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Early History:

For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.

Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.

The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival.

A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.

With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.


For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.

Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation.

Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one.

Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.

Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.

Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world.

Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.

Cetanu Crisis:

In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.

Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating.

From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image.

Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu.

As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle.

As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.

The separation of the castes:

To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost.


The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.

During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.

Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading.

Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength.

As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor.

Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.

With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators.

Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home.

As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.

After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.


The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs.

The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.

Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark

The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems.

Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one's dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death.

Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.

The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris.

Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes.

Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.

Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one's position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.



  • My word is law, my will divine.
  • Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.
  • I am your future, he who will decide your fate.
  • Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.
  • Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.
  • The oldest, wisest and strongest of all Hunters within a specific clan.
  • Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.
Title Description
High Enforcer
These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.
  • Strength is power.
  • The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.
  • Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.
Title Description
These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.
Hound Master
Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.
There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.
Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.
The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.
Clan Councillor
Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.
  • With their honor proven, they take to the hunt.
  • Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.
  • The chosen must prove their worth.

Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.

  • Mastery of a craft shows mastery of ones self.
  • The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.
  • Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.
Title Description
Master Smith
The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.
Master Architect
The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.
Master Shipwright
The chief designer and builder of a Clan's ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.
Master Creator
The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.
Archive Master
The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan's records of momentous events, leaving the lesser events and happenings to the Chroniclers.
Master Artisan
The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.
The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.
  • The unproven strive for their chance.
  • Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.
  • The lowest of the low. Beasts of burden and nothing more.


The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.


  • The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N'ithya. It was these gods who fought the Titan Ger'Cetanun and claimed the world for their offspring the Hunters.
Deity Titles and Description
God of Creation.
Goddess of Life and Fertility.
  • The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.
Deity Titles and Description
Goddess of Women and birth.
God of the Wrathful Sands and Jungles.
God of the Hunt and Glory.
God of the Feast.
Titan and God of Death.
  • The Ring of Creation holds the gods of all things that come from the Hunters.
Deity Titles and Description
God of the Forge and Fire.
Goddess of Lodges and Craftsmanship.
God of War and Lightning.
  • The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.
Deity Titles and Description
Demigoddess of Wisdom and Courage.
Guardian of The Fallen
  • The Ring of Virtues holds the gods representing valued traits within the Hunter society.
Deity Titles and Description
The Twin Demigods of Justice and Honour.
The Twin Demigods of Justice and Honour.
  • The Ring of Strength holds the gods of power and might, those that represent the Hunter's physical traits and attributes.
Deity Titles and Description
Kehrite Bhu'ja
Demigod of Training and duels.
  • The Ring of Spirit holds the gods of resilience, those that represent the Hunter's mental traits and attributes.
Deity Titles and Description
Demigod of Confidence and Bravery.
  • The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.
Deity Titles and Description
Demigoddess of Health, Love and Pleasure

The Archive

A comprehensive collection of Hunter Clans and their histories/information, along with any other notable pieces of work or information relating to or from the Hunters. Members of the predator council are highlighted in green. Ancients (head staff or whitelist overseer) are highlighted in purple.

Clan Luar'Ke, the Shadow Walkers.

Clan Color

#606060 - Dark Grey

Clan Members
  • Forest2001 - Kjhute Luar'Ke
  • Sora9567 - Ryl'Ky Luar'Ke
  • NekoSam -
  • Dubszor - Krau-Tar An'th
  • Jarektheraptor -
  • Waseemq1235 -
  • Doctorprobe69 -
  • NatsukiKiyoko - Ju'dha Luar'Ke
  • Sollessa - Ranani'Kator Luar'ke
  • Pedroca2lucas - Aihta Luar'ke
  • Fredthebrick -
  • Edgardo1 - Lurk'tar Luar'ke
  • Moonshanks -

Clan Lore
  • For as long as Hunters have traveled the stars, there has always been a lingering concern: what happens when equipment falls into the wrong hands? One solution was the self-destruct mechanism within every Blooded’s wrist-bracer. However, there was still a further problem should a Hunter be incapacitated or killed before the Self-destruct mechanism is triggered. In most situations, the fallen’s clan would be responsible for retrieval/destruction of the lost gear or bodies. However, in the event of a tomb being desecrated or a similar situation that requires discretion, a specialist is an option. Clan Luar’Ke is an otherwise average clan on the surface, to discourage interlopers or those who would interfere in their duties. Most Blooded members of Clan Luar’Ke are trained heavily in infiltration and achieving their objectives with minimal footprint through Ikthya-de Chiva, the Umbra Trials.
  • In the event their services are required, a seeker is notified by a Clan Luar’ke intermediary and through the proper channels is provided the circumstances and details surrounding the missing gear/body: last known location of the items in question, possible events surrounding the lost items, and potential obstacles that would be in the seeker’s path. The seeker is not informed to which clan has made contact, or which clan the missing gear belongs to. The only relevant information is anything that assists the seeker in accomplishing their objective. The seeker is then sent in either solo or in a very small team to resolve the situation. The seeker or seeker team typically has compartmentalized objectives to accomplish:
  1. Locate and retrieve/destroy all lost pieces of equipment as well as Hunter corpses if applicable.
  2. If any research or data has been accomplished involving Hunter biology or equipment, destroy or render said data/research useless.
  3. Leave no/minimal evidence of Hunter involvement.
  4. Keep damage to structures and environments to a minimum unless necessary for success of objectives 1 through 3.
  • Upon success of gear and body retrieval or destruction, the seeker or seeker team notifies the intermediary who then arranges a delivery of the missing equipment, or informs the clan of the resolution. The seekers of Clan Luar’Ke are never to know which clan they assisted, nor will the clan involved ever know who assisted them. There is no room for glory or validation in such a crucial task, Clan Luar’Ke will do it because it must be done.

Clan Lore written by Sora9567.

Clan Bo'ytill, the Heathens.

Clan Color

#FFCC00 - Tangerine Yellow

Clan Members
  • Fortelian - Kar-ata Bo'ytill
  • Aidenzack1 - Kani-Th Bo'ytill
  • Axyinious - Var-dqi Bo'ytill
  • C4xmaniac -
  • Timeurss -
  • ThePiachu - Zig’Reth’Dev Bo'ytill
  • Talunio -

Legacy Clan

This clan is a legacy clan and cannot be joined anymore.

Clan Lore
  • The clan of the Bo’ytill’s was made up by different sects, each following their own style of life. These different styles of life made the clan interesting, however, it was still a clan and the ruling elders and the clan leader ensured that tradition was followed. Tradition like the blooding ceremony, and the fact that the Bo’ytill clan was a clan of heathens. Oftentimes, those persecuted for their beliefs, or lack thereof would come to the Bo’ytill’s to take on their way of life.
  • The Bo’ytill clan was hidden in an eastern quadrant of Yautja prime, far secluded from the others, as they habilitated their own way of life in a more isolated section of the planet. They used this to their advantage, the isolation enabling the ability to practice their heathen culture without being associated as outcasts in the standard Yautja culture. They also used the isolation as a benefit enabling them to hunt, without worry of outer distractions. But as we all know, nothing can last forever, and hunts to far away planets would occur.
  • The process to attain the status of blooded in the Bo’ytill clan was gruesome. It was like other clan’s blooding rites, but if you failed three times, you were dragged to a stone pillar, clamped, and the younglings who were worthy of their own lives killed you. The spot over the years had been stained with the greenish blood of the Yautja deemed unworthy to live. If you managed to survive the blooding process, and attained the status of blooded, you were given the respect you deserved. Kar-ata had succeeded in his blooding on the first attempt, as most did. It was not an easy task, but the elders didn’t want to kill off their youth, and so they ensured that they were trained and taught well.
The Hunt:
  • The isolation enjoyed by the Bo’ytill’s enabled them to hunt without worry about interference of other clans or outer impacts, yet over time, prey dwindled. The fact that they lived in a world that had been ravaged by Cetanu made things a tad difficult. With this in mind, the elders permitted hunts outside of Yautja prime, far away on planets such as LV-624 and Shiva’s Snowball. With new hunting grounds open to them, the Bo’ytill’s hunts grew gruesome. Their savagery was intense, and they fought like beasts. Honourable beasts! They claimed many trophies for their glory, and their feasts were always hearty. Maybe even as much as a hunter’s heart.
  • Respect and tradition. A large factor of the Bo’ytill clan was the respect. Your status earned you respect. Should you fail to respect them, the clan name, or the honor code, you were severely punished. Whippings were common for miscreants, and the loss of a mandible, or finger was not too rare either. In some cases, as a capital punishment, one would be chained to a coloumn and their dreadlocks removed. You followed the code and you listened to your elders, or you wouldn’t like the consequence, especially if important rules are breached. The working castes earned their pride through their crafts, yet the truly honorable were the hunters, those who could prove their worth and deserving of respect on the hunting grounds.
The Sects:

As stated in the overview of the Bo’ytill clan, there were different sects, or branches of the clan. Listed below are some of these sects. They each have their own hierarchy, but it has no authority over those outside of its own, and the leaders inside are still subject to the rule of the clan elders.

  • One of these was the Thwei, a word which means “Blood” in the language of the Hunters. They were a group that was renowned for their bloodlust. It was they that had first come to the elders, seeking permission to extend their hunts deeper. With the request approved, Thwei was hunting on planets all around the galaxy.
  • Another of the sects was The Forgers of N'ithya D’lex. N’ithya being rock, or Earth, and D’lex being a strong crystalline material used for building. Both warriors and forgers belonged to this sect, the forgers themselves were often the primary workers, but warriors and blooded interested in crafting their own weapon often came to learn and make a blade suited for their own style of fighting. This sect was somewhat secluded inside the original stance of the Bo’ytill culture, for the reason that they respected the Goddess Dlex, in secret. Not worshipped, no, respected, acknowledged, but never worshipped.
  • The Bhu’ja Dekna. Those of the Bhu’ja Dekna tracked their prey and prepared. They always planned ahead. Moved for weeks on end, moving from target to target, trying to find one who was truly worthy of a fight. They carefully picked their target, stalked, and struck. Careful was their name, precision was their game. Their hunting skills were on par with the Thwei, but their style varied greatly. They were robust at all manners of tracking, and knew when the time was right to strike. But never did they dare breach the honor code, hunting a weakened target, or such, for they knew the dishonor would net them a heavy punishment by the elders.
  • The Mo'ta'yar. The name alone being mentioned is enough to put an entire room to silence. It stood for ‘Keepers of the Code’, as the sect’s sole purpose was ensuring the Honor Code is followed, severely punishing those who broke it. Such sects existed in practically every clan to this day, it was found by no other than the Bo’ytill’s founder, Mateon-O. The sect had one of the most important duties of them all, to protect the honor of the clan by severely punishing those who break it, from severe beatings to executions, the Enforcers never failed in their task. Such an important wing of the clan was entrusted to no one else but the Clan Leader’s mate, Ma’tak-O. Se held the rank of High Enforcer, one of the many duties an Elder may be chosen for. Ma’tak-O expected nothing less from her mate, he began recruiting from the Elites of the clan for the sect, for there was no enforcing of the Honor Code without the Enforcers.

Matean-O, an elder of Na’Kuel, one very worshipping and praising of gods, seeking that everything he did pleased their gods. However, after multiple encounters, and failures to please these gods Matean-O, enraged, stricken and determined that the gods were false and his whole life was a lie, fled. He took his mate with him, and rallied any others that should follow, this of course enraged the elders, in which they ordered Matean-O to leave, driving him far to the Eastern Quadrant of Yautja Prime, the Bo’ytill’s new resting place for the years to come. Word was quick, as the clan was small. They adapted the name Bo’ytill’s, Bo’ytill standing for True-Seer, or Perfect sight, adopting this name, as Matean-O fully convinced the Bo’ytills that their decision and sight was correct, the gods were false, and they would make, and alter their destiny, not some false idols...

Lokath’Dag looked to Matean-O and calmly said “Matean, you have come before us on, as you say, a matter of extreme urgency, tell us. What is the problem?” The elders looked expectantly at Matean-O, who began by saying, “Years. For so many years I worshipped the gods above all else. But do you know what came of that?” At this, the elders looked towards one another, then turned back to Matean-O. “Nothing! Those… those gods are nothing but children’s tales! Meant to keep us in line. They are nothing! I devoted everything to them, but I got nothing in return, not even acknowledgement!” “Where are you going with this, Matean-O?” “It’s over. These so-called ‘gods’ are not in any way real. Can’t you see that?” Lokath'Dag nodded to himself, then looked back and forth to the others. They nodded in unison. “Go.” “What?” Matean-O took a step back, startled. “You won’t even hear me out?” Lokath'Dag slowly stood up and walked over to Matean-O. “No Matean. You have disrespected our ways! You have brought shame on yourself, coming to us like this! You, of all people. I cannot believe what I am seeing.” Lokath took a step back and calmed himself down before saying.“Matean. I do not know what has gotten into you. Go home and think. Think about what you’re saying. Rest my friend.”

That night Matean made up his mind. He went to his mate, and had them get ready to leave. After getting everything ready, Matean went to face the elders. For what he hoped would be the last time. “Matean, at this time of hour? Have you come to your senses?” “It is you who must come to your senses Lokath. You still don’t get it, do you? I must say I pity you.” “It is I who pity you Matean. You know that you are no longer welcome here. You must go. Far. Far east. And never return here. You are no longer welcome.” Lokath, sighed, before turning back and leaving the room. “I will miss you old friend.” Matean said, but alas, only the empty chamber heard it…

Matean took his mate, and those who he had managed to convince, and fled, heading due east. To start a new life for himself. But not only for himself. He was going to start his own clan, one where you weren’t punished just because you didn’t worship idols. He named his clan “Bo’ytill” which means True-Seer, or Perfect Sight. For he had seen the truth. And he wanted to share it. He wanted to share it with everyone he could.

Clan Sigil
Boytill Sigil.png

Clan Lore written collectively.

Clan Nhon, the Knowledge Seekers

Clan Color

#3F87D4 - Cyan-Blue

Clan Members
  • ChainsawMullet - Rhuu'Nhon
  • MymindisBlank - Shou'Nhon
  • Acutecircle - Yua'Nhon
  • Optimisticdude - Ji-pahn'zhih Nhon
  • Dusanking123 - Mo'ytak Nhon
  • Castortroy23 - Lang'Kell Nhon
  • Bruno-Asbahr - Nash'Py Nhon
  • Nivrak - U'ta Nhon
  • An A Jay - Tj'luuth Nhon
  • Kola506070 - Ikar Nhon
  • Lagomorphica - Nurn'Cexyk Nhon
  • stalkerino - Ah'kui Nhon

Clan Lore

The Nhon Clan is often regarded as one of the few remaining purely confident clans, often boasting so many young they had to inhabit a whole planet, one where they are often found hosting prolific gladiator matches in the cities testing the young in Blooding Rituals. Nhon members are often known for being the most unashamed hunter, often just walking around without using their cloaking device to test the prey nearby, anyone who had the guts to challenge them would often find them on the floor with their helmets missing afterwards as a trophy, a Nhon trademark. The clan is much more than that, boasting many academic schools of teaching, some featuring; anatomy, psychology, philosophy, and of course the art of war and the act of hunting. While also having many sources of literature which is often looked down upon, however many elites and elders might want to chronicle their life for the young ones to find inspiration and drive to become the best yautja ever. The clan is much more of a society that was looked down upon for their vast knowledge in anything they could come to possess.


The Nhon clan have expanded so much over the years they can come to inhabit a planet known as Jiralhos, this planet large enough to be habitable for many species for the Nhon clan to hunt and still live peacefully in their multiple cities spanning acrossing the globe. The cities have vast variety in each depending on the sect of Nhon you find yourself in, from marketplace, schools, temples, and coliseums the cities have a lot to offer for the Nhon members. Multiple sects are known for having their very own species preservation which consists of a vast ecosystem filled with multiple strong creatures to hunt and observe for the Nhon.


The Nhon clan blooding ritual is a much tougher ordeal than is standard, due to high expectations the leaders have for every hunter, and the principles the clan tends to follow. In order to even attempt the ritual, an Unblooded must meet the following criteria:

- A tie or greater in a spar versus a Blooded hunter. - A passing score on a mental aptitude test. - Has made active contributions to areas of learning or debate. - A vouch from a Blooded hunter (not the one they sparred with, however).

Once an Unblooded has qualified for the Blooding Ritual, they are taken to a gladiatorial arena located on the Nhon homeworld Jiralhos. This is where they must pass two trials:

The Trial of Prowess - Two human gladiators are released into the arena, the Unblooded’s objective is to defeat the two gladiators without killing them, if the gladiators land four hits (two each) on the Unblooded, the trial is failed. If the gladiators are killed, the trial is failed. The objective of this trial is to prove that the Unblooded has the precision, prowess, and restraint enough to accomplish victory without killing anything in an outnumbered battle.

The Trial of Solidarity - Once the gladiators are defeated, a Tier Three R’ka (usually a Praetorian or a Ravager) is released into the arena. The Unblooded’s goal is to kill it, however after sixty seconds, Tier One R’ka will begin being released into the arena. The Unblooded MUST NOT kill any Tier One R’ka, their only goal is to kill the Tier Three and escape the arena with the body intact. This will become their first trophy and allow them to become a Blooded member of the Nhon clan.

Failed Rituals

In the Nhon clan, Unbloodeds who have failed the Blooding Ritual will be forced to work as a pseudo-slave for one of the busier Blooded members for five years. While it is a distinctly unpleasant experience, there have very rarely been hunters who failed again after enduring these gruelling years.

The Hunt:

The hunt is considered to be the Nhon Clans favorite activity.


Leader Rhuu’Nhon’s Helmet Stash

Amongst some of the Nhon hunters, there have been many rumblings about Rhuu’Nhon’s trophy collection. Many have seen Rhuu take helmets for trophies, but her trophy room contains none of them. In addition to this, there is an unmarked attached room by Rhuu’Nhon’s private quarters, that she does not let any hunters enter. This has all but confirmed, in the eyes of her clan members, that she keeps an entire private room exclusively for helmets she has collected, which they consider quite amusing.

Nhon Artists

Many of the creative Blooded clan members within the clan have taken up “art”, after one of the hunters brought back a human artbook, and the competitive blood within them sparked a desire to prove they are better “artists” than any human. The art faction is constantly growing, now having their own dedicated rooms and even beginning to map out their own hub.

Statue of the Founder

In the central hub of the Nhon homeworld Jiralhos , there is a statue that was built hollow, and the body of the founding member was placed inside. None of the hunters have found any records as to why this was done, but they do not deny that it makes them feel closer to the Founder. Some hunters believe that every few years his spirit returns to gaze upon the clan he built once more.

Hot Blood

Due to the constant self-improvement philosophy of the clan, many of the hunters within it possess extremely competitive personalities. The desire to prove they truly are the best is so prevalent that entire days have been spent bickering over things as minor as handwriting and effigy crafting.

Other Clans

The official status that the Nhons have towards other clans is, generally, “We’re smarter than you, and better hunters too!” However, when another clan demonstrates knowledge or prowess that is largely unknown to the Nhons, they will usually send emissaries or powerful hunters to try and gain the knowledge they’re missing out on. Truly incorrigible.

The Sects:




K’zar-Nhon was the first and founding member of the Nhon clan, exiled from his birth clan for not being enough of a “hunter” in the clan’s eyes, he turned to creating his own clan of hunters to spread his way of hunting and living to others, in the hopes to one day create the perfect Yautja - both a scholar and a hunter.

Clan Lore written collectively.

Clan Thar'n, the Ancient Architects

Clan Color

#7851A9 - Royal Purple

Clan Members
  • Nanu308
  • Spartanbobby - Tarei-da Thar'n
  • drlance - Haju Thar'n
  • bancrose - Lok'tar Thar'n
  • Lumdor - Kar Thar'n
  • CCRWasHere - Jall Thar'n
  • carlarc - Ajah-Tah Thar'n
  • Kuusday - Khan Thar'n
  • LunaticLuna - H’kaal Thar’n
  • sleepynecrons - Th'Syra Thar'n
  • Reisyn - Ahta Thar'n

  • Contact SpartanBobby#3214 for lore

Clan Lore written by X.

Clan Veraz

Clan Color

#000000 - UNSET COL

Clan Members
  • x31stOverlord - Zathar-Veraz

Clan Veraz hail the gods of the Creation Ring above the other rings, barring the Genesis gods, to build, to craft and to create is to venerate the gods in truest form. Kehrite, Dlex and Kor'Ma are the main gods of the Clan. Each hunter of Clan Veraz must undergo a trial and blooding rite that takes nearly a month to complete, the first two weeks, the young blood is accompanied to a planet where they will hunt by a group of teen-age Preds who are assigned to work under the Youngbloods direction to erect a shrine to their chosen god. Once the shrine is completed to the Youngbloods desired standard they progress to the hunt in which the clan follows standard hunting procedures as almost all other clans

Clan Mei'ka, the Maidens.

Clan Color

#9900CC - Dark Violet

Clan Members
  • Unknownity - Shi'rei Mei'ka
  • Geeves - Ka'ruul Mei'ka
  • Shirumic - Lai'asku Mei'ka

Clan Lore
  • The Mei'ka clan is a clan once filled with tragedy and now reformed as the ashes of the remaining members rose up to take back what is theirs. It was once an average clan and now it is a clan dedicated to Dtekale and their faith is all around her. The clan is made out of females only who have found a different desire and purpose where they would be shunned or even killed by other clans if known about it. Their desire is all about the Hunt to succeed and show Dtekale their might and skills and strengthen their spirit.
  • The clan’s home is located in the southern quadrant of ████ Prime where religion isn’t as completely centralized thus other clans who live nearby do not mind how the Mei’ka clan portrays the Goddess Dtekale differently. Wherever the Mei'ka clan is, there will always be a temple nearby dedicated to Dtekale. The clan is currently expanding its hunting outposts and temples beyond the home planet.
  • The Mei’ka clan is highly religious only towards a specific deity which is the Goddess of women and birth, Dtekale. The Goddess is portrayed differently by the clan, having a larger emphasis on women. The widows questioned why there is a god for women but not for men. They believe only certain females could become hunters. They believe the raw strength and strive for the hunt which isn’t common for females was a sign that they had Dtekale’s spirit within them. Their conclusion about why most females didn’t have the Goddess’ spirit was due to them becoming child makers and mates as it made them weak and lose their strive to hunt and rather stay at home. Not having the spirit of the Goddess was a sign of weakness for them and they would do anything to keep the spirit inside them or else they would lose their respect for their fellow sisters and be kicked out of the clan or be transferred to the working caste or turned into a serf.
  • The Blooding rite for the Mei’ka clan is very demanding and difficult for most female Yautja as it revolves around the strive and desire to hunt which most females do not have. For one to complete their Blooding rite, they have proven themselves to bear the spirit of Dtekale. If they were to fail the rite, the un-blooded would receive harsh punishments in return, they were then taken to the clan’s Shaman for them to attempt to wake their spirit of Dtekale. If they failed the rite a second time, then they had no place in the clan’s finest and were given labor roles and remain unblooded for their life, that is if they lived.
  • The Mei’ka blooding rite has 3 main principles:
  1. The rite must be considered already challenging to male hunters
  2. The main objective is to secure a trophy of the prey you were given to hunt
  3. You are required to be stripped of everything but a single spear and loincloths to achieve the same experience as Dtekale had during her age of being inside a mortal body
  • The Mei’ka clan has an interesting reputation among other clans who know them, especially those who knew the Mei’ka clan before its revision. Due to the infamous disappearance of all the males in the clan, other clans believe they had to be involved with the disappearance as how could all the males disappear without a trace? Due to that, those who knew about the old Mei’ka clan, do not trust the current one and avoid them with their best effort. Because of the Mei’ka clan rejecting the traditional purpose of a female Yautja, they are generally disliked by traditionalists. Mei’ka views females of other clans as weak unless they are a part of the warrior caste and have no mate. Due to their stance about having a mate and becoming a child-maker, other clans have started calling them the Maidens.
  • Founded by Bokahn Mei’ka, the clan was originally just like any other clan as they had the same practices and standards. The clan had a special event that occurred once every four years and lasted two months where all the males in the clan went away to partake in a large hunting party and returned with a large feast to share with the females. Even the males in the working caste joined the event to help the warriors in particular activities where they couldn’t do it on their own. However one fateful event, they never returned. Their ship went missing and it couldn’t be tracked, the same goes for the gear the males had. They all disappeared without a trace and many conspiracies were formed by other clans who knew the Mei’ka clan. Some conspiracies talked about how the females sabotaged the ship and the gear to disable their tracking systems and sent the ship far into the unknown where it could never be found, some conspiracies simply say that the ship was sucked into a black hole or was completely disintegrated by unknown means. What was known is that they are all gone and will never come back. The remaining females in the clan were now called the widows by other clans and subsequently, the clan itself was called the widow clan. Instead of dissolving the clan, they decided to change it completely to the point of it being entirely different. They believed to be lucky to survive the extinction of their old clan, they believed Dtekale protected them and thus centered the clan around her and about women. The incident is now a reminder and curse to them, to never allow males into the clan or else they would suffer the same fate, not because they hated males or thought they were superior to them. The new founder Kay’ta Mei’ka returned the clan from its ashes and became a sanctuary for females who rejected their purpose to bear pups and have mates and rather focused on The Hunt. Currently, nobody still knows what happened to the males and the truth will never come to light.

Clan Sigil
Meika Sigil.png

Clan Lore written by Unknownity.

Clan Teer

Clan Color

#FF99CC - Light Pink

Clan Members
  • WH0_T00Kthejam - A'kei Teer
  • Thesoldier - Moka Chiva-Teer
  • Frankthemagicpotatoe - Pau'thi Teer
  • MrDadMan -
  • teafortwo - Karad Teer
  • variatio -
  • isprobablycatto -
  • Gnorse - Na'kaar Teer
  • niktwazny -

Clan Lore
  • The earliest records of the Teer clan date back to a few millennia ago, with little being known about them, save for the ill fate that befalls most of their foes. Based on the resource abundant system of Dán, many clans have expressed their envy over such a system, as control of it would be able to boost their own capabilities many times over. Perhaps their most well known incident which sparked their fame and began their ascent into greatness would be their clash with the Nash clan, a rivalling clan which outnumbered them greatly. Anyone of sound mind would believe the Nash clan to easily crush the Teers and perhaps they themselves believed so too as they soon led their entire clan to battle, hoping to claim both an easy victory and the Teers’ many resources.

    It was clear that the Teers had little chance of winning when they brought a measly fifteen ships versus a grand fifty and yet, even amidst the lasers and the wreckage of their own ships, Na’Teer, the clan head at the time, boarded the enemy flagship with a small party. He wreaked havoc amongst the ship, disrupting communication between the entire Nash fleet and also duelled Bo’Nash, the leader of the Nash clan. It was unknown who won between them for a great deal of time, the battle between the two fleets coming to a standstill and yet to everyone’s utter surprise, Na’Teer emerged victorious, bringing the head of Bo’Nash with him and thus ushering in a new era for the Teer clan as a whole.

    In recent times, they’ve begun to change their philosophy, hoping to expand their control over the galaxy much more rapidly than before and have thus turned their eyes towards a few new sectors. Continuing their pursuit of quality over quantity has truly given them an advantage over all but the most numerous of foes, with their own initiates being a cut above those of other clans.

Clan K'wii

Clan Color

#CC0000 - Crimson Red

Clan Members
  • Joelampost - Nan'ku K'wii
  • NuggetsOnToast - S'kra K'wii
  • SuprisedBaby_ - Ta'ruuk K'wii
  • TyroneDadWhipserer - Xarnen K'wii

Clan Lore

Clan K’wii is a nomadic Yautja clan. Its members rarely are found to settle in one location. However wherever they appear in the galaxy they are bound to cause controversy amongst other hunter clans. Living very different lifestyles to most other clans, Clan K’wii place a high standard on all things material. Being a smaller clan they do not possess great forges and their expert smiths have long since perished. Original K’wii artefacts are rare and reserved for the highest in the clan. Clan K’wii acquires their goods and gear along their journey and it is a high dishonour to lose it. Yautja of the clan hunt for material gain, and never waste. Hide, bone, and skins of lesser prey are all valued. The higher prizes sought by these hunters however is the gear from other yautja, K’wii hunters recover gear from all fallen Yautja and add to their stockpile. A controversial action which has resulted in many honour duels over ownership of the gear.


Clan K’wii boasts a single yautja mothership named the dha-viath (Disaster). The vast majority of the clan lives on this presumably salvaged ship. It is a mess of a ship, consisting of parts from various different ships smashed into one hull. The paint job on the ship consists of a worn out silver and red colour. The ship itself is over 2000 years old, however next to no original parts are left on the ship. Over the years old, broken, and worn out parts have been replaced by newer and more advanced parts salvaged and acquired from other clan shipwrecks. A noticeable modification to the ship is the lack of a proper smithing area onboard. The old smithing area was converted into storage for acquired gear, as well as a shrine to Nritja.


Clan K’wii’s right of blooding is often regarded as harsh by lesser clans standards.The reason behind this being that their clan is constantly at odds with most other clans due to their nomadic nature. Clan K’wii’s right of blooding is equal to that of some lesser clans elite trials. Their Clan’s leader Nan’ku K’wii observes every blooding with an elite clan councillor to ensure the standards of his clan are kept.

The unblooded are dropped on to a unspecified planet chosen by Nan’ku K’wii and a elite clan council member

They are told to not use their: cloaking devices,plasma caster,any form of burner and are told to remove their masks (if the clan has any to spare at the time of the ritual).

The young warriors are set upon the planet to hunt at least three serpents, and return with their trophies and spoils to contribute to the clan.

Those who fail to complete this trial, will be pitted against the other failures in a fight to the death. The winner of this battle will be granted the right to retake the trial at a later date.

Those who succeed in the trial will be honoured by the Clan Leader Nan’ku and granted their bracer and mask.

The Hunt

Every hunt begins with a quick ritual to Nritja. This ritual consists of saying a prayer and drinking a glass of akrei-non (fermented xeno blood mixed with fruit) in front of Nritaja’s shrine inside of the ship. Yautja of Clan K’wii hunt in small groups to ensure gear recovery if necessary and the elders enjoy observing their younger hunters in combat. If a yautja is to perish on the hunt their body will be recovered and returned to the mother ship to take place in a ritual at the shrine before being laid to rest. It is common for hunters of Clan K’wii to create shrines/temples on worlds which facilitate their hunt, where they dedicate certain trophies to their pantheon demi-god Nritaja. After each hunt concludes the spoils are gathered and presented to the clan leader so each hunter may demonstrate their contribution to the clan and further their standing.


Clan K'wii Broke away from a larger clan who followed the pantheon of Chiyte The founder Nan’ku got a vision from Nritja to give him the confidence and the bravery he needed to take his warrior sect and split from the clan before it fell into ruin. The old clan was wiped out, K’wii is all that remains proving to Nan’ku that his vision was true, and his followers became ever loyal for saving them. Nan’ku led a warrior sect and therefore lost the ancient knowledge of smithing and forging his own gear, leading to his clans need to fight for all they have.

Clan Loxzil

Clan Color

#405515 - Olive Drab

Clan Members
  • Clan Leader Dinobubba7 Serp'xal-Loxzil
  • TheeBiggest - Ai'jan-A Loxzil

Clan Lore

Clan Loxzil has a more recent history only spanning fifteen centuries. Its foundation was created by the Master Artisan Atla’tes-Loxzil after breaking away from Clan Uliz’bard due to perceived disrespect for his arts. He along with other artisans of Clan Uliz’bard who broke away to follow him set out and formed Clan Loxzil on the remote, arid planet of Buhiri. In doing so they also heavily modified the existing yautja pantheon to suit their own views of how everything was created, being dissatisfied with the existing interpretations that many clans follow. Of course this action he took has not painted the clan in any form of glory, instead being seen as a bunch of proud, arrogant, ignorant, and closed off artisans to those outside of the Clan. Those who are part of Clan Loxzil are known to create multiple different pieces of artwork and are all inspired by various hunts the members are required to go on before creating more and as part of their blooding ritual. They range in quality but the members within the clan are very self-centered and always view their own piece as the best.

Location, Places of Interest, Artifacts

Synopsis: Buhiri is where Atla’tes-Loxzil decided to settle down after an organized ritual with Clan Shaman Lilyuz’cuz-Loxzil resulted in a vision of this planet as the tale goes. Buhiri is a remote, arid world with vast mountain ranges, and large swathes of arid savannah punctuated by a singular, large ocean covering an expansive, singular continent. Due to the hostility of the environment, Clan Loxzil tends to focus themselves either within the coastlines, or within the interior mountain ranges. Within Buhiri there are three major population centers, with numerous minor settlements and villages created to help support the population centers.

Places of Interest:

Atla’tes Citadel: The original residence of Atla’tes-Loxzil. Located at the exact center of the city. A series of lavish buildings in a compound atop a large mound that were constructed by hand. It is well ornate with various precious metals and artistic inscriptions of each hunt that Atla’tes-Loxzil took. Legend states that Dlex sent down a Hed’gauz-oocee to guide Atla’tes to this exact spot, after beating it in physical combat and bathing within its stomach acids, before using its brain pulp as ink to create the building design. This is also the location that houses the clan leader, and clan elders as they take up residence within the various buildings in the compound.

The Hizxol’abe: A large, cube shaped building constructed from granite for the sole purpose of housing and presenting the clan's completed art pieces, as well historical texts, manuscripts and artifacts. Within its long and winding halls are housed the first completed pieces of art of every blooded member of the clan, subsequent pieces of art created by blooded individuals are then compiled in sections dedicated to themselves. For those that died honorably, their Jial-be’zil are put on display as well. Migtcul’we: The primary religious center of Clan Loxzil, housing exquisitely designed shrines and prayer rooms dedicated to the members of their pantheon. Housed within are two large statues depicting Paya and Dlex slaying the Xrab’erild made completely out of quartz.


Atla’tes-Loxzils Jial-be’zil:

A series of craft tools that used to belong to Atla’tes-Loxzil before he set off on his pilgrimage. All of the tools present are of the highest quality and almost seem divine in nature to those aware of its significance within the clan. However to outsiders these are an odd assortment of painter and craftsman tools of varying quality. There are two possible origins to these tools depending on who you ask; one states that Atla’tes-Loxzil was granted these tools as a divine gift for slaying the Hed’gauz-oocee and forming the clan. The second one is that Atla’tes-Lozxil created these tools after losing his original pair after a hallucinogenic journey in the desert after being told his art was equal to that of water in a gutter.

The Precursor:

An artifact whose origin is alleged to be one of the many drafts Paya and Dlex took before eventually perfecting what the Yautja would be. It is a statue whose composition is unknown, however the body plan is eerily similar to a Yautja, although it has an additional leg and rather than mandibles, there is a series of four trunks that make up the mouth.


Synopsis: Clan Loxzil are very zealous toward both Paya and Dlex as both are viewed to be intertwined with how the Clan organizes itself and its purpose. Most members of the clan regularly perform rituals and dedicate all of their artistic work as tribute to these two gods. Although recently there has been an influx of newer members adding Kehrite to the clans pantheon, although members of old are not so welcoming to the new addition to their sacred duo. However, the typical Yautja pantheon remains intact apart from minor adjustments; that being that all other gods were once mere yautja who had successfully managed to track and hunt down a Xrab’erild, ascending to godhood for achieving such a feat.

Creation Story: According to legend, both Paya and Dlex were present at the beginning of time. Paya ventured far and wide across the galaxy, looking for a suitable mate to help propagate and produce offspring to spread the art of the hunt across the galaxy. During their quest, they met Dlex after fighting against a Xrab’erild that shattered the very stars. With the assistance of Dlex, as he held the tools of the hunt and artistic fortitude, and Paya the resolve, they were able to reform the stars. Taking stardust and mixing them with the viscera of the Xrab’erild, as well both Paya and Dlexs blood and then molding it into the shape of the ideal body of a hunter. After the arduous task of trial and error, it eventually led to the creation of their chosen children; the Yautja.

Major Gods:

Paya: The first of the two major gods followed by the Pantheon of Loxzil. She’s portrayed as a wise, confident, proud, and honorable hunter that would do anything to spread their message.

Dlex: The second of the two major gods followed by the Pantheon of Lozxil. He’s portrayed as a shrewd, arrogant, worthful god whose character was ingrained within all Yautja to some degree, in order for the survival of the fittest to become a forefront of the culture. Dlex views most of his offspring as inferior, therefore to test them he creates various creatures for the yautja to hunt. As far as the yautja are concerned, Dlex is viewed to have created every single species that has existed and ever will, and their only purpose of existence is to be hunted.

Minor Gods:

Kehrite: Kehrite is currently not officially recognized by Clan Loxzil as an official member of the pantheon; however in recent times due to the influx of newer members, Kehrite worship has begun to spring up across the various villages. According to worshipers, Kehrite is the firstborn of Paya and Dlex’s marriage after they conceived him in a painting created by the spinal fluid of the Xrab’erild and a shaving of dreadlock from Dlex. He’s portrayed as a strong, courteous individual who strives to create the tools of the hunt like his father and give it to the yautja, rather than keeping it for himself. Something that his father Dlex does not wish to do until the uautja are proven worthy.

Other Deities:

Xrab’erild: According to legend, the Xrab’erild was a creature present since the beginning of time. It had a large frame, enormous jaws and four pairs of pillar-like legs. It carried the stars on its back and devoured anything it came across in order to create more and add to its collection upon its back. The sacred scriptures state that there are multiple Xrab’erild across the universe, and that slaying one creates a galaxy and ascends whoever achieved such a feat into godhood. Taking the pilgrimage to locate one of these creatures and defeat it is the ultimate goal of all blooded clan members of Loxzil.

Hed’gauz-oocee: A creature that is said to be a servant of Dlex. A six winged creature with two tails, two necks, and seven legs. When one is spotted it is taken as a divine omen; one that requires the creature to be defeated and in once doing so, consumption of its liver. The reason for that is it allows those that consume it to receive divine visions and guidance on a task that the gods wish to be carried out. Whoever slays one is almost immediately elevated in social rank, and in rare circumstances- allows them to challenge the current Clan Leader in an honor duel for the right to lead.


Clan Loxzil have a very poor reputation outside of the clan due to their upgrining and attitude. For one it is noted that the prior upbringing of being a breakaway means critics point out that Atla’tes-Loxzil was self absorbed with his art and refused to take criticism from outsiders leading to him finding groups of sycophants to carry his ego while boosting their own prowess. Take into account also that most members of the clan were created from the Working Caste, meaning that their prowess as warriors is lacking except for a few cases. Their attitudes toward outsiders and criticism against their art usually lead to honor duels which they lose, attributing more to their bad reputation among outsiders leading to a sharp decline in clan longevity.


Clan Loxzils blooding ritual commences only after selected members of the various artisan and working class sects were selected due to potential prowess with the arts and their craft. This can take as little as five years to as long as five decades for such a feat to occur as the sects only send forward the best they have to offer.

There are five main trails that are held for the youngbloods, mostly to test and hone their abilities with these core aspects.

1. Be taken under the wing of one of the craft masters to show your prowess with various forms of art; this usually takes the longest and is most prone to failure as the craft masters rigorously vet members to test their skill and send back those who failed.

2. After being approved by the craft master of their choosing, they are taken as an apprentice to learn the ways of duty, honor, further bolstering their abilities with the arts and crafts.

3. Begin formal combat training from blooded individuals. However, each unblooded is forced to adopt their own style rather than copying what the instructor does, if the instructor senses the unblooded technique mimicking their own, they will be sent back to the craft masters to repeat at a later date.

4. After being passed by both the craft master and blooded trainer, the unblooded must create their craft tools (Jial-be’zil) that they will carry for the rest of their lives and must never lose. They only have one shot to do this and if they fail, must continue to carry the tools as a form of punishment which can lead to discrimination among others.

5. The unblooded is then sent out on a hunt chosen by the craft master with minimal equipment, only consisting of basic clothing, a combi-stick, and their artist tools that they must use to bring back one trophy. If they successfully complete the hunt they are allowed the privilege of creating their first piece of art depicting the hunt they took and are then officially considered blooded.

Clan Eaul’Haa, the Ashen Fiends

Clan Color

#FD6A02 - Tiger Orange

Clan Members
  • BurnedSweetPotato - Za'Kuth Eaul'Haa
  • Superjo98 - Tak'yar Eaul’Haa
  • John Ravioli - Atuudh Eaul’Haa
  • Usnpeepoo - Klu'in Eual'Haa
  • Destrok - Har'Kittak Eaul'Haa
  • Flpfs - Pa'kui-Ca Eaul'Haa

Clan Lore

Originally inhabiting some of the most dangerous regions of Yautja Prime, the arduous Eaul'Haa clan staked their claim. Meticulously choosing to occupy only the highest peaks of the revered fiery and mountainous biomes, the strength of every hunter – both young and old, is extensively tested from birth due to the harsh environment. Although many centuries have passed since these first foundations were laid on their homeworld, great respect and attention is paid to honoring and remembering their ancestors here. The main way each Eaul'Haa clan member honors their forebearers, their culture, and their traditions is through their first blooding ritual.

It is common knowledge in Eaul'Haa society that in order to gain favor with the aforementioned leadership, one’s brutality in their hunts and duels must catch their eye. There is no better place for this to be observed than in the arena on the ship, under much critique from the clan’s older bureaucrats. Everything from the way a blade is wielded, to the amount of blood let loose from prey before it falls, to how many broken bones are heard cracking is extensively evaluated. Although all blooded are technically the same rank, it is known that whoever can inflict as much pain, suffering, and terror amongst their prey is held in higher esteem than those who simply quickly dispatch their prey. (After all, where is the fun in that?)


Before each clan member completes their first hunt against a serpent, they are required to best one of Yautja Prime’s most venerable creatures - a Vy’drach. In stark contrast to the contemporarily accepted idea of serpents being nothing more than cunning and ferocious creatures, the Vy’drach offers something more – a nobility to perfectly complement their savagery. In Yautja folk lore, the spirit of each slain Vy’drach is said to watch over the one who slays it, judging their every move and influencing their future based on their honorable deeds. The hunts and the actions each Eaul'Haa clan member makes are seen to be tied to this “fear” with it often becoming a repressed obsession in the back of many young hunter’s minds. The intricacies of each unblooded’s quest differs, but their hunts to slay a Vy’drach will go along the lines of:

  • Venturing, on foot, into the radioactive wastes that dot the outskirts of their ancient villages.
  • Locating, using only their most basic and necessary equipment, a nest.
  • Mimicking a mating call to lure out one of the beasts.
  • Besting it in hand-to-hand combat.
  • Taking their first trophy and fashioning a cloak out of its leathery wings. (Often still worn by Yautja of all ranks, as seen in game by the notable orange cape.)

In even this most basic ritual, each core aspect of a good hunter is tested. Speed, agility, combat and survival proficiency, but more importantly here – time management, are tested in this hunt. Due to the radioactive nature of the wastes, even the most hearty of hunters cannot survive for much longer than a moon in the cruel wilds of the desert.

Although such a ruthless undertaking was completed, even more so for an unblooded hunter, they have still not earned the rank of blooded. This title is only earned in the more classic style of hunt, with that being besting a serpent in combat. Prioritizing individual prowess more than anything, it was decided that each unblooded’s duty to fell a serpent will be in complete isolation. In the massive, cavernous holodeck of the Eaul'Haa mothership, a fully interactable 3-dimensional arena is projected to host this most important juncture. Here, under the supervision of a collection of many of the most important clan officials, the duel with the serpent is watched, recorded, and judged.


Contrary to the commonplace ingrained religious beliefs that other clans may instill from childhood, the Eaul’Haa clan has a different approach – that every hunter is individually encouraged to explore the unique divinity of each of the Yautja gods, although two of the most prominently worshiped and favored gods of the clan are Paya and Kehrite.

  • Paya, a name that commands reverence even from the most impious of Yautja, is known to watch over every member of the clan’s hunt, from the youngest pups to the most highly decorated and long-lived hunters. In order to please Paya, one must show great poise and elegance throughout their hunts. An undeserved trophy from a sloppy and careless hunt is a sure way to feel his wrath, while selecting only the most honorable of prey to take down and bring glory to yourself and the God of the Hunt will ensure he may be graceful enough to glance a passing look over your next hunt.
  • For each handcrafted instrument in the vast arsenal of the Yautja, there exists a hidden, unrevealed essence – its spirit. For the hunters of the clan, this spiritual connection to their gear is not just important, but imperative. It is the key that unlocks their full potential and unleashes their fury upon the toughest of opponents. Without this bond, their weapons are but mere tools, lacking the power to harness the true strength of an Eaul’Haa. Kehrite, the God of The Forge and Flames, is vital in worship, for it is said that his blood personally flows in the hellish volcanic fissures where some of the strongest and durable ores are collected in the Eaul’Haa clan.

  • There are many more unlisted clans, they will soon be listed within the table.

Clan Boo'mah

Clan Color

#CCFFFF - Light Cyan/Aqua

Clan Members:
  • Grumpuloso - Dea'tha-lis Boo'mah
  • Triiodine -
  • There are many more unlisted clans, they will soon be listed within the table.

The Banished


#A50021 - Carmine

  • The banished are those who have been outcast from their clans due to bad conduct, I.E severely disrespecting their Clan Leader or flouting revered traditions.
  • They must approved by the council to be banished.

Banished Hunters
  • Ordosian - Ordorak Oathbreaker, Luar'Ke High Enforcer (Elder) & Leader of the An'th sect. - Insulted and attacked an Ancient, and of their own clan.
  • killinkyle - ??? Nhon - Hunting those who cannot defend themselves, within zones where the hunt is forbidden.
  • ssgtbr - ??? - ???
  • swagbag - Ri'Nhon - "Smoking" a Human tobacco amenity.
  • brunoasbahr - ??? Nhon - Released R'ka captures and forced the R'ka hive to kill them.


Factions Connections
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