Headhunters

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==[[The Enclave]]==
 
==[[The Enclave]]==
The first five Headhunters will comprise the Enclave or governing council of the Headhunters.  This body votes on group issues and on whether and when to accept petitioners.  Majority votes are needed to pass decisions and unanimous votes are required to accept petitioners.
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The first five Headhunters will comprise the Enclave or governing council of the Headhunters.  This body votes on group issues and on whether and when to accept new Mek.  Majority votes are needed to pass decisions and unanimous votes are required to accept new warriors.  Enclave members may nominate another Headhunter to assume their place in the case of extended leave or inactivity.
  
 
==[[Mek]]==
 
==[[Mek]]==

Revision as of 01:40, 26 March 2006

The Iron Halo

Headhunters endure the most rigorous and extensive gauntlet of fighting trials known to Belegarth to become the elite guard of the Horde. They protect Izareth and serve as the Horde's most brutal destruction squad. Their image and devistating power in battle commands respect from monsters and pinkies alike. They don the crest of the Iron Halo, symbolizing a new era of monsterdom that transcends the boundaries of race and skryll. Any monster race within the Horde can aspire to become a Headhunter, however the journey is meant for few. Pinkies sometimes call Headhunters the Knights of Horde, but this skews the real essence of both Headhunterdom and knighthood.

Contents

Lineage

Headhunters don the title of Mekoot upon completion of their Token Trials and Crossroads. Mekoot Nanga emerged first at the climax of Armageddon II. Mekoot Davit and Mekoot Bhakdar followed during Armageddon III and Mekoot Lo'bo arose from Armageddon IV.

The Enclave

The first five Headhunters will comprise the Enclave or governing council of the Headhunters. This body votes on group issues and on whether and when to accept new Mek. Majority votes are needed to pass decisions and unanimous votes are required to accept new warriors. Enclave members may nominate another Headhunter to assume their place in the case of extended leave or inactivity.

Mek

Any warrior of the Horde surpassing four seasons of service to Izareth may petition the Enclave to join the Headhunters' ranks. An accepted warrior (requiring unanimous consenting vote from the Enclave) becomes known as a "Mek" (pronounced meek) Status as a Mek indicates that the monster is ferocious and vigilant enough to pursue the token trials, however they must endure brutality as well as humility to belong amongst Izareth's elite guard. The warrior's surname remains 'Mek' until they don the full title of Mekoot.

Note on usage:
Mek functions as singular, plural, surname, and nickname.
"Show that Mek what's up"
"Colossus and Wolverine are our new Mek"
"Call Mek Ibikabibus over here"
"Hey Mek, Put that down!"

Token Trials

A warrior accepted by the Enclave must prove their ability through a series of challenges. These trials test the warrior's strength, speed, skill, brutality, cunning, battle-mind, offensive power, and defensive power. A gauntlet is bestowed to each fist for proving offensive and defensive power, while a magic bead or token is granted for each other trial. The warrior must pass 7 out of 8 trials or they can choose to omit one test. Tokens and gauntlets are distributed to respected veterans of the Belegarth community who thus become trial masters. The warrior must conquer each test thus acquiring their token from each trial master. Only the speed trial remains consistent in its format whereas trial masters cater challenges to the individual pursuing tokens. Token trials are rigorous as they are all conducted within the passing of two moons at a single event. Upon completion of their token trials, the warrior journeys onwards in search of the goblyn Crossroads.

Crossroads

Three paths converge by a river forming the fabled goblyn Crossroads. It's said this mysterious Crossroads only appears during Armageddon and beckons a host of renowned fighters to test the Enclave's chosen warrior. When the warrior arrives at the river, their sponsor from the Enclave emerges and summons forth a tide of challenging opponents. Challengers charge in from each of the paths and do not relent until death reaches them. Thus, the questing warrior may have as many as three opponents at once and cannot escape the barrage until all enemies lie dead. All final weakness is then purged from the warrior as a sponsor from the Enclave delivers a blow to their temple. Transcending weakness, the warrior emerges anew as a Mekoot. Robes, armor, and the Iron Halo are bestowed upon them as they enter into the ranks of Izareth's most elite guard.

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