House of Hunt
House of Hunt was one of the first non-royal Houses of imperial power to become prestigious with various needs. Before the routes of Fang were well established, there still needed to be a house that helped to work in food for the mainland, and serve some other similar purposes soon mixed in once hunting was shuffled into its own special lesson. Three smaller foraging clans of reverence were merged in, and given wealth upon agreeing to serve the empress with specific tasks of procuring meat, domestic beasts, and even helping to employ a small assassin program for the empire's enemies. This quickly also developed into hosting the empire's slaves.
They still currently reside as one of the more well known Houses, with small networks established around that assist in funneling out scouting, hunter groups, and transferring slaves to be registered and sold. Their crest symbol is of a rekettan skull.
Structure
Apart from common roles, and those alike the duty of High Lords, the specific roles in the house measure up to a few specialist tasks. The House also has its own smaller Guard training division set to run slave dungeons, as they host some of the largest dungeons for their role of profiting off slaves.
Predator: Those that partake in the namesake of hunting. Those raised for Predators are taught how to survive well under numerous wild conditions, bushcraft, hunting, and even sometimes scouting. The Predator is the grunt of providing good hunting and gathering skills, and passing it onto the next generation.
Key Master: Both considered roughly Beast Tamers, and Slavers, without much distinguishing material in the morality. Key Masters are taught certain selective magic, economics, psychology, and sometimes even study deep into tasks of biology and human society. They assist in House Fang with later keeping up with some stores and feeding of the Taur. Often they also help host and sell most of the empire's Beasts of Burden - though House of Salt still bests them regarding Gryphons.
Skulkers: Once considered a historic elite, the Skulkers were special trained assassins meant to keep things in line if regular guards weren't quite enough. They are practiced in special arts of stealth, civil behavior, often magic, torture, herbal remedies and poisons, and other such tasks. They aren't direct war fighters, but rather the sort that would stalk a targeted person for a whole month, and slit their throat the moment they find convictions. Their role has diminished since other militant factions, and more general learned information has grown with the empire, but they are still called into service on rare occasions and will still train internally.
Type
Guild, Craftsmen
Leader Title
Location
Neighboring Nations
Related Ethnicities
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