The Great Hunt

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(Initiation Rites, Trials, and Duties)
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*Trial of Earth:
 
*Trial of Earth:
The Acolyte chooses a shield of their choice and is armed with five rocks.  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 cannot move but may choose one foot to pivot on.  The rocks possessed by the Acolyte kill 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 without taking a single step.  If an Acolyte is forced to take a step, they must restart the trial.  Savants are not allowed to pick up rocks.  If the Acolyte runs out of rocks, a hold is called and they are returned.
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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.
  
 
   
 
   
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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.
 
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.
 
 
  
 
==Miasmic Visions==
 
==Miasmic Visions==

Revision as of 12:28, 6 April 2013

Trolls.jpg

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.


"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."

-Yaga Xoshawv


Contents

Indoctrination

To become a member of the Great Hunt, a seeker must demonstrate knowledge of the group and important concepts WITHOUT the tutorship of a member. This is to encourage individual inititive and to show the drive and desire of the seeker. The seeker must approach a Clergy member and ask to be tested, to which the Clergy member responds by asking a series of questions relevant to the Hunt. If the seeker displays ample desire and understanding, they may undergo the Outer Temple Initiation to become an Acolyte.


Merits

The Great Hunt is a private monster (and select pinkie) hunting club based on trials and merits. At the beginning of any given day of fighting, the hunter chooses what award and class of that award they are going for. A Hunter can achieve a maximum of 2 awards per day, the Fiend and Berserker awards do not have to be declared before hand. Cheating is grounds for automatic dismissal from the Hunt. Awards cannot be granted if 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.


The following awards are achieved in a single battle.

Sniper

The Sniper merit is awarded for kills with a ranged weapon (rock, thrown javelin, arrow)

  • Class I: 3 kills
  • Class II: 5 kills
  • Class III: 7 kills
  • Class IV: 10 kills
  • Class V: 11+ kills

Brute

The Brute merit is awarded for kills with a melee weapon

  • Class I: 3 kills
  • Class II: 5 kills
  • Class III: 7 kills
  • Class IV: 10 kills
  • Class V: 11+ kills

Butcher

The Butcher merit is awarded for the wounding of the opponent. They cannot be on the same opponent and they cannot lead to death.

  • Class I: 2 limbs
  • Class II: 4 limbs
  • Class III: 6 limbs
  • Class IV: 8 limbs
  • Class V: 9+ limbs

Breaker

The Breaker merit is awarded for the destruction of shields or armor with a red weapon

  • Class I: 2 breaks
  • Class II: 4 breaks
  • Class III: 6 breaks
  • Class IV: 8 breaks
  • Class V: 9+ breaks

Sneak

The Sneak merit is awarded for the fatal back-stabbing of the opponent. May only be done with a single blue or a dagger.

  • Class I: 2 back-stabs
  • Class II: 3 back-stabs
  • Class III: 5 back-stabs
  • Class IV: 7 back-stabs
  • Class V: 8+ back-stabs

Fiend

The Fiend merit is an award of great honour. It is given if the huntsman is outnumbered, either at the beginning or the end of the battle, and achieves victory.

  • Class I: (2-1) odds
  • Class II: (3-1) odds
  • Class III: (5-1) odds
  • Class IV: (7-1) odds
  • Class V: (8+-1) odds

Berserker

The Berserker merit is an award of great honour. It is given if the huntsman is wounded and manages to get kills.

  • Class I: 2 kills while wounded
  • Class II: 3 kills while wounded
  • Class III: 5 kills while wounded
  • Class IV: 7 kills while wounded
  • Class V: 8+ kills while wounded


The titles of the classes:

  • Class I - Novice
  • Class II - Skilled
  • Class III - Master
  • Class IV - Wicked
  • Class V - Unstoppable


Members of the Legacy

Lord of the Hunt: Yaga Malark

Huntsmaster: Yaga Malark

High Huntsman: Turkeyfeathers

Ferals:

No Ranking Members

Hunters:

Malark, F. M. W.

Class III Brute, Class III Sniper, Class II Fiend

Angys, W. M. F.

Class IV Brute, Class I Butcher

Acolytes:

Todo

Turkeyfeathers, M. W.

Zuloo, W.

Tethian

Everand

Mavryck

Ashii

Reich

Naga

Dickie

Mutton

Spark

Thiadric Thumbs, W.

Hakan, M. W.

Sethra

Iago

Ketetsu

Valas

Dyre

Grekk

Sluj


Initiation Rites, Trials, and Duties

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.

Outer Temple Initiation: Acolyte (Full Barrel)

Those that pass their Outer Temple Initiation are known to the Hunt as Acolytes and are considered members of the Hunt. Acolytes may participate in the 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.


Inner Temple Initiation: Hunter (A Series of Challenges)

To become a Hunter, the Acolyte must pass three of the following six challenges. Two will be of the Acolyte's choosing, the third will be chosen by the highest ranking or appointed member of the Clergy. The trials should be chosen carefully, for they will become apart of the Hunter's title within the Hunt. For example, if Acolyte Balzagh passes the Air, Metal, and Earth Trials, then his official title would be Hunter Balzagh A.M.E., denoting the trials undergone. The Three Trials do not need to be completed all at the same time and can be done at a pace of the Acolyte's choosing. Those members of the Hunt, from Acolytes to Lord of the Hunt, chosen to be the obstacles for the Acolyte's Trials are called Savants.


  • Trial of Air:

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.


  • Trial of Fire:

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


  • Trial of Earth:

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.


  • Trial of Water:

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.


  • Trial of Wood:

The Acolyte chooses a missile weapon and a single blue. The Acolyte then chooses one Savant to wield a singe blue and another Savant to carry a single blue and the missile weapon of the Savant's choice (this may include the javelin, but only thrown). The Presiding Clergy chooses the same. Missile weapons are only reusable by the Acolyte, and only the Acolyte may use a javelin as a green weapon. The Acolyte may only be killed by a direct head or torso shot, Savants are killed by any wound. The Acolyte is allowed to block arrows using their weapon. To pass this test, the Acolyte must kill all Savants.


  • Trial of Metal:

The Acolyte chooses either a blue and shield combo or a red. If the Acolyte chooses sword and board, they are considered to have armour; if the Acolyte chooses a red, they are considered to have Stone-skin Plus Two and their red breaks a shield in one hit. The Acolyte and the Presiding Clergy each pick two Savants who pick their weapons of choice (no missile weapons). The Savants can be killed by any hit to the body. To pass this test, the Acolyte must kill all Savants.


Clergy Trial and Sva-dharma: High Huntsman


Clergy Trial:

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.


Every member then fights each other member and keeps track of their own points (there's no shame in having to write things down). As an honour based group, you are trusted to keep accurate score. The scoring system is as follows:

+2: For a win without an injury (and if you're wearing armour, if your armour is still fully intact), the fighter receives two points.

+1: For a win in which the fighter is limbed or takes damage to their armour, the fighter receives one point.

0: For a defeat in which the fighter limbs their opponent before dying, the fighter neither receives or loses points.

-1: For a defeat in which the fighter dies without damaging their opponent, the fighter loses one point.


After each member has fought each other member, the current High Huntsman (who needs to have brought their customary notebook and pen/pencil) takes down everyone's points and determines who scored the highest. If there is a tie of any sort, a sudden death round follows. The highest scoring fighter becomes the new High Huntsman and inherits the duties of that rank, though they may decline. In which case, it passes to the second highest scored fighter.


Sva-dharma of the High Huntsman:

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.


Clergy Trial and Sva-dharma: Huntsmaster


Clergy Trial:

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.


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.


Sva-dharma of the Huntsmaster:

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.


Inheritance and Sva-dharma: Lord of the Hunt


The position of the Lord of the Hunt, the divinely ordained leader, is one that is passed by the training of one oracle to another. The Inheritance is almost exclusively passed down through 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.


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.

Miasmic Visions

As the Great Hunt evolves and changes with the sport, members, and leadership, new traditions will be added to the dogma of the Hellish Black. Here listed are the Miasmic Visions of Great Hunt leaders since Yaga Xoshawv, with the clergy member responsible:


Enlightenment: Feral

By Yaga Malark

After engaging in a career of excellence in the Great Hunt, a cultist may ascend from the rank of Hunter to that of 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.

To qualify for the Rite of the Feral, a Hunter must meet the following requirements:

  • Pass all six of the Inner Temple Initiations
  • Attain at least Class II in all merits
  • Attain Class III in at least two merits
  • Attain Class V in one merit
  • Hold a Clergy Position (High Huntsman, Huntsmaster, or Lord of the Hunt)
  • Spread the Word of the Feral by indoctrinating a cultist in another realm
  • Lead a group nature-based activity that includes a majority of the local cult (camping trip, hike, float trip, etc.)
  • Develope mastery of a relevant skill and teach a class on the subject


Special Assignments

By Yaga Malark

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.

The Special Assignments will always be issued in 4 elements following this format:

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.

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.

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).

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.


Sacred Orders of the Sun

By Yaga Malark

see Sacred Orders of the Sun

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