Sacred Orders of the Sun

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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. They also fall under the domain of the Dread Gods, one of whom each Order reveres.

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.

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.

Definitions:

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 3 of 5 victories to qualify for advancement.

A Sanctioned Battle is a mixed-group battle at a National Event that involves 'banner' points. (e.g. Unit Battles or Theme Battles)

A National Event is a event lasting two or more days with fifty or more combatants in attendance.

Entrance in a Champion's Tournament (Style of Choice) qualifies for the Order with the cultist's style.

Achieving the Degree of Sage counts as being Clergy for the purpose of officiating Trials.


"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."

- Yaga Xoshawv


Contents

Order of the Oak

Devotees of the Long Point


Treeoak.jpg

Then the Oak, tall and proud

Fixed the usurper with his long gaze

And reaching with his wicked claws

Pierced the foe in flesh and breast


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. They are a sect of the Path of Ares.


Nomad of the Oak - Use a green for a full local practice (roughly 2 - 3 hours)

Monk of the Oak - Defeat two members of your local realm proficient with a green

Abbot of the Oak - Survive the 2nd round of a National Green Tournement

Sage of the Oak - Win a National Green Tournement


Order of the Ash

Zealots of the Drawn Sigh


Treeash.jpg

As the enemy came, stout of heart

The whisper of death flew on the wind

As the enemy fled, fleet of foot

The breath of life released


The Order of the Ash focuses primarily on archery and secondly on thrown missile weapons. Their training concentrates on precise aim and expert timing. They are a sect of the Path of Kali.


Nomad of the Ash - Use a bow or thrown missle weapon for a full local practice (roughly 2 - 3 hours)

Monk of the Ash - Defeat two members of your local realm proficient with a bow

Abbot of the Ash - Survive the 1st round of a National Missile Tournement

Sage of the Ash - Win a National Missile Tournement

Order of the Elm

Fanatics of the Lasting Strike


Treeelm.jpg

The powerful Elm, full in its glory

Drew the great blade across the horizon

In the wake of the horrid edge

The sky and all between were divided


The Order of the Elm focuses on large, shield-breaking weapons. Their training concentrates on the conservation of motion and solid connection. They are a sect of the Path of Fenris.


Nomad of the Elm - Use a red weapon for a full local practice (roughly 2 - 3 hours)

Monk of the Elm - Defeat two members of your local realm proficient with a red

Abbot of the Elm - Survive the 2nd round of a National Red Tournement

Sage of the Elm - Win a National Red Tournement


Order of the Holly

Fools of the Rapid Motion


Treeholly.jpg

In a flurry of blows

Staggering and felling the surrounding host

The Holly struck in all directions

And bled the villain dry


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. They are a sect of the Path of Apep


Nomad of the Holly - Use two blues for a full local practice (roughly 2 - 3 hours)

Monk of the Holly - Defeat two members of your local realm proficient with florentine

Abbot of the Holly - Survive the 2nd round of a National Florentine Tournement

Sage of the Holly - Win a National Florentine Tournement


Order of the Birch

Champions of the Steady Hold


Treebirch.jpg

The adversary pushed forward

Surging across the land like a desperate frost

The breaking point of the horde paramount in splendour

The Birch and his shield, standing firm


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. They are a sect of the Path of Ares.


Nomad of the Birch - Use a shield and single blue for a full local practice (roughly 2 - 3 hours)

Monk of the Birch - Defeat two members of your local realm proficient with sword and blue

Abbot of the Birch - Survive the 2nd round of a National Shield/Blue Tournement

Sage of the Birch - Win a National Shield/Blue Tournement


Order of the Willow

Mystics of the Falling Leaf


Treewillow.jpg

The Willow watched the fall of rain

Glistening in the arched sunlight

At the instant a drop struck the parched ground

The Willow struck down the betrayer two thousand times


The Order of the Willow focuses on the art of the single weapon. Their training concetrates on an aggressive offense and an impervious stance. They are a sect of the Path of Apep.


Nomad of the Willow - Use a single blue for a full local practice (roughly 2 - 3 hours)

Monk of the Willow - Defeat two members of your local realm proficient with single blue

Abbot of the Willow - Survive the 2nd round of a National Single Blue Tournement

Sage of the Willow - Win a National Single Blue Tournement


Order of the Hawthorn

Partisans of the Open Palm


Treehawthorn.jpg

Agents of decay did swarm the hedges

Circling the Hawthorn, with no weapons

They did raise their axes to him

And fell in their own assault


The Order of the Hawthorn focuses on advanced unarmed combat. Their training concentrates on effective grappling and skillful disarming. They are a sect of the Path of Fenris.


Nomad of the Hawthorn - Take the field with no starting weapons for a full local practice (roughly 2 - 3 hours)

Monk of the Hawthorn - Disarm and kill a proficient fighter in your local realm

Abbot of the Hawthorn - Disarm and kill a fighter on a National Field

Sage of the Hawthorn - Disarm and kill an elite fighter on a National Field

Order of the Rowan

The Statues


Treerowan.jpg

As the defiler threatened

To collapse the Noble Legion

The graceful Rowan wrought havoc

While never being seen


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. They are a sect of the Path of Ares.


Nomad of the Rowan - Work as a support fighter for most of a local practice (roughly 2 - 3 hours)

Monk of the Rowan - Work as a support fighter with a Reed in a Duel Detande (Line Duel)

Abbot of the Rowan - Work as a support fighter in a sanctioned battle and achieve victory

Sage of the Rowan - Win a Large Group Tournament (7+ Fighters per side)

Order of the Alder

The Icons


Treealder.jpg

If confusion had been a thought

Or if disorder had prevailed

The Alder would have failed

But the Alder did not fail


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. They are a sect of the Path of Kali.


Nomad of the Alder - Lead your side to victory in a group battle at a local practice

Monk of the Alder - Assemble a small squad (3 Hazels) and lead them to victory against another squad in a Duel Detande. You must be unarmed (Squad Duel)

Abbot of the Alder - Lead a unit at a National Event

Sage of the Alder - Lead a unit to victory at a National Event

Order of the Hazel

The Confessors


Treehazel.jpg

As the first of the demons crested the hill

They were met by the Hazel

Screams were heard for leagues around

And then the Hazel rose from its own ashes


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. They are a sect of the Path of Apep.


Nomad of the Hazel - Your team achieves victory while you are dead or wounded

Monk of the Hazel - Be a squad member under an Alder and win a Duel Detande against an opposing squad (Squad Duel)

Abbot of the Hazel - Your unit achieves victory at a National Event while you are dead

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

Order of the Vine

The Candles


Treevine.jpg

The Archdemon relayed his orders

His guards were all in line

No one heard the subtle Vine

Sneak up from behind


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. They are a sect of the Path of Kali.


Nomad of the Vine - Take out a key target during a local group battle

Monk of the Vine - Engage in a Duel Detande with an opposing Vine (Hero Duel)

Abbot of the Vine - Take out three key targets during a sanctioned battle

Sage of the Vine - Win a National Assassin's Tournement

Order of the Reed

The Pillars


Treereed.jpg

Again, the rabid soldiers forced against the line

Again, they gave it all their foul hearts could muster

Again, the elegant Reed stood effortlessly against the tide

And grimly smiled as the wave washed back


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. They are a sect of the Path of Ares.


Nomad of the Reed - Win the majority of a round of local unit battles while fighting in the line

Monk of the Reed - Work with a Rowan against another Reed in a Duel Detande (Line Duel)

Abbot of the Reed - Win the majority of a round of sanctioned battles while fighting in the line

Sage of the Reed - Win a Small Group Tournament (2-6 Fighters per side)

Order of the Ivy

The Casks


Treeivy.jpg

The invaders were inside the gates

None of the sentries could run them down

The crafty Ivy stepped aside

And met them in the narrow house


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. They are a sect of the Path of Fenris


Nomad of the Ivy - Protect a key member of your team (such as a King) for several local group battles

Monk of the Ivy - Find an Mantra partner and engage in a Duel Detande against an opposing pair. Your partner must live (Royal Duel)

Abbot of the Ivy - Protect a key member of your team (such as a King) for several group battles at a National Event

Sage of the Ivy - Win a round of unit battles at a National Event without your unit leader dying

Order of the Elder

The Mantras


Treeelder.jpg

The battle had come to a standstill

With neither side gaining ground

Only the unassuming Elder

Could save the day for the tribes of the Goddess


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. They are a sect of the Path of Ares.


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

Monk of the Elder - Find a Cask partner and engage in a Duel Detande against an opposing pair. You must succeed unscathed (Royal Duel)

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

Sage of the Elder - Win a Highlander Tournement at a National Event

Duel Detande

A Duel Detande is an equal pairing of Nomads attempting to become Monks in group-based Orders. It is a series of five duels, of which one side must secure 3 of 5 victories to qualify for advancement and/or gain a point in the Blood Harvest. A match with no clear victor results in a loss for all combatants. If a cultist has secured the Monk degree of a particular order, they CANNOT participate in further Duels in that Order. Only one attempt at a given Order per day.

The following are the five different Duel Detandes. They are listed with the simple match, the Orders involved, and the requirements for victory.


Line Duel

Rowan + Reed vs.

A Nomad of Rowan and a Nomad of Reed engage in a 2v2 against another team of the same. Victory is achieved by eliminating the other team.

The Reed must use a primary set (Red, Sword and Board, or Flourentine)

The Rowan must use a support set (Red, Polearm, Archery, or Single Blue)


Squad Duel

Alder + 3 Hazel vs.

A Nomad of Alder assembles a small squad of Nomads of Hazel (three fighters) and fights an opposing Alder and their squad. The Alders must be unarmed. The Hazels use weapon of choice. Victory is achieved by eliminating the rival squad.

The Alders may take turns picking their squads from the available Hazels, one at a time.

-OR- The Alders may take the field with squads agreed upon.


Hero Duel

Vine vs.

A Nomad of Vine engages an opposing Vine. Victory is achieved by killing the opponent WITHOUT being injured.

The Vines agree upon either Single Blue or Weapon of Choice.


Royal Duel

Ivy + Elder vs.

A Nomad of Ivy and a Nomad of Elder engage in a 2v2 against an opposing pair. They may all use Weapon of Choice. Victory is achieved by killing the opposing Elder WITHOUT your Elder being injured.


General Duel

A General Duel Detande is fought between two members of the Great Hunt. The cultists choose their Style of Choice. They fight 5 times, the winner gaining one point for their Septek.

A cultist may only issue one general challenge per day

A cultist may accept as many challenges as they like




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