Hrathanesse and Tuorkey combat styles

History: In the three centuries prior to the ascension of the first high Guildmaster, the various guild leaders constantly attempted to outdo each other with increasingly flamboyant over-the-top weapons, including wrist knives, cape blades, shoulder spikes, sharpened crowns, and small daggers hanging from ropes tied about the waist and chest, in addition to the huge ceremonial war hammers and scythes that had been the traditional weapons of the Hrathanesse long before the advent of the guilds. The style known as Majurged (a corruption of "flying basilisk" in Old Hrathanesse) was created in an attempt to create a practical combat style out of these exotic implements, and when used correctly can be terrifying to fight against. While the excessive weaponry used by the guilds of old has fallen out of style, some in the military and nobility still use Majurged to gain an edge over more sane combatants.

Name of style:Majurged
Description: this style trains the user in the art of using a variety of unusual weapons developed by various guildmasters in a petty attempt to outdo each other. The style has hundreds of variations, but all revolved around the central concept of using unusual body movements to simultaneously strike with a primary two-handed weapon and a large variety of secondary weapons, overwhelming them with the sheer number of attacks. Majurged masters who practice long enough can, according to say-so, control each individual blade with as much ease as a normal warrior can control a single sword. Whether or not this is true, an experienced Majurged user can strike over a dozen times in a single second. Majurged vs Majurged battles either become a tangled mess (in the case of amateurs and the average user) or an impressive ever-shifting storm of blades (in the case of experts).
Notable Moves:
Dust Devil: A basic and effective technique, and often the sole attack of less experienced users. It is, in essence, a carefully controlled fast spin, that hits first with the cape blades and any hanging knives and follows up with a heavy hit from the primary weapon. It is not as difficult to learn as most of the style, and is very effective (as most opponents are too busy blocking the oncoming blades to dodge the immediately following strike from the main weapon). More advanced users also use this maneuver, but they incorporate jumps, kicks, body slams, cartwheels, and other variations into the move.
Manticore: Named for the two-headed basilisks common in legend but never observed by any educated person, this move requires a controversial piece of equipment: Sword Gauntlets. These gauntlets are fitted with a long, slender blade, up to four feet in length. By twisting their wrists, users can strike or parry with these swords without relinquishing their grip on the main weapon. Many masters scorn this move because it requires a lot of practice for very little effect in a real battle, and the blades are expensive break easily. Users with a lot of money like to show it off by using this maneuver, and sometimes even hire caddies to carry replacement blades. The move is banned in the military, again for cost reasons.
Notable Users: Nathanias Ethmorl, son of the High Guildmaster.
Notable weapons: There are literally hundreds of ceremonial Warhammers and Scythes that have been owned by famous masters of Majurged or by notable political officials. However, these weapons, while traditional, are nearly always inferior to standard issue military greatswords. For this reason, most of these famous weapons are gathering dust on some rich guild official's shelf, or are used as badges of office (as is the case with the High Guildmaster's Cerulean Scythe).
Defeating Majurged: High Guildmaster Loki Ethmorl defeated several prominent Majurged masters without using the style himself, and wrote three guidelines on defeating users of the style.
1: Ignore the little blades. A armored warrior will only take minor scratches from all but the main weapon. Make the primary weapon your main concern, and don't worry about the little blades.
2: Step forward. While common sense would dictate that you should step away from the storm of blades, moving in closer can cause one of the many dangling blades to get caught in your armor, causing your opponent to trip. Also, stepping back can give your opponent room to build up momentum.
3: Do not allow your opponent to gain momentum. Momentum makes the little blades more dangerous, and the primary weapon outright deadly. Aim your strikes and parries to interrupt their movements, and force them to change direction as often as possible.