Ar Chase Gouez (The Wild Hunt) (+) Military Formation in Alvez | World Anvil
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Ar Chase Gouez (The Wild Hunt) (+)

In all of my research on the folklore and legends of he Armorican Peninsula, few entities elicit the same universal dread as Hellequin's host, the Ar Chase Gouez. When darkness falls on moonlit nights and the wind carries the sounds of a hunting horn from the west, it matters not if one be peasant or knight, druid or Faithful, the advice is always the same: Shutter the windows and bar the doors, holding ones children tightly in the Gwele-kloz (Box-Bed) and praying to whatever god you keep. For the Hunt is riding tonight, and Mithras pity the soul who is caught out on darkened paths of moor and heather.   The rustling of the winds along the high treetops as the ground is still portends an ominous fate. Thunder echoing in the distance. Then the horn sounds and the baying of spectral hounds and thundering of steel hooves strike the ground. A great host appears in the sky, emerging from swirling black miasma, the fiery manes and tails silhouetting the black horses of the hunters. The horned one with his glowing eyes rides in front, sounding the horn of death. And by then, it is too late.  
  • from Beaj ba Breizh (Voyages), Marie de France
  • There are few things in Alvez merit the same fear that accompanies the Wild Hunt and with good reason. The pack of spectral hunters are an unstoppable force of magikal chaos, their strength on par with or greater than the armies of the Tuatha de Danann or Formorians. The appearance of the Wild Hunt is said to presage calamity, such as war or plague, or in the best cases, the death of those who witness it. The hunt rides with the single minded goal of destruction as it chases down its marked targets, lashing out at any who are unlucky enough to cross its path, drawing them into the carnage as hunters or prey.

    Composition

    Manpower

    The makeup of a hunting party varies greatly depending on the needs of the Hunt, ranging from small groups of 5 or so Ki-Hemolc'h (The Hounds of Hellequin) to massive uncountable hordes of Slaugh led by a large contingent of hundreds of Ki-Hemolc'h. In general, a typical hunt involves around 20-30 Ki'Hemmolc'h and around 70 Slaugh.   A pack of Yeth Hounds (white dogs with red ears) often accompany the hunt.

    Equipment

    In addition to weapons and mounts, the most common equipment used by the Hunt is the hunting horn. There are several types of horns and calls, but the specifics are known only to Huntmaster Hellequin and some chosen Ki-Hemolc'h. The Golden Torques of Hellequin are also standard equipment, serving as the symbol of a Ki-Hemolc'h's rank and loyalty, enchanted by Hellequin's dark magik.

    Weaponry

    There is no consistent weaponry among the Ki-Hemolc'h, instead utilizing versions of the weapons they used prior to joining the hunt. Those without their own weapons use swords, spears and axes of blackened metal. The Ar Chase Gouez is the only group of Sidhe that will use Iron against other Fae. Additionally, both the Ki-Hemolc'h and the Slaugh will use natural weaponry where available, such as claws and teeth.

    Vehicles

    Hellequin and most Ki'Hemolc'h ride atop Nightmares. The form of a black horse with steel hooves and a fiery mane and tail is the most common, but black pegasi, unicorns, drakes and gryphons have also been identified amongst their numbers. Some Ki'Hemolc'h forgoe mounts, favouring melee or unarmed combat. The "runners" have a reputation for brutality, even among the Wild Hunt.   The Slaugh do not ride.

    Structure

    The Huntmaster, Hellequin, directs the hunt (specifically the Ki-Hemolc'h) via a magical hunting horn. The Sluagh are generally pointed in the right direction and allowed to run roughshod.

    Tactics

    The Ar Chase Gouez favours mobility, overwhelming the target quickly and decisively. The Slaugh are sent in first, a wave of chaotic fury the overwhelms weaker prey and entangles and distracts more formidable targets, allowing the Ki-Hemolc'h to ride or run over the fray in a series of brutal passes. Maintaining mobility and momentum is favoured above entering a protracted brawl. Distances are to be closed quickly.   The hunt often uses Wyldestorms to bolster their magic, and a hunt during such a storm can be a cataclysmic event.

    Training

    For the most part, the Ar Chase Gouez operates in the Faewylde, only occasionally breaking out into Faerie at large or Bedouar. The hunt is constant, never resting, always in search of a target. The Hunt does not have a training regime, relying on the skill and instincts of the Ki-Hemolc'h and the magical direction of the Huntmaster.

    Logistics

    Upkeep

    It is rumoured that Hellequin possesses a magnificent hunting lodge deep within Faewylde , where the Hunt is based in the rare times it is not actively on a Hunt.

    Recruitment

    The main bulk of the host, the feral slaugh, are deemed completely expendable in a constant state of flux. Slaugh become lost or killed frequently and without a passing thought, with others recruited just as quickly and ceremoniously as the Hunt moves. These lost feral slaugh are individually dangerous, but pose no major threats on an organization level.   The Ki-Hemolc'h are carefully selected by Hellequin, often skilled warriors, adventurers and magic users from the Bediz (Human) or solitary Sidhe. Hellequin delights in corrupting these individuals with enticements of power, using dark magik to exert influence over them, often twisting their forms and minds into dark reflections of their former selves. For example, a cleric of the Southern Faith may take on the physical attributes, such as horns, hooves and tail, of a traditional demon. All non-Fae recruits eventually become Milliget and True Fae as a result of this magical manipulation.   The Ki-Hemolc'h all wear a golden torque, a magical item given to them by the Huntmaster. Additionally, they are often magically branded, an ere-hud that prevents them from being marked by any other than Hellequin. In Bedouar, this mark is subtle and easy to miss. It Faerie, this mark glows and in the Faewylde, its true shape, elaborate full body designs that seem to shimmer and shift. These marks serve to mark Hellequin's "dominance" and serve as warnings to other Sidhe who might think about stealing a Ki-Hemolc'h for their own purposes.

    History

    The Ar Chase Gouez exists primarily to exterminate the enemies of Faerie, such as abominations made with twisted dark magic or Isfont, anomalies from beyond reality. These are hunted down without mercy and this mission grants Hellequin a good deal of autonomy from the oversight of the Seelie and Unseelie Courts.   Driven by an Ere-hud to continue the hunt, Hellequin rides out with his Ki-Hemolc'h to hunt smaller prizes. Sometimes this is at the direction of the Courts, attacking Formorians, rogue Sidhe, or mortal tyrants, but often times it is random or at the twisted discretion of Hellequin's own unknowable whims. The destruction of Ys and Lyonesse resulted from two such hunts

    Historical loyalties

    Ostensibly, Hellequin is loyal to the Sidhe Courts and Faerie generally. However, he sees any authority the Queens have as mere courtesy, to be ignored or counteracted for any reason and at any time.
    Type
    Shock
    Overall training Level
    Elite
    Assumed Veterancy
    Decorated/Honored

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