Hear! Belet’s horn heralds the coming of a new dawn. It praises those still left to Hunt in the day, and it mourns those who have been Hunted in the night. It instructs the weak to become mighty, and it instructs the mighty to reach greater heights. It calls us all to Hunt- for game, for glory, for godhood.
To live is to Hunt. To Hunt is to kill. To kill is to live.
The Hunt gives, and the Hunt takes away.
Praise be to the name of the Hunt!
for your consideration:
KAIAKAN CLAN- OKHOTNIK
EYRIE
Jabbar Peak, east of the High Eyrie, is generally regarded as the Okhotnik clan’s territory. A frequent victim of blizzards and avalanches, it nevertheless houses a great many resources for those with the tenacity to Hunt for them.
The clan’s decently sized main village consists of many dome-shaped huts made of bone, hide, and fur, able to be collapsed for relocation. Hunters’ huts form a protective ring around the yard, which houses the cookfires, stables, and leaders’ huts. Offshoot “villages”- little more than outriders’ campsites- can be found close by, or far away from, the village, and follow it wherever it goes.
The clan frequently travels up and down Jabbar Peak, going where the resources are, never lingering in a spent spot for too long. Their emblem- the skull of a great cat beast, thrust through with a spear- marks every resting place, new and old. Okhotnik was here.
CULTURE
The Okhotnik clan and its responsibilities are divided into three groups- Hunters, priests, and administrators. Each group is overseen by a chingghis (Kaiakan word roughly translated as “chief”), who are themselves overseen by a chingghis eh-chingghis (“chief of chiefs”).
While everyone is expected to know how to Hunt, Hunters Hunt as their primary job. They seek out resources in the region they have settled down in- primarily beasts, to use as food and construction material, but also lumber, valuables, and sometimes other sapient beings- conquer what they can each day, and bring it back to the village. Some Hunters take on the role of outriders, surveying as-yet untouched territory to see if the village will be able to survive there.
Priests are charged with conducting religious ceremonies and overseeing other traditional rituals.
Administrators are the closest thing the clan has to royalty. They oversee the allocation of resources and manpower, uphold clan law, and in general makes sure that the clan survives another day. Administrators also tend to be the greatest of the clan’s Hunters, and are always at the head of the caravan when the village relocates, ready to act as the first line of defense.
TRADITIONS
The Okhotnik clan has taken the Kaiakan mantra of survival to its logical extreme and turned it into a religion. Eschewing the idea of cosmic beings that embody good and evil, they instead worship the Hunt- a metaphor for the daily chance to prove that one can weather the constant hardships of life and make themselves worthy of seeing another sunrise. As famous clan scripture says, “To live is to Hunt. To Hunt is to kill. To kill is to live.” Every aspect of clan life is tied in some way or another to the Hunt. The closest thing they have to gods are their folk heroes, whom they exalt as prized trophies claimed by death itself.
The chingghis eh-chingghis is expected to be knowledgeable in matters Hunt-related, religious, and administrative. When he dies, his first male heir is tentatively named his successor. The clan is then assembled to witness a ritual of challenge, where the heir and the eligible chingghis fight bare-handed in a ring of stones. The result of the ritual can only be determined by bloodshed. If a chingghis spills the heir’s blood, they become the chingghis eh-chingghis. But if no drop of the heir’s blood is spilled, he remains the successor.
There can be- and have been- female chingghis, but the chingghis eh-chingghis is always male. Holders of the former title are addressed with the honorific gol (“sir/ma’am”), and holders of the latter with the honorific tem-gol (“great sir”).
ATTITUDES
The Okhotnik clan believes that outsiders should remain outside unless specifically allowed in. They see an uninvited guest as a challenge to prove that they are still the dominant force on Jabbar Peak. It is not uncommon to see strange and foreign weapons scattered among their more traditional arsenal, trophies taken from defeated outsiders.
When everyone is in their place, however, clan opinions soften somewhat. They at best tolerate the other Kaiakan clans, begrudgingly respect the Skakdi- especially those who have gone the way of the warlord- and view non-combatant types like the Lesterin as pushovers who did not earn their lives through triumph in the Hunt.
good evening bzprpg, it's ya boy capMARVELOUS. are things on seprilli happening just a little too slowly for your tastes? do you feel as if your profiles post is missing a certain rustic flair? do you want to take advantage of a currently unexploited niche like the filthy capitalist you are? do you like snow? if you answered yes to any or all of these questions, then congratulations! the okhotnik clan, the first(?) player-created kaiakan clan, is for you! the tl;dr on these guys is that they've basically spent the last however-long-it's-been mucking about in the eyries of seprilli and doing their best to survive- the usual kaiakan shtick. but with all the weird goings-on going on lately, and with a massive clan shake-up on the horizon, just surviving may end up becoming much harder than it already is.
if you're interested in making important clan figures, or clan figures in general, graduate from mere npc's to full-fledged characters (and by extension, helping lighten the load of running this entire thing), then don't hesitate! apply now!