Hunters of Norinar (Hunters of Nore-en-nar)
Norinar was the founder of the Zesheko religion, a rebel against the selkies who was resurrected by The Masked One to purify the Zeshem lands. These are his Hunters and avengers. Wherever a selkie exploits local peoples, the Hunters of Norinar ready their blades. The Hunters proudly collect the pelts of their prey, allowing them to steal their powers and transform like a selkie could - even allowing them to infiltrate the selkie's holiest places.
The Hunters are greatly feared not just by selkies, but by Zeshem. They are dangerous spies and assassins who have eyes everywhere and collect information for the Zeshem military. And any who oppose them have a tendency to dissapear. They are some of the finest killers and infiltrators in the world, and they meticulously watch and document all they can for their fellow hunters.
Structure
The Hunters of Norinar are an autonomous military cult. Whether they serve the empire of Holy Zeshema or the Zesheko religion is muddled; the Zeshem do not see the two as entirely different. The Hunters are particularly ambiguous given their international status; they are involved in the Empire's domestic military and intelligence communities, but this is also true of them and most other Zeshem states. They answer to the priesthood, but they have a level of autonomy that scares some of the upper clergy.
The Hunters are led by two Huntmaster Generals, the supreme cult leaders and spymasters. It is said that there is one of these per sacred Zeshem rivers. This possibly suggests three more, hidden Huntmaster Generals for the three stolen rivers, but that is just a rumor intended to scare foreigners. Beyond just symbolism, the two Huntmasters serve specific purposes: one looks to corruption and evil abroad, while the other focuses on espionage and defense in the Zeshem lands. If these other three were to exist, they'd be old retired Hunters whose job would be to mediate arguments about funding between the main two.
Below the Huntmasters are elite entourages known as the Hounds of Alima. These are the best of the best, the veterans of the cult most respected and trusted. The Hounds direct the policy of the Hunters, manage information, and take on special cases considered too difficult for normal Hunters. While it is commonly believed that every Hound is an assassin of supreme ability, the Hounds also include the best spies, diplomats, administrators, and information analysists: anyone that the Huntmaster considers essential for higher operations.
Below the Huntmasters and their inner circles are the Captains of the Hunt, basically chapter masters who run local bases and manage local assignments. Captains tend to be the highest a Full Hunter can typically seek to rise (without being truly exceptional). There are seven ranks of Full Hunter, simply number 1 through 7, with Captains and other leading staff being Rank 7 and newly graduated Hunters being Rank 1. Below the Rank 1 Hunters are the Apprentices, who are assigned to Full Hunters for a period of 4 - 8 years.
Rank | Role |
---|---|
Huntmarshal General | Leading the Hunters in either defense or offense |
Hound of Alima | Inner Circle of High Command |
Captain of the Hunt | Run a local base of operations |
Full Hunter | Agents; spies, assassins, diplomats. Ranked 1-7 |
Apprentice | Agent in training, low-level operative |
Culture
The Hunters of Norinar are both glorious and terrifying for their ability to walk in both Zeshem and foreign worlds. They always carry the light taint of pollution, yet they are awash in purifying power. They are infamous for their fascination with foreign cultures and yet they redeem that fascination with violence.
To the elites of Zeshema, the Hunters are infamous for their xenophilia. Hunters know foreign languages, make jokes about foreign ideas, and go out of their way to eat foreign foods; they often invite foreigners into the Empire as honored guests, and have connections to dubiously-Zeshem communities that live far beyond the Empire. The poor of Zeshema have the opposite expectations, as they tend to mostly interact with the Hunters in the context of military espionage and violence in the trading cities - to them, the Hunters are yet another policing agency that is less loud and all the more scary for it. This can make for quite a shock when recruits enter the Hunters; politically aware recruits find them less xenophilic than expected, common recruits find them more xenophilic than expected, and both groups of recruits have to interact with each other. Much of the training process is ironing out this tension and getting the apprentices to just the right level of xenophobia.
The foundations for this process are baked into the initiation and culture of the Hunters. This is a group that uses a lot of self-alienation. The initial hazing period and training process for apprentices is essentially torture, where the recruits are cast out of the Zeshem community and made into polluted, ghostly beings that don't belong anywhere in the world. They are purified by pain and promises of loyalty. Everyone around them is made anonymous and strange. They are made to feel separated from their bodies from raw disassociation, and then ritually bound to the land in a way that is not magical - but is extremely real to those going through it. The understanding that they are immune to foreign pollution because their entire body is essentially one great mask and their spirit resides in the pure lands, safe, is the foundation for everything else. The empty place they imagine inside of themselves becomes a safe place to put the corruption away in; their scars are re-imagined as sites of sacred empowerment. They become emotionally and spiritually dependent on their work to keep them from being torn apart by the contradictions of it all. They become living ghosts, untouchable.
History
The Rebellious Hunters (1000 - 1600)
The Hunters as Secret Police (1600 - 1810)
Modern History
"Punish Evil"
Founding Date
1110 ME
Type
Military, Intelligence
Parent Organization
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