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This is a work in progress! It would be helmed by Aniktuktun until someone takes him out. It is intended for mature audiences [3 3 3] !

You can get an idea for the vibe by looking at his profile, but TLDR: he is a sociopathic serial killer; his goal is to "cure" people of their illusions, which involves lots of blood and chaos.


[Image: 586a0a41a0f68b864282ebed8e1c9f45.png]



The Taakkillukuniit hold that meaning is the root of all weakness, and so it must be denied, dismantled, and rendered unusable wherever it appears; spirits are silence and deserve no acknowledgment, ritual is a cage disguised as reverence, and structure in any form—names, traditions, symbols, hierarchy, even efficiency—is an imposition to be broken rather than obeyed.

They believe that to act with purpose is already to submit, and so excess, waste, and brutality become proof of freedom: to kill beyond need, to destroy beyond use, to spoil what could sustain, to turn every act into something improper and unclean. Anything that carries weight—bones, bodies, stories, identities—must be damaged until it cannot hold meaning again, and any hesitation in this work is seen as decay of the mind, corrected through pain, humiliation, or removal. Names are not inherent but earned through acts of visible rupture, and are stripped the moment one falters; the self is only as valid as its last transgression.

Though they claim no rituals, they repeat these behaviors until they calcify into law, enforcing a living contradiction they refuse to see: that in rejecting all meaning, they have made destruction itself into doctrine.



RANKS



Taakkillukun — The First Splitter
The current head of the group; defines what is “wrong” and therefore what must be broken.

Nirruqtiq — Breaker (singularized from Nirruqtiit for rank use.)
Proven members who enact and demonstrate the group’s doctrine through extreme, visible acts.

Aviqtaqtiq — Half-Split
Unstable members who still lapse into “correct” behavior; subjected to correction, pressure, and escalation.

Sivulliq — The Uncut / The First (unproven)
New arrivals and outsiders; untrusted, constantly observed, and treated as raw material.

Sauniqsiiriqtiq — Bone-Breaker (designation, not a rank; typically women.)
Feared individuals marked by their extreme rejection of spirituality and fixation on destroying meaning in remains and ritual.



TENETS // LAWS



Unaktuqsaq: What carries meaning must be broken.
Anything that holds value—bones, names, rituals, bodies, symbols—must be damaged until it can no longer contain or convey meaning.

Sivunniqsuq: Excess proves freedom.
Acts must go beyond need, beyond efficiency, beyond purpose; waste, prolongment, and destruction are proof that one is not bound by structure.

Nipaittuq: Spirits are silence.
No acknowledgment, no ritual, no mockery—spirituality in any form is denied entirely, stripped of attention until it is nothing.

Ihuittuq: Hesitation is rot.
Any pause or restraint signals weakness; it must be corrected immediately through pain or escalation.

Qaksraaqtuq: Doubt demands correction. To question is to cling to meaning; doubt is punished until it is either burned out or the bearer is removed.

Atiqtuq: Names are earned through rupture.
Identity is not given—it is proven through acts of visible harm and can be stripped at any failure.

Maligaittuq: Pattern is a cage.
Predictable behavior, clean kills, and orderly action are signs of submission; they must be avoided or deliberately broken.

Atanniqtuq: Value must be spoiled.
Anything useful—meat, hide, tool, body—should be damaged beyond proper use to deny purpose.

Tigliktuq: Witness makes truth.
Acts must be seen; destruction unobserved holds less weight and does not fully sever meaning.

Piqpagaittuq: Attachment is weakness.
Bonds, loyalty, and sentiment are fractures waiting to be exploited or erased.

Suliqtuq: Repetition becomes law.
Though denied as ritual, repeated acts are enforced without acknowledgment, and deviation is punished.

Naalaktuq: Obedience is temporary.
Authority exists only as long as it proves stronger; any role can be challenged, taken, or destroyed.



POLiTICS



TRESPASSERS
The group considers all within their chosen land to be trespassing. Whether a person is the herald from another established group or not, they are met with the same hostility. If a person were to try and hold an audience with a member of the group—such as by howling, or doing the commonly respectable actions known to wolf law—they are immediately targeted. If a trespasser is deemed too weak to be of any use to the group, they are maimed and chased from the land; if someone proves to be a formidable opponent, that almost becomes a game to the group, as each begin the hazing and terrorizing of the individual. It is not uncommon for members to fixate on trespassers, stalk them home, or try to keep them as pets in an effort to break them down and absorb them to the collective.


NEIGHBORS
They don’t do alliances—but they do pressure dynamics.

Knowing how traditional groups work, the intention with these chaos hounds is to turn it all upside down.

With traditional packs:
  • Constant boundary violations.
  • Disruption of hunts.
  • Destruction of remains.
  • Erode their sense of order.


When encountering a pack that is particularly spiritual, the frenzy begins. As this group is motivated to pass nihilism ("sanity") to as many folks as they can, the destruction of holy sites, relics, graves, and spiritual centers to any established group is the most important thing.

This group does not conquer territory—they seek to destabilize.



The Taakkillukuniit deny ritual while enforcing a cycle of repeated, observed acts that define belonging and power: initiation begins with a deliberately “wrong” first kill—prolonged, wasteful, and destructive—judged by the group to grant or deny name and status; major kills collapse into chaotic feasts where fighting is encouraged and all remains are ruined to strip meaning; repeated failure results in name-stripping, reducing identity until it is re-earned through escalation. Captives may be subjected to enforced silence for a full lunar cycle, existing without voice or recognition, while trespassers are not handled conventionally but instead brutalized, toyed with, and released damaged to spread fear and disorder. Beyond the group, these same patterns scale outward: neighbors are destabilized through constant disruption, desecration, and boundary violations, ensuring that no structure—social, physical, or spiritual—remains intact.

ANTI-RITUALS




FIRST BLOOD
The group witnesses the killing of an animal, family member, or stranger by the inductee. The kill must be improper: prolonged, messy, inefficient, wasteful, laborious. Bones must be damaged, hides destroyed, meat spoiled. If the group approves of what they witness, the newcomer is given a new name and identity. If rejected they might earn a new mocking name, or their current identity is mocked while they are terrorized until they either leave, or try again.


THE BREAKING FEAST
There is no structure to the group when a feast transpires. It is a free-for-all, with no respect for personal space, the body being consumed, or one another. Fighting over choice meat (or any part of the feast) is encouraged. Bones are systematically destroyed—pulverized and discarded or broken in to pieces, scattered, discarded, so they cannot be found again and 'read' by anyone. This is a direct affront towards the Muradoii bone-priestess women.


NAME STRIPPING
Failure earns scorn, pressure in the form of aggression, hazing, and insult. If someone fails repeatedly then they are called by a lesser variation of their name—or a lesser name entirely, or a complete deletion of the personhood of the offender if they've offended the group enough. They must earn a new name through escalation, the enactment of horrors, hazing perpetrated of their own accord, or other such acts.


THE SILENT NIGHT
A rare, but important event during which the victims of kidnapping, forced marriage, enslavement etc are made silent. They exist in a nameless, soundless state for a full cycle of the moon. None but their captor may engage with them—but they themselves may not speak, howl, or communicate without express permission.




BWP - Tree of LifeBWP - JudgementBWP - The Withering SiegeBWP - The Sun's ReturnBWP - RuneseekerBirthday Year 3
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HOLY HELL THEY SOUND ABSOLUTELY SAVAGE.
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Yeah- whoops!

Ill also note here, because the concept is pretty heavy:

The Taakkillukuniit are chaos hounds, not a sealed cult. Aniktuktun wants his mindset to spread (“pure sanity”), so he deliberately creates openings for the right kind of broken, curious, or already-twisted souls to stumble in. The group is designed so that new blood can enter through the Sivulliit rank and either rise… or get culled in entertaining ways :)


.... I am very bored at work so prepare for some word vomit.



Concepts!


The Kidnapped Child
Rank: Sivulliit or "Unbroken"

Concept: A young wolf (or pup) taken during a raid on a spiritual pack. Kept alive specifically because they still pray or believe in bones/spirits. They are forced to watch every desecration, then made to participate in small ways (smashing bones, spoiling meat).

The character’s internal struggle is “Do I adapt and become like him to survive… or hold onto the last scraps of meaning until it breaks me?”



The Outsider
Rank: Sivulliit → Aviqtaqtiit
Concept: A wolf from a completely different culture/faith (e.g., a sky-worshiper, ancestor-venerating pack, or even a peaceful hippie group). Aniktuktun singles her out because her beliefs are “particularly stubborn.” He doesn’t just kill her faith — he makes her destroy its symbols herself while the pack watches. The goal is total corruption so she becomes a Bone-Breaker who proves spirituality is worthless.



Fellow Nihilist
Concept: A lone wanderer who already believes life is meaningless — maybe a failed priest/ess, a disgraced warrior, or someone who lost everything to a “miracle” that never came. They don’t join for power or survival; they join because Aniktuktun’s brand of sanity feels like the only honest way to live. They still have to prove it through the Wrong First Blood, but they’re already philosophically aligned.



Traditionalist to Zealot
Concept: Once a member of a highly spiritual culture, they survived a raid in their past life but doing so caused something to snap within them — now they overcompensate by being the most gratuitously destructive person they can be. Naturally restless, the pack’s philosophy gives them unlimited permission to delve in to this darkness they've inherited. They delight in pulverizing remains because they used to revere them; rather than treating their tremendous PTSD they have gone the opposite way, fully embracing the nihilism as a coping mechanism.



Protective Parent
Concept: A fiercely devoted mother (or father, or even parentified sibling!) traveling with one or two surviving children. They cling to every traditional survival ritual—quiet prayers for safe passage, careful bone disposal, giving thanks to the animal's spirit for feeding the family, etc. They could end up joining the group or not! But they'd be a prime target; being stalked and manipulated until their only choice of survival is Aniktuktun & friends. Could also lead to kidnapping, using the children for leverage, its pretty open.



Reluctant Convert
Concept: A yearling raised to have a strong connection to the land. Believes in the balance of give & take, respectful of the animals he's been raised alongside, has a family history of minding herds, or keeping sheep, or cultivating the land in some way. Feels genuine awe when a hunt goes "right". Optimistic, sincere, but untested by real brutality. Perhaps they arrived in Mythris as a part of a small family unit? Could get a group of friends together if you'd like to design parents and siblings, etc. Or if you have someone in mind that matches this concept, that'd work! Could encounter the group (or a member of it) during their first solo hunt, or during a ritual hunt to signify adulthood, etc.
BWP - Tree of LifeBWP - JudgementBWP - The Withering SiegeBWP - The Sun's ReturnBWP - RuneseekerBirthday Year 3
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