The saints (also known as the aspects) are, to put it mildly, odd. Not only do they all predate the establishment of Huntsmen as an occupation, but none of them belong to any traditionally-recognized pantheons, religious or otherwise. From an outsiderās perspective, the choice to venerate them seems a curious one indeed.
Though upon closer inspection, perhaps itās only natural that modern-day Huntsmen gravitated toward these figures. Despite being separated temporally and spatially, each one embodies the characteristics that Huntsmen themselves strive to emulate: teamwork, communication, creativity, resourcefulness, adaptability, and critical thinking. In addition, their achievements and accomplishments set the precedent for many of the traditions and idiosyncrasies unique to Huntsmen: turning commonplace items into improvised weapons; training animals as combat assistants; placing emphasis on aesthetics; and so on. There are some who would go so far as to argue that the aspects are analogous to proto-Huntsmenāor, at the least, they established many of the standards upheld by those today.
Historians arenāt entirely certain where the idea to revere them came from, or which individuals were responsible for it. Nevertheless, the practice began to circulate by 2 PB, and less than four years after the Great War ended, their names were spoken of in every city on Remnant. At minimum, the aspects are held in great esteem, and deeply respected; among the more theologically-inclined, they are apotheosized and regarded as powerful spirits.
The Huntsman Academies dedicate a portion of their curriculum to studying the aspects. Students are educated on the contributions theyāve made toward science, history, culture, and combat, and the ways in which they inspired the template for modern Huntsmen. Each of the saints is further honored by having an outpost and a holiday named after them.
Derecho, the Hunter ā The woodsman of the saints, whose sphere is animals. The second of the aspects to hail from Eastern Sanus, born in the region known today as Forever Fall. Derecho was the first recorded person to notice the Grimmās exclusion-bias toward non-humanoid species, and exploit it against them. They developed the techniques for training animals to assist them against Grimm, and laid the groundwork for what would one day become the familiar. In a departure from cultural norms at the time, Derecho opted to unlock their animalsā Aura. This not only set the precedent for licensed familiars, but expanded upon familiarsā repertoire by giving them access to enhanced thermoregulation, active shielding, extrasensory perception, and amplification. At least two different domesticated speciesāthe rapier wasp and the war boarācan be accredited to Derecho, although curiously, they never personally used either. Derechoās resourcefulness is a trait that many Huntsmen seek to imitate, in particular, their skill as a tracker through uncharted territory. Itās not uncommon for Huntsmen lost in the wilderness to call upon Derecho to guide them to safety; or, if in pursuit of a target, to help them find the object of their search.
Solaire, the Arbiter ā The orator of the saints, whose sphere is synergy. Unlike the other individuals on this list, Solaire was a controversial figure for her time. She began her career as first mate on a whaling vessel that operated between Solitas and Anima. Later, she led her crew in a mutiny against their captain, when she discovered that he was planning on transporting slaves between coastal cities. The idea of Huntsmen pledging their loyalty to people, not countries, comes from Solaireās acts of piracy against Mistrali and Mantic slave ships, in which she openly antagonized and strained the relationship of both governments for decades. She was a charismatic leader, able to rally others to a cause with the right word; more importantly, she knew how to delegate and coordinate. Under Solaireās leadership, her motley crew gained a formidable reputation for not only eliminating any vessels that trafficked people, but at successfully repelling marine Grimm (a success that many found hard to replicate). Multilingualism amongst Huntsmen is attributed to Solaire, as is the academiesā emphasis on learning to compliment and balance each otherās skillsets. Huntsmen that pray to Solaire do so when preparing for voyages across open water.
Iosefka, the Guide ā The artist of the saints, whose sphere is self-expression. It should be noted that while the title of warrior belongs to Faron, Iosefka was undisputedly the deadliest of the five. Even before the aspects were formed, she was widely celebrated among Vacuites for creating safe passage through the Wastes to the interior oasis. In order to guide travelers through the intense sandstorms without them getting separated from her, Iosefka would wear clothes dyed bright blue, and tie bells to the ends of her horns. The highly contrasted color, and bright, silvery chimes not only heralded her presence, but instilled in her companions a sense of safety. The many descriptions of a young woman robed in cobaltāher laughter ringing as loudly as her bells, as she severed a Ziraphās heads clean from their necksāleft a lasting impression, especially on modern Huntsmen. The highly customized attire that Huntsmen are known for can be directly linked to Iosefka, as can the tradition of bearing personal emblems or insignias. Itās said that those who can laugh in the face of peril will bear her protection.
Oziel, the Scholar ā The lorekeeper of the saints, whose sphere is storytelling. A vagabond from Central Anima, who, despite being of great renown, was wholly inconspicuous wherever he went. According to those who knew Oziel, this suited him just fine. For untold years he traveled between settlements, offering his service to those in need, and fighting off Grimm and bandits alike. His altruism and aptitude for combatāwhile noteworthyāpaled in comparison to his storytelling. His audience would listen with spellbound awe as he wove words together. Many of the tales he recited were his own, although quite a few were ones that had been taught to him by the settlements he visited. His efforts to memorize (and later, record) them helped ensure their survival into the modern era, and in some cases, allowed them to outlive their original storytellers. Some of the more popular fablesāThe Nameless Blade, The Pale Lady, and The Two Brothersāoriginate directly from Oziel. Thereās an old superstition that if one sings, or tells a story while travelling the roads, then Ozielās spirit will accompany them on their journey. Although belief in it has faded somewhat, many Huntsmen still keep the pastime alive.
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Ā« Break away from everybody.
Break away from everything.
If you can't stand the way this place is.
Take yourself to higher places. Ā»
ā« Break - Three Days Grace
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āOh, youāre awakeā¦ā Oz looked slightly guilty as the person he had spent the night with caught him trying to slip away in the morning. He always felt bad, leaving like this, but he convinced himself that it was better this way. āIām just⦠going out to get some things. Donāt worry about it, just go back to sleep.ā He wasnāt planning on coming back, but the other didnāt need to know that.
Em parceria com a Central Ćnica das Favelas, lideranƧa comunitĆ”ria dos bairros Monte Cristo, Oziel e Gleba B, em Campinas, dĆ” exemplo de solidariedade e organização na entrega de cestas bĆ”sicas