House Kharlu

A vassal of Great House Dres

"Ru khestis sint molkhun. Amer’kon en Lorna."

History

House Kharlu was once the Ashlander tribe of Kharlunhaama, but following the Battle of Red Mountain the tribe found itself working rather closely with Great House Dres. A tenuous relationship at first, the Dres began to employ the nomads in the search, capture, and return of runaway slaves. These bounties were extremely lucrative, and in the year 1E 929 Ash Khan Magnai Kharlunhaama formally bent the knee to Great House Dres. The tribe fully transitioned to Dres retainers under the name House Kharlu. However the House was not quick to give up their ancestral ways, and continued to follow many Ashlander practices well in to the Twenty-Ninth Century. The Great house was kind enough to turn a blind eye so long as Kharlu stuck to their agreement, but in 1E 2840 the Four-Score War began, and Great House Dres finally brought the hammer down on Kharlu's practices. The House agreed to end worship of the Anticipations in favour of the Tribunal, although in return they were left out of the main Dres Host. Instead Kharlu acted as enforcers, sellswords, and scouts standing steadfast against the Second Empire, and further solidified themselves as a powerful band of Ota'Kilmin, or Bounty Hunters in Cyrodiilic.

House Kharlu

A vassal of Great House Dres

"Ru khestis sint molkhun. Amer’kon en Lorna."

Locations

On a coastal hilltop to the Northeast of the City of Tear lies the stronghold of Ald'Tos; the ancestral home of House Kharlu. This small, isolated House can trace it's roots all the way back to the First Era as they made the transition from nomadic Ashlanders to loyal housemer under the Banner of the Great House Dres. Ald'Tos, or Old Camp in Cyrodiilic, was built on the site of the Kharlunhaama's last known home. It started out as just another gathering of Ashlander tents, but over the years it grew in to a mighty fortress; Mirroring House Kharlu's rise from simple tribe to renowned warriors, and bounty hunters.In 2E 583 House Kharlu undertook a bold move, and purchased a plot of land in the Stonefalls region. Alt'Khan Arslan Kharlu tasked his daughter Saran with establishing a secondary, smaller camp to help ease operations in Central Morrowind. Dubbed Hagil'Tos, or New Camp, this location acts as base of operations for training new Ota'Kilmin as well as meeting with other local houses. Hagil'Tos also oversees a small outpost dubbed As Wah'Sild, or The Outpost that acts as a safe house. As Wah'Sild provides a reprieve for weary Ota'Kilmin wanting to avoid the main Camp.

Reputation

House Kharlu is an enigma under the banner of Great House Dres. While they're more than happy to recapture existing slaves, they very rarely participate in the capture of new slaves. This oddity further grows upon a visit to Ald'Tos where one would find a rather alarming lack of slavery. Indeed aside from a few house keepers, the majority of tasks is performed by Dunmer themselves. This is part of Kharlu's Ota'Kilmin creed that a bounty hunter must be able to take care of themselves with no assistance. However House Kharlu does support the continued practice of slaves. Those who seek Kharlu retainership face a unique blend of cultures as they're trained in Ashlander independence, Dres brutality and from the outside eye, Redoran warriorship. This style has garnered House Kharlu their reputation as the Kili Molghen Kagouti, an insult by many, but a mark of pride for Kharlu. Indeed, many in the Great House Dres would consider Kharlu as dirty lowlifes, but as long as the contracts continue to flow in, Kharlu remains ever loyal to the Slavers.

Hierarchy

House Kharlu maintains a more tribal hierarchy compared to other Houses. It's patriarch is still referred to as Alt'khan, or High Chief, and it's matriarch is still referred to as Alt'Almsti, or High Priestess. Both whom rule the house concurrently. The rank of Gah’amer, or Champion, oversees Kharlu's armed forces, with the Alna'cheldur, or First Sword, as their second in command. The Alt'khan, Alt'Almsti, Gah'amer, and two selected Ponihn, or councilors, make up the ruling body of Kharlu referred to as the Ara'ponihn, or Ash Council. Only those with the Kharlu name, are allowed on the Ara'ponihn. As of 2E 583 with the blessing of the Ara'ponihn, current Alt'khan Arslan Kharlu created a new position of Asca'cheldur, or Second Sword. This rank acts as an observer on the council, but has no say. Their primary focus is overseeing Hagil'Tos, and it's garrison.Current Ara'ponihn
Alt'khan : Arslan Kharlu
Alt'Almsti: Hansi Kharlu
Gah'amer: Cirina Kharlu
Ponihn: Altani Kharlu | Sadu Kharlu
Alna'cheldur: Nayaga Kharlu
Asca'cheldur: Saran Kharlu
While each Alt'Almsti is inherited, and each Ponihn is elected, the ranks of Alt'khan, and Gah'amer, are earned through challenge. This is to ensure that the strongest members of the house can lead. The position of Alt'khan is earned when the current Gah'amer challenges the current Alt'khan to a battle of first blood, but should death occur then the slayer forfeits all titles. The position of Gah'amer is earned in the same manner when the Alna'cheldur challenges the Gah'amer, but each Gah'amer must choose it's Alna'cheldur. This is to ensure trust, and unity. Each challenge must also be approved by the Ara'ponihn before hand; any unofficial battle will not be recognised. Should an Alt'khan or Gah'amer pass away from natural causes, or fall in battle, then the Alt'ponihn may call for a Gahshuhn where any Kharlu may enter their name in to a tournament to earn the vacant position. The position of Asca'cheldur is appointed by the Alt'khan directly, and cannot challenge any other position.

Retainers

While House Kharlu maintained the Ashlander tradition of large families, they slowly adopted the custom of allowing outsiders in their ranks. At first they were quick to bolster their ranks with criminals avoiding punishment, nobles avoiding scandal, orphans, and other social outcasts. However over time as their reputation grew, the House slowly tightened their restrictions on whom they'd allow in. By the time of the Four-Score War the House stopped it's practice of amnesty; however to make up for it they began sending out Bounty Hunters known as Erradara. These mer acted as envoys to orphanages, tribeless Ashlanders, and homeless dregs in search of a second chance. After a while those that were lifted up, and surived to become Ota Kilmin, adopted the last name of Erradara as a sign of gratitude. Though they had no legal authority to legitimise these mer, Kharlu integrated the practice in to their graduation ceremony for those that fit the criteria. Around the middle of the Second Era the majority of Kharlu retainers were volunteers; those seeking out the House based on reputation alone. Still some conscripts remained, and were often the best Kharlu had to offer.Well-Known Retainers
Edd Erradara: Lorna Fredan | Master Archer
Gols Caerliht: Lorna Fredan | Master Swordsman
Nels Fyrgara: Ota'Kilmin
Nari Erradara: Ota'Kilmin | N'wah Oathman

Ranks

Though not designated as an army, House Kharlu grants seven internal ranks to it's retainers. Five of them being open to anyone who joins, while two are reserved for members of the family itself; the leadership ranks of Alna'Cheldur, and Gah'amer. In conversation ranks are often abbreviated with the first letter of each word. In writing they are attached to the first name with an apostrophe.Inil: Any Dunmer arriving at Ald'Tos or Hagil'Tos to become a Kharlu Bounty Hunter is granted the rank of Inil, or Initiate. This is a preliminary rank to test a mer's weight, and suitability. If an Inil manages to survive this trial period they are promoted and given permission to begin their training.Molamer: A Kharlu Molamer is a bounty hunter in training and has heavy rules imposed against them during this period. The bulk of Molamer will end up washing out under Kharlu's extreme regiment as it is a belief that only the strongest may serve the house. During this period Molamer are forbidden from taking contracts of their own, but are encouraged to seek sponsorship of existing Ota'Kilmin.Ota'Kilmin: If a Molamer passes the Three Trials, and swears themselves to the code, House Kharlu grants them the rank of Ota'Kilmin. These elite warriors are given the freedom to carry out contracts at their leisure so long as they keep to their oath.Lorna Fredan: The Lorna Fredan, or Honour Guard, is Kharlu's official armed forces. This rank is granted to veteran bounty hunters with longstanding reputation, and loyalty to House Kharlu. Looked at more as a retirement by most, these venerable soldiers are charged with Ald'Tos's, and Hagil'Tos's defense directly.Khan'm Fredan: Those members of the Lorna Fredan that have proven themselves beyond recognition are inducted in to the Khan'm Fredan, or Khan's Protectors. Few in number, these warriors serve as the High Khan's personal guard.Additionally House Kharlu has several titles bestowed upon select retainers that help designate their duties within the house, but otherwise carry little weight.Molgah'Almstii: The most well known of these titles are the , or War Priests, whom are Lorna Fredan selected by the reigning Alt'Almsti to act as both an extension of her guidance, and her personal guard. The Molgah'Almstii also act as House Kharlu's political representatives when none of the direct family is available.Bar'Taljed: Each Camp also has an Overseer whom are responsible for the day to day operations when none of the Ara'ponihn are present. At the moment there are three such mer overseeing Ald'Tos, Hagil'Tos, and as Wah'Sild respectively.
Current Bar'Taljed
Tamachag Kharlu: Bar'Taljed of Ald'Tos
Ibaamu Kharlu: Bar'Taljed of Hagil'Tos
Nirai Shand: Bar'Taljed of As Wah'Sild
Halberag: Unlike the other two a Halberag, or Leader, is an elected position among a unit of Ota'Kilmin or Lorna Fredan. Usually the senior most mer in the group takes the title, but it's not unheard of for younger mer to gain it. Halberaag act as the unit's commanding officer, and do so unless incapacitated or deposed through a second vote.

Crest & Words

Despite many of the local Dres lords in Tear using the phrase “kili molghen kagouti” as an insult to the less agriculturally inclined house; Kharlu has proudly adopted it as their sigil. The crest of House Kharlu is a white kagouti wrapped in maroon chains on a black field thus combining the traditional colors of the Great House Dres with the Kharlu’s own maroon. Those who walk through the gates of Ald'Tos wear the sigil as a symbol of honour as they often shout out the words of House Kharlu, "Ru khestis sint molkhun!” or "By gold or blood!” These words grew from the Kharlu's belief that a contract should be completed no matter what; and are often used as a threatening negotiation tactic. This phrase is part of a call, and answer chant with the latter half being "Amer'kon en lorna!" or "Strength and honour!" This second half emphasizes House Kharlu's commitment to each other, and their way of life. Before and after each training session the Gah'amer will always greet their warriors with the phrase "Ru khestis sint molkhun!" to which the warriors shout back with "Amer'kon en lorna!" Another popular phrase used by many Ota'Kilmin is, "Isk edur as malidi!", or "This is the way!" These words grew out of the devotion to the Ota'Kilmin Code, and Kharlu adopted it as an unofficial motto. When out in the field Ota'Kilmin will often use the phrase as justification for their actions, and those that know of Kharlu's reputation understand that there's no changing the hunter's mind once they utter it.

Education

Although warriors at heart, House Kharlu puts a great emphasis on a well rounded education. Starting at the age of ten all Dunmer who show up at Ald'Tos are given equal opportunity to pass the rigorous trials before becoming an Ota'Kilmin of Kharlu. House Kharlu's primary focus is on the individual; as such each molamer must be able to survive, and fight, on their own. Kharlu also provides additional training for squads of four Ota'Kilmin to promote unity & camaraderie among the house as well as strengthen it's ability to take on large contracts. Kharlu does it's best to provide equal focus on mobility, strength, and stealth as the House aims for a well rounded hunter; though specialists still exist. Each Molamer is taught the ways of the sword and bow. In addition Molamer are offered up opportunities to study alchemy, nature magic, and espionage. All three are highly encouraged to prepare for the Trials, but are not required learning. With that being said, most Molamer often undertake these studies to give them that extra edge.

The Ota'Kilmin Code

The Ota'Kilmin of House Kharlu are bound by a strict code of honour. This was put in place during the transition from tribe to house as a way to ensure that the Kharlu way would be upheld by all whom came to their doorsteps. If one was to ever break the code, they would be stripped of their retainership, and title as a Kharlu Ota'Kilmin. Depending on the severity of the crime; House Kharlu would demote, banish, or in the rare case execute the offender. Before a mer can become an Inil they must swear themselves to the five tenents before a member of the Ara'ponihn. The fives tenets of which all Ota'Kilmin of House Kharlu, all must be obeyed and will be punished severely for disobedience, are as written:Honour: The thievery of a property belonging to another in House Kharlu. This includes any claimed contracts. This is considered a betrayal of the highest regard.Loyalty: Each member is sworn to defend House Kharlu first, House Dres second, and Morrowind third. Failure to defend any of these is to be considered treason.Bravery: An Ota'Kilmin is expected to never back down from a fight, or a challenge. To abandon a fellow hunter is considered cowardice as they are encouraged to treat each other as one large family.Strength: An Ota'Kilmin is expected to maintain a certain level of strength, and vitality. Ota'Kilmin are also expected to know how to care for themselves in every aspect. Complacency, laziness, and the shrugging of duties is forbidden.Clarity: An Ota'Kilmin is expected to maintain a healthy lifestyle with respect to nature. They strive to keep a balance between needs, and desires. Greed and gluttony are looked down upon in all regards.

The Three Trials

Before each Molamer is named an Ota'Kilmin they must pass the Three Trials. Each Molamer must attend at least five Shoreshin, and join existing Ota'Kilmin in at least three hunts before they can become eligible to undertake the Trials. These Shoreshin include the two it takes to advance from Inil to Molamer. Should a Molamer fail one of their Trials they must wait a minimum of two weeks before retaking, and they must complete them in the order presented. During the Trial period Molamer are still expected to continue their training; including attending additional Shoreshin if they overlap. If they refuse this supplementary training, or active duties, their trials are suspended and will be reprimanded appropriately. The suspension will last until the Molamer accepts their punishment.First Trial: The Way of Nature, a test of the Molamer's survivability. Upon initiating the Trial the Molamer is knocked out, and taken to an undisclosed location. From the time they wake up they have twenty-four hours to demonstrate their ability to survive out in nature. Each Molamer is told they have five objectives to complete, but they are not told what those objectives are. The inability to complete all objectives, or seeking out help from outsiders will result in a failure of the Trial.Second Trial: The Way of Stone, a test of the Molamer's strength. A Molamer must be able to hold their own against insurmountable odds, and thus must face off in three consecutive battles. The Molamer will go up against six Ota'Kilmin, and must face them one, two, and three at a time. The Molamer gets to choose the order in which they undertake the fights with the goal of drawing first blood in a non-lethal manner. Should the Molamer be cut in any of the fights they immediately fail the Trial, and must wait a minimum of two weeks, or however long it takes to heal, before they can continue. Ota'Kilmin participating in this Trial must understand they are their to test, not win. Should an Ota'Kilmin use excessive force against the Molamer they will be reprimanded, and punished accordingly.Third Trial: The Way of Ash, a test of the Molamer's stealth. This tests the molamer's ability to remain undetected as they are challenged to retrieve a relic from an undisclosed location guarded by a fearsome beast. Molamer must go in without armour, but with a defensive weapon, as they are encouraged to remain undetected. They are given just a day to retrieve the relic, and are provided with no food rations. Upon successful retrieval of the relic the Molamer must then escape back to friendly lines indicated by an observing Ota'Kilmin. Molamer are not required to slay the beast, but they will not be punished if it comes to it; except if it's done as their first course of action.

Equipment

Upon request both Inil and Molamer are issued traditional Dunmer leathers for use during training. In addition they are also equipped with a steel longsword, oak shield, and corkbulb bow. New retainers who show up with their own equipment are allowed to continue using it.Upon passing their trials, and obtaining the rank of Ota'Kilmin, retainers are given brand new silver chitin of their chosen weight. Ota'Kilmin are given free reign to alter certain sections of their armour, and are allowed to use any weapon they desire. Ota'Kilmin are also given small kagouti horns carved to sound as near identical as possible.Those Ota'Kilmin selected to join the ranks of the Lorna Fredan are tasked with a pilgrimage to Vvardenfell where they must hunt down a wild bull kagouti, and return with it's hide. Should they prove successful this hide is then transformed by Kharlu leatherworkers in to the ceremonial armour used by the Lorna Fredan. In addition a larger signal horn is made from the kagouti, and no two Lorna Fredan horns sound alike. Ebony tipped polearms are the standard weapon for the guard, but are allowed to carry a preferred secondary weapon. Khan'm Fredan wear the same uniform as the Lorna Fredan, but dyed alternate colours.Both the Lorna Fredan and the Khan'm Fredan are forbidden from speaking in common when they are in full uniform, and their helmet is on.

House Kharlu

A vassal of Great House Dres

"Ru khestis sint molkhun. Amer’kon en Lorna."

OOC Information

House Kharlu is a casual, but active RP guild based out of Morrowind under Great House Dres. We are a collection of friends simply looking to tell a great story together in a stress-free and welcoming environment. While our main focus of the guild are our Bounty Hunters, there's several roles to be filled outside of that niche for both Mer and non-Mer alike. Combat RP is heavily involved in our events, but those seeking to avoid it will still have ample opportunities to participate.For questions, concerns, or interests in joining please reach out to one of the officers in game, or over discord.

Guild Hooks

1) Bounty Hunting
House Kharlu have opened their doors to invite their kin from all over Morrowind to partake in their hallowed training. Whether it's a fresh mer looking to make a name, an ex-criminal seeking a new life, or a retired veteran hoping to remain fit, House Kharlu welcomes any willing to take their Three Trials.
2) Enslavement
As a vassal of Great House Dres, House Kharlu will take in fresh n'wah to keep up their training camps. As House Kharlu puts a great emphasis on their retainers taking care of themselves, the added help of slaves helps alleviate the more mundane tasks; even if they are rarer to see than other Dres houses.
3) Civilian Contracts
Not all mer can fight, and House Kharlu have come to recognise this. As such the famed hunters seek mer willing to provide support at home. From healers to alchemists, chefs to diplomates, House Kharlu has openings. Mer can provide through retainership, or work through limiting contracts to maintain independence.

Rules

1) Real Life Comes First
House Kharlu is a casual, story based guild that works around the schedule of all it's members to the best of it's ability. Do not fret about activity, or involvement if you cannot commit to it. No one will be left behind.
2) House Kharlu Lore
House Kharlu is intended to be a lore building experiment that helps everyone improve both their world building, and character writing. Anyone can make suggestions to improve the overall experience, but everyone must respect what has been laid out to the best of their ability. House Kharlu's author, Rien serves as the Guild's loremaster, and has final say on what is added to the overall lore.
3) Keep IC and OOC separate
IC actions have IC consequences. IC actions should not translate in to OOC drama. Be mindful of your feelings, and understand that there's people behind these characters. Keep in mind that you are not your character. If someone's character doesn't like your character, then it doesn't mean they don't like you as a player. RP can always be paused to discuss the goings on, and find a proper path to move forward for both parties.
4) Meta-gaming & Power-gaming
House Kharlu has a zero tolerance policy for both Meta-Gaming and Power-Gaming. Players caught doing either will be talked to in hopes of resolving the situation for a more respectable outcome. Repeated offenders will be removed from the guild.
5) Dice
To curve against both Meta-Gaming and Power-Gaming the DM always reserves the right to use dice in any event that they are running. Dice rolls should be treated as guidelines for results; not law. The DM will take in to account the effected character's established skillset when determining the success or failure.
6) Leadership
House Kharlu Officers will do everything in their power to facilitate a cohesive, and welcoming RP environment. OOC they do their best to work as a team, and IC they provide a loose command structure to guide characters as best they can. Understand though that this is voluntary work, and officers can make mistakes.
7) Slavery
Being a Dres guild there will be options for slave RP, and slave characters. In regards to this the number one rule with slaves is CONSENT from both parties. If an RP starts to become uncomfortable for one side they have the right to end the RP there, and possibly roll it back if it's too much. However, IC ACTIONS HAVE IC CONSEQUENCES, abuse of consent will result in the player's character being put on hold pending a discussion as to how to move forward. This applies to both slaves, and Dunmer alike. Further abuse will result in outright removal from the guild. If a character acts out in a way that results in punishment, they must understand they cannot get out of it by suddenly waving a white flag. Likewise, communication is key. Discussing an RP in a calm manner OOC will always help alleviate unnecessary tension.
8) Ranks and Promotions
House Kharlu has a long history with many bounty hunters that have come, and gone through their doors. Furthermore the guild is about the story, not the rank. As such every player is encouraged to focus on their character over rank advancement within the guild. Each character will receive a civilian rank, and a hunter rank. Characters who are not retainers are free to decide the level of involvement they have with House Kharlu, and will be marked as "liaison." All characters regardless of relation will be free to come and go from Hagil'Tos as they see fit, and will carry a silver kagouti head broach as their identification.
Promotions will be based both on a player's involvement within the guild, and if both the player & leadership feel that their character is ready for advancement. There is a minimum level of involvement for each rank progression.

House Kharlu

A vassal of Great House Dres

"Ru khestis sint molkhun. Amer’kon en Lorna."

Contact

ESO:
GM: Saran Kharlu | @Halfeti
Officer: Ibaamu Kharlu | @d1nkinator
Officer Nirai Shand | @Coal106
Discord:
GM: Ríen#0142
Officer: D1nK 🐡#2526
Officer: Coal#7133