]] was redone to adapt to the loss of the Venoric <br />
Velvin Thumbs was inducted to the high council, which he threw his <br />
heart and soul into. He also has worked closely with [[Malark]] in <br />
forming his Gladiator army.<br />
After a few years abscence Thumbs returned to the land of Stygia and is currently attempting to reform the Dread Gate Mercenary Alliance, along with his friend and ally Turkeyfeathers</div>Turkeyfeathershttps://geddon.org/SartinSartin2011-05-28T05:15:20Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:People]]<br />
<br />
<br />
Full Name: Sartin<br />
<br />
Unit: <br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] worship<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: [[Hat Troll]]<br />
<br />
Fighting Styles: <br />
<br />
Real Name: Sean Sartin<br />
<br />
Events Attended: None</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:14:52Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/AngysAngys2011-05-28T05:13:22Z<p>Turkeyfeathers: Created page with "Category:People Full Name: Angys Redfoot Unit: DGMA Tribe: Kei'uptik Religion: Dread Gods worship Realms: Stygia Fighting Since: 2010 Race: Kobold ..."</p>
<hr />
<div>[[Category:People]]<br />
<br />
<br />
<br />
<br />
Full Name: Angys Redfoot<br />
<br />
Unit: [[DGMA]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] worship<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: Kobold<br />
<br />
Fighting Styles: Sword and Board<br />
<br />
Real Name: Angus Stangle<br />
<br />
Events Attended: None</div>Turkeyfeathershttps://geddon.org/DGMADGMA2011-05-28T05:12:01Z<p>Turkeyfeathers: </p>
<hr />
<div>[[Category:Units]]<br />
'''Dread Gate Mercenary Alliance'''<br />
<br />
<br />
Long ago in the time of Gorothanon, there existed a group of mercenaries under the command of one [[Valas Hune]], a fearsome and respected Drow Rouge. The original ''Qos Videnn Shibalin'' or Dread Gate Mercenary Alliance consisted of several units, loosely joined by the common want of money and destruction. One of these units was the the Shadow Covenant, an assassins guild. Another was the [[Sea Swallows]], dry land pirates bent on running away. Over the years the Shadow Covenant vanished, leaving a gap for of paid protection hanging over the realm. During the 3rd War of the Gate (2005) The Shadow Clan ''Madryn Tai'' fought it's way into the Dread Gate Mercenary Alliance in secret, thus filling that gap. Gorothanon became Stygia. And other then the power of the Orcs steadily and inexorably growing, all seemed well.<br />
But all was not as it seemed. For a political spit amongst the alliance saw the Drow joining the Uruk-Hai, the mighty Orc Tribe that inhabited the area. This was seen as unacceptable to the remaining units, who broke ties with the ''Qos Videnn Shibalin'' and all it stood for and eventually became DGMA 2000 Inc. For a few glorious months the DGMA was a recognized force on the field. Eventually however the group ended up falling apart, with most of its members dropping out of the sport entirely due to unrelated factors.<br />
In 2010 [[Thiadric Thumbs]] reformed the DGMA, working under the same concept of a loose knit coalition, but without the various sub units. The DGMA work for any price, only wanting a little bit of the action.<br />
<br />
<br />
== Members ==<br />
<br />
INITIATES- <br />
<br />
[[Tethian]]<br />
<br />
[[Sartin]]<br />
<br />
[[Spark]]<br />
<br />
[[Everand]]<br />
<br />
[[Sethra]]<br />
<br />
[[Angys]]<br />
<br />
<br />
MEMBERS-<br />
<br />
[[Thiadric Thumbs]]- Genssi (mixed breed) <br />
<br />
[[Turkeyfeathers]]- [[Forest Troll]]<br />
<br />
[[Oroku Norinaga]]- Foxtaur<br />
<br />
<br />
HIGH COUNCIL-<br />
<br />
[[Thiadric Thumbs]]<br />
<br />
[[Turkeyfeathers]]<br />
<br />
[[Oroku Norinaga]]<br />
<br />
<br />
RETIRED MEMBERS-<br />
<br />
[[Flit]]<br />
<br />
[[Butterfingers]]<br />
<br />
Jacul Arach<br />
<br />
Feng<br />
<br />
<br />
FORMER MEMBERS-<br />
<br />
[[Valas Hune]]<br />
<br />
[[Malark]]<br />
<br />
Froste<br />
<br />
Jun<br />
<br />
Thorn<br />
<br />
Warlord Mcgee</div>Turkeyfeathershttps://geddon.org/SethraSethra2011-05-28T05:10:51Z<p>Turkeyfeathers: Created page with "Category:People Full Name: Sethra Unit: DGMA Tribe: Kei'uptik Religion: Dread Gods worship Realms: Stygia Fighting Since: 2010 Race: Troll Fighting..."</p>
<hr />
<div>[[Category:People]]<br />
<br />
<br />
<br />
<br />
Full Name: Sethra<br />
<br />
Unit: [[DGMA]]<br />
<br />
Tribe: [[Kei'uptik]]<br />
<br />
Religion: [[Dread Gods]] worship<br />
<br />
Realms: [[Stygia]]<br />
<br />
Fighting Since: 2010<br />
<br />
Race: Troll<br />
<br />
Fighting Styles: Flourentine<br />
<br />
Real Name: Alyssa Rawson<br />
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Events Attended: None</div>Turkeyfeathershttps://geddon.org/SparkSpark2011-05-28T05:07:50Z<p>Turkeyfeathers: Created page with "Category:People Full Name: Spark Unit: DGMA Tribe: Religion: Realms: Stygia Fighting Since: 2010 Race: Fighting Styles: Real Name: Alex Godbout Events..."</p>
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<div>[[Category:People]]<br />
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Full Name: Spark<br />
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Unit: [[DGMA]]<br />
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Tribe: <br />
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Religion: <br />
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Realms: [[Stygia]]<br />
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Fighting Since: 2010<br />
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Race: <br />
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Fighting Styles:<br />
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Real Name: Alex Godbout<br />
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Events Attended: None</div>Turkeyfeathers