Hells Run Tradition / Ritual in The Shattered Isles | World Anvil
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Hells Run

The Hells Run is a coming of age ceremony used by the local militias of Mhiilamniir and its districts as a final test of its young recruits, usually undertaken when they are at least eighteen years of age and before they graduate to become full militiamen. For a day and a night, a large portion of the High Forest is magically warded and secured for use in the trial, with veteran militiamen giving their charges a head start before pursuing them in the forest. Recruits are required to run and hide for as long as possible or until the end of the test, with capture meaning they are eliminated. It is known for being rigorous and unforgiving - a test of endurance and mental fortitude - with very few recruits actually succeeding in completing the trial. Those who fail are not usually treated any differently, but those who succeed are generally considered for specialist or leadership roles in their future career. 

Execution

Recruits are encouraged to use all of their survival skills for the Hells Run, an event that is known to be exhausting, nerve-fraying, and for most, utterly terrifying. The prospect of being chased down by a well-armed and strong 'enemy', even if they are in actual fact the people that have trained the participants all of their lives, is enough to break down the courage of all but the strongest-willed recruits. From the moment the trial begins at sunrise, the recruits are given a head-start of 30 minutes, giving them time to put some distance between themselves and their pursuers. Most use the 30 minutes in this way, getting as far away as they can, whilst others play the game more cautiously, trying to secure good hiding spots and gather anything they might need to help them later. Recruits working together is not uncommon, but a lot tend to go it alone to minimise the risk of getting spotted and caught. After the 30 minutes is up, the pursuers begin their run into the forest, catching up to a lot of those who couldn't or didn't want to go any further, or those who failed to hide themselves sufficiently. Most recruits who crash out early on are mockingly called 'Flash', as in all flash and no grit. This is especially true of those who get scared and quit, with them being labelled as 'Whitehearts', no matter when in the trial they quit. As the day wears on, the Hells Run becomes by far more difficult. Recruits begin to run out of water and possibly food, having to break cover and find places to replenish their stocks. Most takes breaks from running, catching their breath and moving on only when they feel they have to. The pursuers begin to take a slower, more methodical pace through the forest; by now, most of those that are left are the strongest and smartest of the recruits running the trial. By nightfall, the forest becomes vastly more frightening and difficult to traverse, with every noise putting the recruits on edge. Most choose now to hide; some of the pursuers typically move through the forest brandishing torches, hoping to scare some of the recruits out of cover and into the clutches of other veteran groups in the dark. Those recruits that still have the strength in them to keep moving tend to be the most successful. By sunrise, those that are left are greeted with a horn from their pursuers signalling the end of the Hells Run. Generally, only a handful of recruits remain by the end, if that even. On occasions, the Hells Run has ended early because the forest is clear of participants. Nevertheless, those who make it to the night are generally considered some of the best of the best whether they are caught or not.    

Components and tools

Whilst all of the veteran militiamen pursuing the recruits are given weapons and plenty of equipment, the recruits are given precious little in return. Meant to be a simulation of a disorganised retreat, recruits do not carry any weapons and are provided with only a waterskin of water, a small bag of trail rations, a compass, and a flint and steel. Crafty recruits might make cutting implements from stones they find, with some going so far as to steal them from their pursuers. Using the weapons to harm other people is strictly forbidden however, with any blood being drawn resulting in an instant removal from the trial for the offender, whether they be recruit or pursuer.     

Participants

The recruits that run the trial are at least eighteen years of age and generally coming to the end of their formal training with their local militia. Most will go on to serve part-time with the militia, whilst some will take a career in the Mhiilamniir Army. Regardless, all who are deemed fit enough to attend on the day are required to take part in the Hells Run. Their pursuers are typically the militiamen who trained them since they were children; all veterans with a wealth of experience and knowledge that make them difficult to outpace and outwit.  

Observance

Hells Run takes place on or around the 25th Mirtul, or late spring time, depending on the weather. The area designated for the trial is warded about a week beforehand and thoroughly scouted to make sure there is nothing dangerous within the bounds of the barrier. With all being well, the veterans running the trial call their recruits to them early in the morning, just before the sun rises, to begin the trial, which will last from sunrise that day until sunrise the next day.   
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