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  1. - Top - End - #1
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    Default The Scrolls of Prowess (IC, EMPIRE!)

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    This thread is an IC project part of the EMPIRE! play by post game. This thread is exclusively for players active in the game.


    The Scrolls of Prowess

    Scribed by Pyrion Proudflare
    In honor of the Great Shinguard of the first age, Marius Earthguard
    May Ashmar preserve our prowess for all eternity

    Inscribed in these scrolls are the martial schools and fighting disciplines of this world, compiled in one grand project by me, Pyrion Proudflare. In the long years of wandering this world, I've seen all the prowess this world holds. Ashmar has been kind to bless all our warriors with skill and wit, one style even stranger then the one encountered before. I'll begin with the styles of my homeland, Kasumor. To make this information easy to understand for people less blessed with prowess, I'll use the following format.


    Name of the Style: Self Explanatory

    Country of Origin: Self Explanatory

    Description: Origin of the style, general discipline, principles.

    Notable moves: Examples of attacks, throws or other moves exclusive to the style.

    Notable users: Well known users of the style.

    Extra's: Any other information you want.

    OOC: After I reserved the first post for the Kasumori style, feel free to post yourself.

    EMPIRE! main thread: http://www.giantitp.com/forums/showthread.php?t=325034
    Last edited by WaylanderX; 2014-02-08 at 06:13 PM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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  2. - Top - End - #2
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    Kasumor

    Toukai Arashi (Destruction Storm, Sabrehandle Greatsword)

    Origin: Developed to trick opponents who assume that heavy weapons cannot be fast, Toukai Arashi was first practised by a group of mercenaries in the south of Kasumor. Perfected over the timespan of multiple generations of mercenaries, these warriors, also known as the Eternal Storm, were enlisted into the army permanently because of their prowess and were gradually absorbed into it.

    Principles: One of the two heavy styles of weaponmastery in Kasumor, Toukai Arashi focuses on gaining and keeping momentum with your blade, parrying your foe's attacks and delivering dreadfull blows in the same motion. The basic position is with your greatsword in two hands aside your body and letting the blade spin around. The basket on the hilt prevents your hands falling victim to piercing attacks, which would cripple an adept of this style even more than conventional greatsword fighters. However, adept of this style also use shoulder bashes and pommel hits to augment their repertoire to be more unpredictable.

    Discipline: Adepts who practice Toukai Arashi are very proficient in whirling their blades with precisely the speed that the blade is where it needs to be. Masters can adjust the speed of the rotation so precisely that they can knock arrows out of the air, let an ally fire an arrow through the whirling of the blade and even disarm an opponent with a sudden burst of speed.

    Notable Moves:

    Eternal Nightmare
    The ultimate move of the Toukai Arashi style, you start swirling your blade around like normal, then moving in perfect tandem with your blade, making use of every movement of your body to give your sword more momentum. After the adept gained enough momentum, he leaps in the air, giving his blade one final surge of speed, then launches a underhanded slash that is so fast and powerful, that with true masters, a pressure wave can be felt by bystanders. This move typically rips through all kinds of armor and most weapon can't withstand the impact well enough to block the blow. However, while executing this move, the adept has no time to defend, so this is mostly used as a finishing blow or in a moment of desperation. This move was used by Marius Earthguard during the duel at the Grand Ball, but was not launched at full force.

    Sudden Gale:
    One of the more utility based strikes in this style, the adept uses his strenght, together with the downward motion of sudden crouch to give the blade a sudden surge of speed during a parry, launching the blade upwards, hopefully surprising his opponent enough with the increased force of the impact to drop his weapon. This strike is usually followed by the Upcoming Storm strike.

    Upcoming Gust
    A followup strike, this is a strike which is used after an adept's weapon has recieved a burst in momentum, either by preparing it by swirling it in place or by using another Toukai Arashi technique. This technique is a quick horizontal slash at chest hight aimed to take the opponent offguard, striking and drawing blood before he can react. Most of the time, this is best used after a strike that is aimed at distracting or disadvantaging the opponent.

    Sudden Hail
    A dash with the hilt of the weapon, preferably against the head of the opponent, to daze him. This move is used when the adept loses momentum and needs time to start up again. However, this move combined with momentum makes for an impact rivaling that of a maul.

    Notable Users:
    Shïnguard Marius Earthguard: Currently Shïnguard of Kasumor in the year 346, Lord Earthguard is a master at Toukai Arashi. After learning it from his father, he aparently disappeared for 3 years at the age of 16, before returning as a great warrior whose prowess with the basket greatsword couldn't be matched.

    Extra:
    Notable Weapons:
    Kuroyume, the blade of the black dream.
    A basket greatsword with a blade made of pitch black shintouite and a basket made of ornate steel, this weapon has been in the Earthguard royal family for over 250 years. Its maker is unknown. Current wielder of the blade: Marius Earthguard (340).

    Ketatamashii Yuugiri (Piercing Mist, Epée)

    Assai Hoshi (Crushing Stars, Two Handed Axe)

    Origin: Originally develloped to cut through hard rock and wood, this style is one of the oldest styles known in Kasumor. Coming from Verandil Forest and the Shintouite mountain range, the militairy was impressed by the sheer destructive power this style puts forth. It has since been refined and made usable for combat. Although a very destructive style, this style is not seem alot due to its tendency to also cause lots of collateral damage.

    Principles: The main principle is using the momentum gained from high swings together with the weapon's natural weight to deliver crushing blows. Together with the ability to judge the correct angle of the axe's cutting edge and focusing all its energy upon a weak point, there is not alot that can withstand a direct blow from an Assai Hoshi master. However, due to its requirement to lift the axe up high and the sheer weight of the weapon, this style requires a sturdy and powerful physique.

    Discipline: Combining high blows with quick jabs with the end of the staff, this style is all about catching your opponent offguard for a moment, allowing you to lift the axe and rain destruction over your opponent. Once you hit somebody, even against his defences, it is most likely over. If the blow is blocked, it will still break and pulverise bones, as well as giving the Assai Hoshi master a second chance to deliver the deathblow.

    Notable Moves:

    Shooting Stars
    By barraging the opponent with a flurry of quick jabs at his vitals, the enemy is rendered breathless or recovering for a short time, allowing the Assai Hoshi adept to launch a more devastating blow.

    Half-Moon
    A defensive strike, the adept grips the axe very close to the blade, enabling him to swing the blade around more easily, abeit with the sacrifice of valuable reach. The retaliatory blow is most often aimed at the head, aimed at causing a concussion to land a more powerful blow afterwards.

    Meteor Strike
    A slow strike, this strike is only advised to use against opponents who are recovering or against enemies with towershields, who cannot retaliate as fast. The Assai Hoshi adept lift his weapon high above his head and brings it down upon his foe, delivering a devasating blow that more often then not kills a foe outside when a direct hit occurs.

    Passing Comet
    The pinnacle of the Assai Hoshi style, the Assai Hoshi adept starts with his weapon high, then spinning around, changing his downwards blow in a sideways one. Due to the amount of momentum in this blow, it is even more deadly then the Meteor Strike. However, this attack puts an enormous strain on the adept body, so this attack is to be used with care. Also, due to the wide circular motion of this attack in combination with the inability to fully control this attack , it is unwise to use in combat with lots of allies nearby.

    Notable Users:
    Prince Wayve Earthguard: The son of Nyllana Earthguard, Wayve is a master of the Assai Hoshi style, even at a young age. Having a very sturdy physique, he is capable of effectively using the style in a variëty of situations, even when surrounded by allies. It is said that his strikes could even split 300 year old Shintouite.

    Extra:
    Notable Weapons:
    Akaitaiyo, Battleaxe of the Red Sun.
    A heavy weapon, it consists of a heavy Shinouite blade, together with a block of pure Shintouite behind it, giving it a deadly momentum when swung correctly. Its has a ornate staff section which is around 1.50 meters long. This weapon has been in the Kasumori royal family for at 250 years. Its maker is unknown. Current wielder of the blade: Wayve Earthguard (380).


    Uzushio (Whirling Tides, Halberd)

    Origin: Developed to accomodate the Cloudiz race for underwater and aerial combat, either mounted or unmounted. Being one of the more all round disciplines, it was created by Kasumori cooperating with the Cloudiz, eventually making its way into the armies of Kasumor. Because of its Cloudiz origins, many halberts are still adorned with carvings of Cloudiz.

    Principles: A very broad and all-round discipline, it focuses on using the two different ends of the weapon to make the attacks unpredictable and being able to take on a large variety of foes without having too much of a handicap. Also, as with alot of the Kasumori disciplines, there is alot of swirling involved to make efficient use of both ends.

    Discipline: The discipline itself focuses on using the two ends of the weapon in tandem with eachother. The axe-spike end is mostly used for mounted charges and crushing sweepes, while the other end is mostly used for aerial dives. These attacks are often combined, chaining a charge or dive with a sweep while the opponent is recovering.

    Notable Moves:

    Seagull's Dive/Seagull's Retort
    An aerial maneuver, the adept flies high up into the sky, letting herself fall with the anterior tip of the weapon downwards, plunging the tip into the opponent, causing gruesome damage. This is followed by pulling the tip out, swirling the weapon overhead, using the axe to deliver the killing blow.

    Piercing Waves/Bludgeoning Tsunami
    A charging maneuver, usable either mounted or in flight, this attack requires alot of horizontal momentum. The attack consists of a normal charge with the axe-spike end, followed by a sweep of the posterior spike, which is meant to daze the opponent. The adept then used the momentum gained to use the axe part of the weapon to inflict major damage.

    Whirlpool of Steel/Crashing Wave
    One of the most difficult moves in the style to pull off completely, the adept sweeps her halbart in a circular motion, pushing back any opponents. She then uses the momentum plus her own strenght to use the entirety of her weapon as a jumping pole, holding on to her weapon upside down. She then makes a backflip, causing the axe to do a full rotation with the most momentum possible provided by her own weight and the length of the weapon, crushing any opponent unlucky enough to get hit.

    Notable Users:
    Princess Nyllana Earthguard: Current heir to Kasumor in the year 346, she is a master of the halbert, using it in tandem with her ability to fly to harry and outmanouver opponents. Word has it that she even defeated her father, Marius Earthguard once, which is a remarkable feat.

    Extra:
    Notable Weapons:
    Aonami, the halberd of the blue wave.
    A halberd with a slender, but sharp blade made of dark blue tinted shintouite and fitted with a sharp shintouite tip at the other end of the weapon, this 1,7 meter long weapon has been in the Earthguard royal family for over 250 years. Its maker is unknown. Current wielder of the blade: Nyllana Earthguard (360).

    Tsuin Heikou (Twin Balance, Kusarigama plus Towershield)
    Last edited by WaylanderX; 2014-04-15 at 06:23 PM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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  3. - Top - End - #3
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    Bordeux

    Saisissant Vipère

    Origin:In the mountains of this rugged northern nation, a few small monasteries continue the ancient practice of Saisissant Vipère. It began with the very first settlers of the region, despairing that there were no minerals to craft arms or armor with, searched for a method of defense in this cold, hostile land. A medicine man among their number, seeing the speed with which a snake could strike, and the deadly consequences of it's venomous bite, used his knowledge of the forest to harvest deadly plants for his poisons. Taking the hardwood staves common among his people, he sharpened and hardened the tips, and coated them with his deadly concoction. The people, already skilled with the quarterstaff, happily adopted this method.

    Discipline:The Saisissant Vipère is based on fast, deadly strikes. The Vipère seeks kill with one deadly blow, but if that is not possible, to merely wound their opponent, as the poison requires but a simple wound to achieve it's deadly goal. After wounding their opponent, the Vipère simply must focus on dodging and blocking, as the poison does it's work. Most often, the Saisissant Vipère works best when in pairs or trios; one distracts, the other attacks.

    Principles: The Vipère, firstly tries to attack with a single, deadly blow, but if that is not possible, they must always rely on their poison to kill their enemies. They wear little to no armor, as it would impede the lithe, agile movements necessary to attack. As such, they must seek to occupy their opponent by whatever means necessary. Whether that entails fleeing, or dodging and blocking, is based upon one's circumstances. More recently, the staff has evolved to one end a long, iron spear, and the other a quick slashing blade, both coated in poison.

    Notable moves
    A. Balayage Lézard: The Sweeping Dragon is an offensive move based on unbalancing your opponent. The object is to sweep in a low arc at their knees, preferably from behind, and knock them to the ground for a quick, brutal blow to the neck or chest. If they are merely unbalanced, then another blow, this time from above, is best.
    B.Sauter Félin: The Pouncing Lion is exclusively used in tandem with a partner. One of them brings their stave over the neck of the opponent in a chokehold, while the other brings their staff in for a crushing blow to the chest or exposed neck. Often, this can kill fully armored knights if done properly.
    C. Bondissant Sauvage: The Leaping Tiger requires the Disciple to leap upon their target, preferably from above, driving the tip through their chest. Obviously, this is not advised against heavily armored targets.
    D. Venerse Tonnerre: The Oncoming Storm is a series of blows designed to confuse and distract an opponent. While among Disciples and Fathers of the Order, it varies wildly, the most common style taught to Followers begins with a slash at the abdomen, a series of crushing overhand blows, and culminates with a feint; what that entails is up to the Follower.

    Notable Users
    Benoît Archambault: A master of the discipline, and a renowned poet besides, he is the contemporary leader of the Saisissant Vipère order of monks.
    Cordylion: While his surname has been lost to antiquity, Cordylion is the first of the Order, the medicine man who first saw the plight of his people and worked to alleviate their anguish. His knowledge of nature was paramount to the success of the Order, and his knowledge is still a closely gaurded secret among the Fathers of the Order.

    Dansant Épée

    Origin: A recent development, it began when a noblewoman sought to join the Order of the Striking Serpent, but was denied. Her brother, a Father of the Order, forsook it to tutor her. Under her encouragement, he opened an academy in Adessa, but began to use a weapon more familiar to those of the lowlands, the saber, the chosen weapon upon young new calvary officers, some of which, for the first time, were women.
    Discipline: The Dansant Épée, the Dance of the Swords, is based upon the Saisissant Vipère's quick, darting movements, but instead of a focus on a single heavy, crushing blow, the Swordancer focuses on waiting for a single moment where they can elegantly execute their opponent. Unlike most forms of combat, the Dance is seen as appropriate for women- although only the rich can afford the academy.

    Notable moves
    A. Beguiling Strike: As most of the practitioners of the Dansant Épée are women, the Beguiling Strike uses their, ah, physical charms in order to distract their predominately male opponents. As an aside, this was, well, enlightening to say the least...
    B. Elegant Pirouette: An integral part of the style, the Pirouette involves a complicated series of spins to add power behind their blows and to facilitate unconventional directions of attacks.

    Notable Users
    Cécile Chaput: A daughter of a merchant, she was one of the first to become a true master of the Dance, partially because of her history of ballet as a child.
    Last edited by Lord_Burch; 2014-02-09 at 07:55 PM.

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    [Reserved for Guilder's fighting styles.]


    Name of the Style: Utter Victory

    Country of Origin: The Grand Coasts of Guilder

    Description: The people of Guilder both love and hate war: they love the riches and need for resources that comes with it, but hate the destruction of many fine investments and treasures. So, should any attack them, they use martial styles such as Utter Victory to ensure success.

    Notable moves: Subtle Strike. While less civilized countries would, perhaps, not give you any warning, Guilder is honorable. Anyone who assassinates you will probably hold your attention and shout "SUBTLE STRIKE" at the last minute, as you're shot with a crossbow from behind.

    Proxy. This involves finding someone else who is more worthy of getting stabbed than the Utter Victory user, and pointing it out to their assailant.

    Buy-Out. If all else fails, they'll give you a lot of money and you'll go away.

    Notable users: Many Doges of Guilder have used it, in fact, so many that Tumberink is notable for never having used its tactics.

    Extra's: While there are some who accuse them of having stolen this style from an Eastern mystic named Sun Dzu, those are complete lies, and they have the [not fabricated] evidence to prove it! Like those ten witnesses with oddly large bags of gold! Or the copyright notices! Look at those![/center]
    Last edited by SamBurke; 2014-02-08 at 08:45 PM.
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    Fighting Arts of the Raaneki
    Despite being generally jovial and content, Raaneki are known to be fierce warriors. Their soldiers go to war with carved breastplates and baggy trousers for mobility. They often paint intimidating masks on their faces before battle. Raaneki prefer to fight in small squads, but their opportunistic tactics make them formidable foes.

    Vineyard Spear
    Country of Origin:
    In the Berrylands, vines of a hundred different berries twist their way up from roots anchored in the soil of Raaneka. Some grow twice as tall as a human, so spears are often needed to cut bunches from the vine's crown. In time, a fighting art arose from use of the vineyard spear.

    Description:
    Vineyard Spear techniques draw inspiration from the vine, firmly rooted in the earth, twisting to create opportunities out of obstacles. An advanced form of the style imitates the lurching of the drunkard, throwing foes off guard with feints and irregularity.

    Notable moves:
    The velocity of Vineyard Spear techniques is as straight as a row of vines, forward-pressing but twisting and spinning as it goes. Masters blend acrobatic advances with grounded, decisive strikes, and use the spear to create distance from opponents. The unarmed drill for Vineyard Spear focuses entirely on grappling, throws, and close range strikes.

    Notable users:
    Lady Aditi, Prince Avam Devdano, Queen Anguri Adite, and Sir Bapa Adite have all mastered the twisting power and energy of the Vineyard Spear.

    Heron Blade
    Country of Origin:
    Herons have always walked along the marshes of Raaneka's Painted Coast. The people of this country learned to fish from these majestic birds, and in time the Raaneki developed a buoyant fighting art in reverence toward the heron.

    Description:
    Heron Blade finds its perfection in the pairing of blade and buckler. The sword darts and slashes like a heron's beak, while the buckler is as blurred as a heron's wing, so swift is its defense. Footwork is light and acrobatic, with circular motions following the path of least resistance.

    Notable moves:
    Sword techniques are mainly slashes delivered at tight range. Creating chains of seamless attack and defense is the sign of a true master. Unarmed techniques are bouncy, focusing on evasions and kicks delivered at the edge of melee range.

    Notable users: Lord Devdan, Prince Tikta Satato, Queen Anguri and King Krama Adite, and Ser Joradar the Loud have all mastered the graceful strategy of Heron Blade.

    Extra Information: Raaneka has recently become aware of a style of similar name from the land of Skarval across the Lyrian Ocean. Raaneki weapon masters note the similarity in strategy between the two styles, but note that the Heron Blade is specialized for sword and buckler combat, while the Skarvali "Heron's Beak" style is focused on the use of the spear.
    Last edited by Zap Dynamic; 2014-05-14 at 12:47 PM.
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    The Ember Dance
    Country of Origin: Pryonia

    Description: The Ember Dance is founded on the principal that an opponent that has tired or been disoriented is weak, and if you can tire or disorient a foe than a killing blow can be made. A Gladius is used for this killing blow, and normally a buckler is used in the off hand. Other combinations are used, and the current master of the style, Erwin Corvens, uses a weighted glove of leather with a steel plate.

    Notable moves: The Crescendo is a move that is used to disorient a foe by striking them with the shield while distracting them with the sword. This tends to disorient and distract, and lead up to the killing blow
    The Finally of Breath is the end to the dance, as the foe is to disoriented and confused to see the low drive of the Gladius, which strikes some vital point and ends there life.

    Notable users: Erwin Corvens is famous for his mastery of the Ember Dance, and he used that skill to cut a path during the War of Two Kings to the doorway of the Clanholme which Herzog Cardion then led his last hearth guard through and killed the Pyreguard, and it is rumored his brother.

    The most famous user of this style is actually the hero Calith Venhelt, who held the Gate of Flames during the War of Two Kings, and turned the tide of the battle to crush the right flank of the Pyreguard that led the enemy force. he was killed in that same battle.

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    Razdissi Fighting Styles

    Name of the Style: Embattled Tower Style

    Description: This style is relatively recent, devised by the notable general Herig, who was subsequently ennobled into Herig of the Embattled Tower Clan for inventing the style. It is a style practiced nearly exclusively by the Razdissi military, as it relies on open ground and well armed and organised humanoid enemies of above dwarven height, both of which, whilst seen relatively often by the military, are rarely encountered by the general Razdissi population.. The weapons associated with this style are the thrusting sword and the large Razdissi shield, often studded or spiked. The style focuses on the shield more than many others, with the practitioner using it as a weapon almost as much as the thusting sword.

    Notable moves: The style is new, and constantly evolves to match the current enemy's fighting style. During a past campaign against goblins, the focus was on sundering the primitive weapons carried by them. Recently, variants have been developed that focus on thrown weapons, close-packed melee (the most widely used), and spear formations.
    Specific moves common to most variants include:
    Exposing Lever Manoeuvre: the practitioner thrusts at the knees of the foe, then turns the movement into a slash behind the enemy's guard.
    Breaking The Base Of The Column: the practitioner slams the thick rim of their large shield down on the feet of their enemy, possibly breaking them.

    Notable users: Herig of the Embattled Tower Clan is a prominent user of this style; she invented it, after all.
    Most users of this style are relatively unrecognised; it is seen as rather lower class amongst most of the rather conservative Razdissi.


    Name of the Style: Underfoot Warrior Style

    Description: Whilst Embattled Tower is more likely to be used by soldiers, Underfoot Warrior is more traditional, and used by heroes. It is the oldest fighting style of the Razdissi, based on their short stature and deceptively swift movements. The signature weapons of this style are the thrusting sword and either a buckler or a parrying dagger grasped in a thick metal gauntlet. Underfoot Warrior is more useful than Embattled Tower in the cramped conditions within the caves of Razdis, and in single combat. It is a style for individuals.

    Notable moves: Underfoot Warrior is far more fluid that Embattled Tower, with the participant always attempting to close with their foe.
    Specific moves include:
    Ukkhe's Kiss: the practitioner moves almost within kissing distance of the enemy (hence the name), hopefully too close for an average humanoid or giant beast to bring their weapons to bear, but just close enough for a determined dwarf with a shortsword.
    Tane's Gambit: the practitioner slashes down with their thrusting sword to draw the eyes of the foe downwards, using the buckler or dagger in their other hand to strike the foe in a vulnerable place, typically the nape of the neck in humanoids.

    Notable users: The Unbroken Line Clan are trained in this style from childhood, in order to defend themselves on the battlefield and in duels. Many other lesser clans imitate this, as do those dwarves on the frontier who may often need to defend their caverns against bandits or things from below.
    Yessesi of the Nine Spears Clan held the tunnel gate at Dismil against a horde of ferocious dire beetles, and survived without a wound.
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    Name of the Style: Blood Quaffing Vermin Style

    Country of Origin: Sympolemou

    Description: Blood Quaffing Vermin Style (Or BQV) was first invented during Duke Bloodfang's rise to power, when he held onto his seat of power for days and nights on end. It is a peculiar fighting style, in that it is as much a Fighting Style as it is a military tactic, and involves manuevers and stances for a variety of purposes. It is as much a physical as it is psychological weapon, focussing on simultaneously crushing the spirit of your foe while dismembering them and their compatriots at the same time. Excessive use of force, extensive overkill, and the resulting actions there of are all integral parts of the BQV. It is perhaps the most gruesome and brutal fighting style, and solid nerves have been reported as a mandatory trait in all practitioners of it.

    Notable Moves:
    The Monster Released: The Monster Released is a move commonly employed by Sympolemou officers and higher ranking officials, as it is one of the more comparatively Psychological moves. The beginnings of it is draping oneself in the blood and organs of a defeated foe, ringing their insides throughout your armor, and wearing bones over yourself like a second skin. From there a massive battle cry is screeched, and the user goes immedieately on the offensive. A charge is implemented, blood and guts swinging about randomly, and pushed as closely as possible against the enemy. The psychological effects of such a gorey sight enable the user to bull rush his opponent and gain the upper hand. Bull Rush completed, the user then knocks his opponet over (Either with a heavy shoulder smash or a massive shield), spins his blade quickly, and decapitates his foe.

    Sanity Eclipsing Carrion Moon: This move requires the employment of other BQV users, with the more involved the better. Massive shields, wielded by each practitioner, are interlocked together until they form a massive ball of shields that blocks any line of sight. Huddled up together and protected, the only thing that should be sticking out of the shield ball are long spears with the corpses of slain foes impaled on them. From there the shield ball advances, stabbing and thrusting at any nearby enemies to collect additional cadavers, culminating when a sufficient number of enemies are nearby. Normally with the aid of another warrior, all of the spears are simultaneously thrown out, and the rotting corpses are used as a ranged volley and distractant. With viscera and rot raining down on their foes, the shield ball explodes as every soldier rushes out and begins to attack furiously, aiming to decapitate the head as quickly as possible. The ball then collapses in on itself and reforms to begin the process anew.

    Death by a Thousand Rats: The most painful and trickiest manuever that can be pulled off by a BQV warrior is this move. The first step involved in it is dousing ones shield and spear in sanctimonial oil in key spots where it is the toughest. When battle begins, a piece of flint is curtly scratched against the surface, and the shield/spear light on fire. Aside from the awe inspiring sight of a warrior wielding flaming weapons, the next part is very important. The warrior must throw the spear, fast, and hopefully either hit the target or something flammable and valuable (Or even another soldier). Spear gone, the soldier must then bullrush his foe and smash his shield against him. From their the Warrior grinds his shield against his enemy, searing his flesh and potentiallly lighting him on fire. In some particularly painful cases the enemies flesh is fused with the shield. Death is the most common outcome, followed closely by nerve wracking and mind shattering pain. After that the Warrior abandons his shield into his enemy, and draws two one handed weapons. He proceeds to slash and cut as many places on his foe as possible to elicit the most blood. After 20-30 cuts, the Warrior generally is finished with his foe.

    Notable Users: Duke Bloodfang and his 3 sons are all well versed practicioners of this style, what with Bloodfang having invented it. Aside from that the Stormvermin make extensive use of this fighting style for their guerrilla warfare, and it is their de facto fighting style. Many higher ranking Sympol's utilise this style to instill fear and respect in their followers, and many of the Sympol grunts learn a move or two for aggressive military action, and the hope of one day becoming leaders themselves.
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  9. - Top - End - #9
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    Name of the Style: Discipline of the Hive

    Country of Origin: Grmanhil

    Description: The Discipline of the Hive is the name of the tactics used by the Grmanhil light infantry units. The Light Infantry of this region often wear chainmail an wild Large Claymore swords. Units of Germanhil rarely brake formation. This Discipline depends Heavily on this Fact.


    Notable moves:
    Wall of A Thousand Stingers: this tactic is deployed as a defensive aginst charging mounted or unmounted units. The infantry will Form into rows the First row will take a knee holding there swords at an 45 degree angle the next row 50 an so on. This presents a wall of sharp sword for the enemy To impale them selfs on.

    Swarm of a thousand stingers: This is an offensive tactic. This is when a Unit surrounds an enemy force an charges in from all sides.

    Inverted Swarm: The units middle goes back As the flanks rush toward the enemy giving the appearance of a retreat but in fact you may find your self faceing a swarm of a thousand stingers.

    The stinger: This is a wedge Formation Used for geting through gates an in other circumstances.

    There are other formations I was not allowed to view.

    Notable users:
    Chieftain Orgnar Bangboom
    Captain Durgra Razorroar

    Both Vetrans an commanders of the tribe wars have invented and mastered the Discipline.


    Extra's: NA



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    Name of The Style: Way of the Stinger

    Country of Origin: Grmanhil

    Description: Though the Grmanhil prefer large two handed weapons for generations duels have been fought with dagger like weapons,the blade being a spike The tip is coated in a paralyzing poisin that can become deadly if high doses are received. The style involves dodging and stabbing.

    Notable moves:

    Under hand stab: is a stab in which the wilder holds the stinger with the point faceing the ground, an stabs in a downward Motion targeting the top of the head or shoulders of there foe.

    Work in progress

    Last edited by Slayerofundead; 2014-02-21 at 10:54 AM.


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  10. - Top - End - #10
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    Fighting Styles of the Jeweled Cities.


    History:
    The fighting styles of the Jeweled Cities has only recently been codified. The Islanders are an independent lot, and metal is a scarce commodity. In combination, the two have led to a “do whatever it takes to win” mindset over a formal program of techniques, stances, and common weapons. This all changed after the Raaneka Games of 347. Amber Grant, the daughter of Ginger Grant and Jonas Grumby, attended those games. She came back both impressed and concerned. The Continentals, as she called them, fought in so many diverse ways that it scared her. Should they move as a group against her cities, the cities would suffer greatly.
    It took her a few years to convince her father to raise a formal militia and begin some standardized training. She spent the next 5 years training and refining these techniques with her cadre of assistants.
    She codified one technique for each of the four spirit elements- Water, fire, earth and air.

    Name of the Style: The Rolling Sea
    Description:
    This is a technique that developed for ship combat on rolling decks. It trains the user to maintain their center of balance while forcing their opponent off balance. It is primarily an unarmed combat style that focuses on joint locks, holds, throws, and transfer of momentum.
    Notable moves: One notable use is to grapple an armored opponent and drag them overboard. Native islanders can hold their breath for close to ten minutes, long enough for their opponent to be smothered by the water.
    Another addition to this combat technique is the use of a pair of barbed gloves called The Welcoming Kracken. When used in combination with holds against exposed flesh, they add agony to holds, and tear away flesh with throws. Against any form of chain mail, it increases grip strength dramatically. Even pure plate armor has creases and greaves at joints that these hooks can grab into.
    Notable users: Ryan Price. A prominent gambler and brawler in the City of Amber, he was known to keep a pair of The Welcoming Kracken carefully rolled up in a pouch upon his belt. He had such a reputation for brutality that his mere donning of his gloves was often enough to scare off aggressors.
    Interesting tidbits: The Welcoming Kracken gloves are modelled after the hooked, barbed tentacles of a Kracken- an armored squid that frequents the outer edges of the archipelago and will eagerly feast on humans.

    Name of the Style: The Dancing Flame
    Description: This is a combat technique that capitalizes on the motion of the practitioner. It features running, jumping, vaulting, and climbing using only your body. Practitioners train by running obstacle courses of through dense forests. Leaping from branch to branch and trunk to trunk like a wild fire running through dry brush. At first glance, it appears that it is more exercise than combat. By when it was paired with the Khukhuri or Jie, it became quite deadly. The acrobatics are used to gain position to strike at vital points.
    Notable moves: Melting: transferring running momentum into a knee-slide with a back bend to slide under a horizontal weapon stroke and inside the opponents guard. Flare: A running push off of an opponent’s shield, followed by a downward strike behind it.
    Notable users: Alice Grant, mother of the King’s woman.
    Interesting tidbits: Many islander use the non-martial aspects of this as exercise and for sport, marking out difficult vault and balance courses through the jungles. Khukhuri are long, curved, perimeter weighted daggers. They are common throughout the islands and can cleave clean through a coconut with one strike. Jie are short spears with a broad head at one side and a heavy metal weight at the other. They are designed for spearfishing.

    Name of the Style: The Eternal Island
    Description: This is the classic spear and shield technique used by groups of soldiers. Standing shoulder to shoulder in ranks, shields overlapping, the intent is to be as an island against the sea- strong and unyielding. While not particularly powerful in delivering damage, its coordinated movements are designed to break the movement of charging foes, forcing them into disarray that can be exploited. Unlike so many standard military forms, this one does not suffer when deployed in mud, sand, or shallow water. In fact, it was developed specifically to prevent or delay troops debarking from ships from reaching solid ground safely and in good military formation.
    Notable moves: The tortoise: overlapping shields with a top to prevent missile fire. The Volcano: similar to a tortoise, but with a gap on center from which Dancing flame strikers can exit, attack, then retreat to safety.
    Notable users: The most notable users of this form were the pirate crews under the command of the Blue Monkey. He would launch raids on shore villages and deploy a unit of sailors well versed in this form. They were highly effective at barring any land-based force from gaining access to their raiding boats while allowing the raiders to slip past with their loot. At the battle of Ghoja ford, twenty of his crew held off better than ten times that number of pissed off local militia for the better part of an hour while the remainder of the crew managed three full longboat trips back to their ships to cart off all the ill-gotten gains. Three crewmembers were injured, on lost an eye and part of his nose to an axe. The militia lost well over two thirds of its force.
    Interesting tidbits: Speculation is that the Raaneki spearmen helped further develop this form.

    Name of the Style: Hurricane’s Fury
    Description: This is the Islander’s specialized form of missile combat. It utilizes a Jie and a small ball of stone with a fish-skin covering. A trained person can launch 10-12 balls a minute, with a range of over 300 yards. While the balls do not have the penetrating power of an arrow, the blunt force is sufficient to shatter wood and dent iron shields. The round ball also ricochets easily, wreaking havoc when hit into group formations. Additionally, arrows tend to break after use, whereas these balls can be recovered and reused repeatedly.
    Notable moves: Make it rain: the goal is to hit as many as rapidly as possible. It is your standard massed volley fire. “Hit the pin” A slower, more deliberate shot, for accuracy, usually targeting people who appear to be leaders.
    Notable users: Roy Hinckley, a confidant of King Jonas Grumby. Roy loved the sport of Jielf his entire life. Known as “the Professor”, he used his keen mind to pick the fish covering that provided the best accuracy and lift, the best kind of stone for the interior. He even developed new and better swing styles. He routinely showed off his prowess by smashing through 5 bamboo poles of 3 inch diameter in succession, without hitting the others, at 300 yards. All in less than a minute.
    Interesting tidbits: The islands have little wood suitable for bows, and many hard woods go into spears and harpoons. Over the centuries, a traditional sport developed using the Jie called Jielf. Small round rocks would be sewn into a sharkskin cover. The weighted end of the Jie would be used like a club to hit the ball into the air and bets would be placed on distance, accuracy, or both. It is, and was a popular sport, since it is so cheap. Ball development and Jie swing continued to evolve, until three and 400 yard drives were common.

    Name of the Style: the Quill Deceiver
    ]Description: The Quill have a unique form of personal combat. It is not a military manuever, but one more suited to personal combat. It uses stealth to approach an enemy and dispatch them quietly. A silk cloth with weights on 2 opposite ends, called a Ruemel, is used as the weapon. A quick flip and it is sent around the throat of the target. The Quill’s long arms and lanky frame makes strangulation quick.
    Notable moves: The strongest of the Decievers will not strangulate the victim, but actually exert enough force to break the neck.
    Notable users: The Decievers are a splinter cult of the Quill’s native releigion. They believe it is their sworn duty to keep non-Quill out of the vast swamps.
    Interesting tidbits: When Amber Grant took over the outside leadership of Tar, she made efforts to keep foreigners out of the swamps. This earned her the Deceivers respect and admiration, and a contingent of them support her quietly.
    It is said that the color of the Ruemell denotes the number of people that Deceiver has killed. These are the known colors- white(1 kill), blue (10 kills), red (25 kills), and black (50 kills).
    Last edited by lt_murgen; 2014-06-18 at 12:04 PM.

  11. - Top - End - #11
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    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.

  12. - Top - End - #12
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    Grwîstîn

    Diasseth Nerth
    (Everlasting Power, Menhîrin only)


    Origin:A recent fighting style, Diasseth Nerth is based on the unique stature and biology of the Menhîrin, making effecient use of the unique properties of the Menhîrin people. The style was developed several Menhîrin working together with Blade-Masters from the Academy of Culture and Prowess in Earthhome.

    Principles: Focusing on the inherent abilities of the Menhîrin, the advantage of this style is the unpredictability of it. Because Menhîrin are usually slow moving colossi if they fight at all, this advantage is necesairy to keep quick opponent guessing and on their toes. Due to their ability to swift their body into varying forms, they can fight of many different opponents.

    Discipline: The adept of the Diasseth Nerth style is an expert at hiding his body language and striking where and when his opponent least expect it. From a quick jab with a sharp crystal to a crushing avalache of death, you cannot say for sure what the adepts next move will be. Also, because of the fact that most Menhîrîn are made of solid stone, the style also encompasses many defensive stances and counters that take advantage of the Menhîrîn's rock solid body.

    Notable Moves:

    Avalanche of Quartz:
    Running towards the opponent, the adept shapes his body into a ball shape, rolling over his opponent in an attempt to crush him underneigh the full weight of the Menhîrîn. This attack is quite difficult to hit though, due to the Menhîrîn not being able to see where he is going.

    Diamond Aegis:
    The pinnacle of defensive moves, the Diamond Aegis counter consists of the adept transforming his forearms into a massive shield of rock, preventing most damage from getting through.

    Curundum Hammer:
    A simple but effective attack, the adept brings down his fist in a crushing blow, breaking most bones in a humanoid opponent.

    Desert Rose's Fist:
    The same type of attack as the Curundum Hammer, however, the adept includes sharp jagged crystals on the fist to inflict more damage.

    Emerald Sweep:
    A defensive attack, this unpredictable attack is meant to knock the opponent away from the adept with great force, allowing the adept to set up another attack or defense.


    Notable Users:

    Ambassador Grïend (379): Currently Ambassador of Gwrystîn, Lord Grïend is a large, crystal type Menhîrin adept at defense and delivering massive, but slow blows. His defensive skills are so great that they are speculated to be even a match against Lord Wayve's Assai Hoshi style.

    Extra:
    Notable Weapons: None
    Last edited by WaylanderX; 2014-05-31 at 05:48 PM.
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  13. - Top - End - #13
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    Fighting Styles of Jarrland


    The Jarrs have a serious martial culture, but nomenclature for any particular fighting style has so far escaped them. Contact with the north where fighting styles are more codified might change this, as some of the ways of fighting are distinctive. The native styles here are named after their most prominent clan or the geographic region where they are best known.

    Style name: Isling Archery

    Country of origin: Jarrland

    Description: The archer uses a Jarrland longbow, a slightly larger weapon than is usual globally, with the general intention of putting as many arrows in the air as possible. The effectiveness is dependent on range and the skill of the user, but it is said a proficient archer can hit a target at a distance of a hundred yards four times out of five while loosing an arrow every three or four heartbeats.

    History: Opinions on the origin of the weapon vary, with some claiming it was introduced by the elven rulers of Jarrland in prehistory, and others that it was an indigenous development among the clans. In the latter explanation, the longbow was originally a hunting tool, where power and accuracy were more important than rate of fire. This explains the bow's unusually heavy draw. The bow was eventually weaponised, with archers being trained not only for accuracy but to shoot as quickly as possible. Even then, archers were usually used by small groups not exceeding a dozen or so individuals, and it is only comparatively recently that they have been deployed in numbers.

    Notable users: The Isling clan were most famous for their archery although they have fallen into decline in the last century. The highland hero Jan Dunnem, who died in the 320s, was considered a great archer. The best archer in the kingdom is currently generally accepted to be Marrik Sunder, although competitive archery across multiple clans is uncommon and such titles are generally awarded on reputation alone.


    Style name: The Highland Fling

    Country of Origin: Jarrland (highlands)

    Description: The style is largely based on the principle that a good defence is harder to maintain than a strong offence, and that by mounting a perpetual attack you will eventually force an error from your opponent. The weapons used are typically quite large - usually a longsword or claymore, but axes are not unheard of - and are "flung" in wide but rapid arcs some distance from the body, with the aim of preventing the opponent from stepping in close enough for a counter, and attacking from several directions in rapid succession. The style is highly energetic and requires both a high level of fitness and a degree of space. It essentially gambles on a quick victory at the expense of long-term stamina, although some practitioners have made a point of honing their defence so they can unleash another assault later in a bout if their first fails to yield results. Opinion on whether a buckler should be deployed along with the weapon is sharply divided: some claim that it is foolish to fight without one, others that the encumbrance is too costly in terms of speed and yet more that irrespective of effectiveness it shows a lack of courage to use the buckler.

    History: The origins of the style are unknown but formed one of the predominant forms of melee combat at the time of the arrival of the Salterri. It's speculated that the style was originally developed for use with axes, since in the absence of large iron deposits, the axe was and is still a common weapon. While the style proved ineffective in battle against disciplined and close-formed Salterri infantry (one of the reasons the Salterri were able to conquer Jarrland so easily) it remained relatively common until the wars of unification and is still seen in single combat. Prowess in it is still prized among Jarrland warriors.

    Notable users: Most Jarrlanders would claim King Athelmark is the greatest warrior in the realm, a reputation forged in his youth during the struggle to unify the kingdom, but he has not unsheathed a blade in anger in over twenty years and has probably lost much of his aptitude. The second position of swordsmanship is generally accorded to Duke Wiltor of Sunder, but like the king he has aged, and unlike the king was never a serious proponent of the Fling, preferring the tighter "wall of iron" style. The Duke's son son Marrik is a Fling specialist as well as a fine archer, and is widely regarded - unofficially - as the best swordsman in the realm. Many, however, would claim the best Flinger is surely from the Cambra clan, since they still use the style primarily and duel amongst themselves more frequently than the other clans. Wulfrynn Cambra is regarded as one of the most capable warriors in the clan, and possibly the kingdom. It is perhaps worth noting that both Marrik Sunder and Wulfrynn Cambra habitually fight without a buckler.


    Style name: Wall of Iron

    Country of origin: The Salterri Imperium (presumed)

    Description: Largely a battlefield formation, the style relies on fighting in close formation with spear and short sword and a large shield. The shield covers most of the vulnerable portions of the user, and his right is covered by his neighbour to the left. The shields deflect incoming attacks, while the formation presses forward, denying the enemy space and allowing the soldiers to stab out with their spears or swords. Further ranks to the rear may hold their shields up to protect the front rank from missile attack, or press their shields into their fellows' backs to give them more forward momentum and push the enemy back. The style is almost a form of aggressive defence, moving heavily-defended units into strategic positions to demoralise and tire the foe and taking advantage of moments of weakness. Practitioners may be heavily armoured, but a disciplined line may prove effective equipped with no better armour than leather jerkins and good shields.

    A particularly Jarrland variant of the style has been developed for smaller or single combats, using a slightly longer sword to allow slashing as well as stabbing and often a slightly smaller shield, though the size and nature of the shield deployed by different warriors in such combats appears almost as personal as the emblem upon it. Some practitioners have been known to use axes - and indeed axes can prove effective against a wall of iron, pulling down shields to expose the carriers, but only very talented warriors can make a consistent success of the technique with an axe alone.

    History: The style presumably originated in the Imperium and was brought to Jarrland by Salterri soldiers. On the battlefield it proved more than a match for the traditional highland way of fighting, as the close-packed Salterri were able to combine their efforts on single Jarr warriors. During the Salterri occupation it became the standard means of deployment for Jarrland infantry and it is now rare to see infantry deployed in any other formation for true battles (except in Cambra territories).

    Notable users: The style is such that individual warriors are not often remarked, as it is harder to distinguish oneself when part of a cohesive line. Duke Wiltor of Sunder was perhaps the foremost practitioner for much of the mid-late fourth century in the Jarrland variant, although later in his military career he began to fight more frequently from horseback. Some elderly folk and historians claim Jan Dunnem was an "Ironman", but others argue he was clearly a Flinger. In general, the style is regarded as a distasteful necessity by many Jarrlanders, with the more romantic Fling style preferred for reasons of aesthetics, honour and masculinity, especially in the Cambra territories where the wall of iron is used only begrudingly if at all. In single combat it is far from unknown for habitual Ironmen to fight in the Fling style, although this is not usually effective. Some warriors make a success of both styles, although few of them achieve great renown.
    Last edited by Aedilred; 2014-04-27 at 10:05 PM.
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  14. - Top - End - #14
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    Langen und Kurze ("Long and Short", Javelin and Knife)

    Country of Origin: Traditionally attributed to nomadic Berapi from the continent of Pacifica, as most modern practitioners reside in the Glazfell or its external territories. The precise origin of the style is virtually impossible to determine thanks to shoddy records from the time period, but there are reports of its use in most parts of Pacifica at some time or another. The Frosten claim to have invented the style, but have precious little in the way of actual proof.

    Description: Langen und Kurze is mainly a style for skirmishing and for single combat rather than one to be used by an actual formation. A practitioner always holds a short, lightweight spear with their stronger arm, with a throwing strap attached for accuracy and power in flight. The off-hand is used to carry a large war knife, and often a buckler as well. These two weapons are wielded in accord with one another, and provide effective offensive and defensive maneuvers at several ranges. Usually only light armors are used with this style, as mobility is vital to its effectiveness.

    A practitioner stands with their feet at one hundred and thirty-five degrees, typically with knife forward and spear back. This position can be reversed, and usually indicates a more aggressive strategy to come. Timing and economy of motion are key; skillful use of the elbow and armpit to maintain leverage while wielding a spear one-handed can greatly increase the potency of all techniques.

    Notable moves:

    Langenstaus und Kurzegard: Typically used against opponents with shorter, more agile weapons, this technique involves aggressive spearwork to attempt to force a foe onto the defensive and safely away from the practitioner. At the same time, the practitioner holds their knife (and possibly targe) close to their body so that they can deflect any strike that comes near to them. This is usually used to wear an opponent down rather than going for a killing blow, however.

    Kurzenstaus und Langenhou: Typically used against opponents wielding single larger weapons, this technique involves batting the opponent's guard to the side with the javelin and lunging forward with the knife while the foe is unprotected. It can be devastatingly effective in the hands of a skilled user and bring the fight to a close in an instant against an unprepared opponent, or one who does not currently have the leverage necessary to resist the long hew. This technique can also be used defensively, where the spear is moved to deflect an opponent's hew or thrust and the knife is used to counterattack with a step forward.

    Langensreich: This technique is fairly simple, as it describes the moment when the practitioner chooses to actually throw their javelin. It can prove devastatingly effective if an opponent withdraws to catch their breath and believes themselves safely outside of the spear's range, unaware that it is designed to be thrown. This is not a last resort technique, necessarily; many practitioners are also adept at fighting with buckler and knife, and such a technique can easily be adopted simply by passing the knife to the main hand.

    Langendrall: This technique involves a feint with the spear to move a foe's weapon out of equilibrium in an attempt to guard, followed by a sudden flick of the shaft to the other side to force a wedge between a foe's arm and their weapon. While an agile or canny opponent might be able to disengage in time to pull back and recover their stance, a successful Langendrall typically results in a disarmed foe.

    Notable users: Most of the Glazfell's nobility (and soldiery, for that matter) has at least some level of training in the style, though true masters are fairly rare; coordinating two weapons of such different use is not easy, even for those with a talent for it.
    Last edited by BladeofObliviom; 2014-04-17 at 01:56 PM.

  15. - Top - End - #15
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    Fighting Styles of the Kingdom of Celero


    Focus in Consilium
    Country of Origin: Celero

    Description: The primary style of knights of Celero is a determined, focused planned attack. Primarily used with long-swords and short-swords, accompanied by a shield, this style is about parrying blows, tiring out your opponent, and making few decisive strikes. Masters of this style usually pride themselves on a single duel lasting over 5 minutes and finishing their opponent with a small strike. Critics of this style state it is less useful in actual mass combats, as there are many opponents on the battlefield to contend with.

    Notable moves: Scuta in arma: A difficult trick with the off-hand (primarily the shield.) This maneuver rushes forward at the same time the opponent makes a quick strike. The shield or off-hand intentionally intercepts the blow, and fighter brings his body and weapon close at the same time, striking usually for the legs, or lower torso.

    Notable users: The late King Andust the Bold, Rion Noth*, Fihnn Noth, the late Walden Qura, Fastion Noth



    Odia Ferrum
    Country of Origin: Celero

    Description: Odia ferrum evolved as a direct counter to the Focus in Consilium style. While Focus in Consilium is all about determined and direct attacks, Odia ferrum is about chaotic strikes from seemingly everywhere. Typically used with light and fast weapons such as daggers, rapiers, and dueling swords, spectators usually describe the practitioners of this style as flowing dancers. This style is occasionally used with dual weapons, and rarely with a shield.

    Notable moves: Travit Frustum - This maneuver is known better by its colloquial name: Kick and slice. The attacker makes a wide horizontal slice with his weapon after a kick to the midsection. This maneuver is easier said than done, as it requires careful timing and plenty of practice to shift the weight of the kick into a usable slashing motion with the arm.

    Notable users: Rion Noth*, Queen Yasira Noth, Crown Princess Amalia Cordelia Noth, Qualton Stopes, Heinrich Noth, Admiral Kuri, General Kinil, Aldreth Noth

    *Rion Noth is the only known master of both styles hailing from Celero
    Last edited by Logic; 2014-04-22 at 07:11 PM.
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    Suri Luthola ("Heron's Beak", Spear)

    Country of Origin: Probably from Drugaud originally, as practitioners are known to reside there despite the notorious isolationism of its inhabitants. Despite this, the Skarvali have somehow adopted this style and adapted it for their own use in driving off predators.

    Description: Suri Luthola is intended as a spear style, though in theory its techniques could be adapted to any other long weapon able to thrust and slash. There are three primary guards in the style, with the spear held high and downward, held low and upward, and held straight from the chest toward the heart. Any one of these can be easily moved into from the others simply by lifting or lowering the weapon, fairly naturally. The stance used is generally low to the ground, taking advantage of the smaller target and increased potential force application of a bent knee.

    The use of the spear in this style contains few particularly unusual or exciting moves. However, its distinctive characteristics are more in what is not done than what is: Suri Luthola, like the Heron that it takes its name from, relies heavily on the practitioner's cunning, patience, and speed. The ideal victory is one that the opponent never saw coming.

    Notable moves:

    Luthol Ulnar: This technique involves a feint with the spear to move a foe's weapon out of equilibrium in an attempt to guard, followed by a sudden flick of the shaft to the other side to force a wedge between a foe's arm and their weapon. While an agile or canny opponent might be able to disengage in time to pull back and recover their stance, a successful use typically results in a disarmed foe. This technique is very similar to Langen und Kurze's Langendrall, and it is probable that one took inspiration from the other.

    Extra Information: While the technique is named similarly to Raaneka's "Heron Blade" style, they have little in common aside from perhaps their inspiration. They are likely unconnected.

  17. - Top - End - #17
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    The Raaneki Fellows
    Agents of Investigation
    Country of Origin:
    The Fellows were first called upon in the Court of the Royal Council, in the palace of Bandar in Raaneka. They were called together to investigate a string of surreal murders in the Raaneki province of Qarimos. Since that day, Fellowships have been called upon to investigate the mysteries of the world, whether to uncover conspiracies or to delve forgotten ruins.

    Description:
    A typical Fellowship is made up of six individuals. Investigators form the core of any Fellowship; they are typically a pair of Ayavan gnomes, but anyone with skill in observation and induction may serve in the role. Fellowships are often called into unknown and dangerous realms, so the remainder of the group is selected for their ability to protect the investigators. There is always consideration for both ranged and melee combat, though certain quests require one more than the other. Finally, each Fellowship is commanded by a man or woman of great renown, either in feats of combat, leadership, or investigation.

    The Fellows make their home in the city of Bandar of Many Colors upon the shores of the Lyrian Ocean. There are over one hundred men and women in the Fellows, but to see more than thirty or forty in Bandar at any given moment is a rarity. The rest are engaged in quests of exploration and discovery, either in the lands of Raaneka or the wide world beyond.

    Notable Moves:
    Quests often send Fellowships to remote or hostile parts of Telluris. They travel well-equipped for many dangers and surprises, but they avoid trouble whenever possible. Their loads are light, and specialized by role. Investigators wear the least armor, but carry ample stores of quill and parchment for notes and sketches. They also carry phials of Kasumori Alchemical compounds, which they can use in potent sedatives and sickening poisons. Ranged Fellows wear armor of silk and leather, and carry short swords should the dangers draw near to them. Melee Fellows are more heavily armored in mithral scale mail, and their mithral weapons vary according to their tastes. All Fellows carry a pack with climbing gear, torches, navigation equipment, camouflage materials, and food and healing supplies.

    Each of the Fellows are trained at the Kindred Stadiums by glorified Raaneki warriors and skillful Maian athletes. After this, they study with the scholars of Ayava to refine their investigation skills. Trainees are organized into groups of six for the duration of their training, but once the Fellows graduate they are assigned to Fellowships as needed. It is common to find at least one old companion in a Fellowship, but personnel changes slightly according to the needs of the Quest.

    Their gear has been a deciding factor in many bloody engagements, such that Fellows are well-known for winning in the face of superior numbers. Still, theirs is the work of guile and subtlety. They are no true fighting force, and seek to avoid open combat when they can.

    Notable Fellows:
    The First Fellows were cunning Agadhamast and Bisamkabha, nimble Anton Plainswalker, stalwart Ghor and Teja, and Sir Joradar the Loud, first and best among them.
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    Ziu Daopian
    [Drunken Blade]

    Country of Origin: Penoccident, the Salterri Imperium.

    Description: A fighting style with strange moves, as if the fighter is drunk and therefore it can be a little unpredictable. It puts a focus on avoidance of straight hitting and being hit, and switching from one kind of attack to another to throw the enemy off their guard. Some say it is actually best performed when actually drunk, but few decide to actually fight that way, even with this style.

    Notable moves:
    Tranquility of the Four Yeasts
    Ensure to train your non-dominant hand. You will need it to perform this difficult maneuver, as it requires use of an unconventional weapon to be combined with your dominant weapon--and such an unconventional weapon is better controlled with one's dominant hand. The move is flowing curves as the weapons move in circular moves while the performer retreats to a better defensive position, while dissuading the opponent from coming nearer with the outlandish all-around swerves.

    Drink the Coursing River
    Keep drinking. As you fight, you bring up that inner power, breaking the dams of spritual inhibition, unleashing the life force that lies beyond.

    Force of the Crate Typhoon
    Penetrate the defenses while they are caught off-guard by the madness that is you. Go in with a straight forward attack when they are expecting one from the sides.

    Strength of the Firewater
    Slosh with your body like water that sloshes in seas or stomachs, evading what the enemy would have hit you. Blocking is for fools. Parrying for the sober. Dodging is the way of the drink.

    Mystery of the Drinking Moon
    FRONTFLIPS. They give you access to all of the opponent for split seconds. Train well your legs and leap like the grasshopper.

    Notable users: Xiu Tailong
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    Fighting Arts of Qarimos
    The folk of Qarimos have always preferred dance and music to sport and combat. They would sooner flee to live again than stand and fight, but they are wise enough to prepare themselves for the worst. Most of their fighting arts are rudimentary and beneath notice, but two styles in particular are worthy of consideration.

    Death Dance
    Country of Origin:
    Centuries ago, when Qarimos and Raaneka were sundered, many of the seafolk were wrongfully enslaved by raiders from the north. Desperate for freedom, they developed the Death Dance under the guise of recreation. Their masters thought they were merely dancing until it was too late.

    Description:
    A Death Dancer is never deadlier than when she has grasped the rhythm of her opponent. When she learns the tempo of the dance, her acrobatic assault leaves her enemies dazed and broken.

    Notable moves:
    Death Dancers strike with wide kicks, tight spins, and daring flips and leaps. They seem to flow around an enemy's defenses, harrying weak points with jabs and quick strikes. The focus required to sync with an opponent's rhythm makes the Death Dance ideal against a single opponent. Death Dancers sometimes wield knives or Mariner's Axes during their dance, but it is an unarmed style at heart.

    Notable users:
    Masadi Adite was a master dancer, and was close friends with Dacari Jarrow. They each mastered the flow and tempo of the Death Dance.

    Mariner's Axe
    Country of Origin:
    The Mariner’s Axe belongs to the sea. Qarimosi mariners have made use of the axe as a tool and a weapon when skimming the seas of Telluris. Since the Queen’s Doctrine, use of the Mariner’s Axe has been codified and taught to every Qarimosi marine.

    Description:
    Typically carved of tempered ivory, the Mariner’s Axe measures no longer than an average forearm. A sharkskin grip is wrapped around the haft of the axe and the neck of the blade, so the Mariner’s Axe may be used as a hatchet or a punching dagger. It’s light weight also makes it an exceptional tomahawk.

    Notable moves:
    Practitioners of the Mariner’s Axe are used to combat aboard a ship, where cramped quarters make retreat impossible. Axemen and women prefer to attack first and defend only when there is no other option. Many practitioners wield two axes at once, to parry blows and for an extra ranged weapon. Unarmed technique for Mariner’s Axe focus on grappling and strangulation.

    Notable users:
    Captain Alara Sacco, won glory in the Naval Battle at the Second Raaneki Games, knew the secrets of proximity and surprise necessary to master the Mariner’s Axe.
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    Name of the Style: Burning Horizon Technique

    Country of Origin: Nyroth

    Description: Following his defeat at the hands of many opponents in duels at the Sixth Raaneka Games of 422 the Dusk Knight Ser Belistizo Lilin returned to Nyroth with a single goal: establish a formalized fighting style for the dusk knights of Nyroth. Lilin, ever a flamboyant knight in mannerisms and in battle desired to craft a Dusk Knight technique fitting for singular non-mounted combat but equally to develop a technique that would distinguish its users from practitioners of other blade styles. For Belistizo the identifying trademarks of the Dusk Knights were their Kralaxes, which would not be available in duels, and their exclusive reserves of pitch which were stored and guarded by the Dusk Knights for times of war. With this thought Belistizo concocted a style that would identify a Dusk Knight in any duel, he coated his sword in Pitch and set it aflame practicing the usage of a flaming blade until he came to understand what was needed to make it work.

    The blade itself is only coated thinly with pitch, and burns for no longer than five minutes on average, the swings and styling of the swordsmanship are not overly complicated, with an emphasis on offense over defense, slashing over piercing, and a propensity for twirling and rotating in the absence of direct combat for purposes of intimidation and to capitalize on what Ser Lilin described as the "wow factor" of the technique.

    Notable Moves: The Setting Sun move of Burning Horizon is most easily described as a downward swing of the flaming blade in an arc intended to crash into a shield or opponent, thus resting the "sun", the blade, upon its target horizon. The Rising Sun is an upward swing intended to disarm or blind the opponent with the light and heat of the flame.

    Notable Users: Dusk Knight, Warden of the Forts in Nyroth, Ser Belistizo Lilin; Dusk Knights

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    Tuhat Nägu ("A Thousand Faces", Unarmed)

    Country of Origin: Unknown, though most likely Sycia or Felitora. It is not impossible that the style could be traced as far back as Faedas itself.

    Description: Tuhat Nägu is an ancient style, but in a word it could be described as "Diversity". A practitioner of Tuhat, as it is usually referred, is a jack of all trades and quite possibly a master of none, though it has been taught alongside more focused schools as well. A majority of practitioners are Catfolk, but there is a growing presence of Sympol among both masters and students. The reason for this is fairly simple: Virtually none of the texts on the subject seem to bother accounting for the possibility that a potential student might lack claws or an at least partially prehensile tail. Anyone can borrow the techniques and philosophies, but these two things are needed for true mastery.

    Tuhat is all about combining every weapon available to its practitioner with maximal fluidity and efficiency. After all, an archer unnocked has a free hand, that can be used to claw, grab, or punch. A Sympol or Catfolk always has a tail, no matter their stance, that can be used to whip, trip, disarm, or even pick up a spare blade to throw or attack with. A leg can be used to kick, when it is not currently needed for stability. Motion and momentum are friends, and not being in the path of a weapon is always better than being in it. Tuhat is primarily an unarmed style, but it is designed to be used in concert with any type of weapon or alone with equal efficacy.

    Needless to say, most practitioners avoid heavier forms of armor while using this style. Most.
    Last edited by BladeofObliviom; 2014-10-21 at 06:07 PM.

  22. - Top - End - #22
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    Style name: The Sea Serpent

    Country of origin: Jarrland/Vennland

    Description: The style uses a single sword, usually a relatively small and light one compared to the traditionally heavy Jarrland blade. The style places emphasis on balance and movement of the body, instructing small but accurate movements that allow a practitioner to avoid incoming strikes while positioning for a counterattack. Contrary to common assumption, lightning-fast reflexes are not a prerequisite, with precision, judgment and accuracy more critical to successful use of the style, although speed is certainly an asset. The current style is used equally both on land and on the deck of a ship.

    Moves: Each of the traditional five parries and strikes is given a name based on its numerical position and direction, in Old Elven (it was developed by nobles and officers, after all): esma; teine; kólma; neljá; viess and voór or aht. Each of the strikes or parries involves a coordinated movement of shoulder, elbow, wrist and fingers, as well as a foot and back position. The voór esma and kólma strikes are the most idiosyncratic of the style as the whole, respectively a backhanded and forehanded slash against the opponent's shoulder, neck or head. Coupled with a sudden lunge, a particularly good Serpent fighter can inflict a disabling wound before the opponent has even begun to move their weapon. The aht viess is an impressive if - in the eyes of masters - slightly showy move that involves the fighter straightening backward and moving up their sword underhand to impale an advancing opponent through the upper chest or throat. When done well it is lethal, but it can also lead to a loss of the balance upon which the style so depends, and, if the distance has been misjudged, expose the fighter to a dangerous extent since parrying is all but impossible.

    The libís, which some consider a signature move of the style, is neither a parry nor a strike, but rather a dodge, specifically one which involves the fighter rotating his body and foot position at a critical moment to allow a thrust or downward blow from his opponent to bypass him, often by less than an inch, and expose the enemy for a retaliatory strike. It requires exceptional judgment and timing and is not taught as a core component of the style for that reason. This does not stop various inexperienced fighters from attempting it, with often fatal results.

    History: Developed in the early-mid 5th century, this is probably the first Jarrland fighting style to have been codified almost from the outset. While the Highland Fling remained popular for single combat, the vulnerability of the Fling fighter was increasingly recognised as a problem, especially after the abdication of King Alfwyr. The high level of energy and strength needed to pursue the Fling successfully was also leading to a diminishing pool of talent. A group of swordsmen began work on a new style which retained some of the glamour and romance of the Fling style but was more practical. Taking inspiration from northern styles like the Rolling Sea and Odia Ferrum, and the footwork of some Fling champions like Marrik Sunder, the "Serpent" style was developed.

    As the navy began developing, the Serpent style became particularly popular among officers, for whom traditional fighting techniques had been found wanting on the moving decks of ships on the open sea, and some further refinements were made, leading to the final emergence of the style now known as the "Sea Serpent".

    Notable users: Perhaps the first, and most storied, great Sea Serpent champion was the king's daughter Ambryn Jarrow, later Qzarina consort, who also assisted with the finalisation of some of the style's details. Ambryn fought left-handed, which is considered a great advantage for those warriors capable of it. The Vennland warrior Alber Escowen has built a reputation as a successful proponent of the style, and the privateer captain Jogay Morris is rumoured to be a fine warrior in this fashion, although few have ever seen him fight.
    Last edited by Aedilred; 2014-09-02 at 03:32 PM.
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  23. - Top - End - #23
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    Flammen des Schwarzesturn ("Flames of the Black Star", Flammard)

    Country of Origin: Aimplach, Kingdom of the Iron Doctrine. This technique was developed in roughly 462 by Kriit Blackfoot, a Sympol Blademaster looking to design a style that effectively complements the groundbreaking development of Darkstar Steel weaponry. While some innovations have been made since then, it is generally agreed it works for its specific purpose.

    Description: The Flammen style is explicitly designed for use both in dueling and in formation, with heavy emphasis on defense and effective counterattacks. A practitioner wields their weapon with both hands in one of several stances that can easily be exchanged without horizontally rotating the weapon or the warrior's torso. Beyond stance, footwork and mobility are not especially vital and all movements can be effectively performed even in restrictive heavy armour. Most techniques rely on personal defense and effective counterattack. It may be worth noting that Kriit Blackfoot was quite the avid astronomer in his free time, and several techniques are named after celestial events for this reason.

    Notable moves:

    Burning Impact: The flammenschwert or flammard is uniquely well-suited to a slow deflection, as its shape causes a foe's weapon to vibrate uncomfortably when dragging across a contact. This can potentially disarm an unprepared opponent (especially one using a single-hand or otherwise weak grip) or otherwise disrupt their concentration. If the practitioner is using a flammard made from Darkstar Iron in particular, this drag can make the difference between an otherwise uninteresting contact and utter ruin of a foe's weapon. In a duel with blunted weapons, this technique is even more effective, as the practitioner need not worry about accidentally dulling their weapon's edge.

    Shooting Stars: Some practitioners have been known to powder their weapon before battle, so that a correctly-made flick of the blade can fling a deadly ball of burning powder directly from the tip. Obviously this only works with a Darkstar Iron weapon and is generally considered inappropriate for nonlethal dueling, but it is distinctive and spectacular enough to warrant specific mention.

    Eclipse: Darkstar Iron weapons often react with a sudden burst of black flames when struck, and the flammard can exploit this effect. A correctly-executed Burning Impact, in particular, produces enough flame to momentarily hide the weapon from view. A practiced user can take the force of an opponent's blow and the fact that the contact is currently hidden to suddenly change the direction of their weapon and strike from behind the darkness, gaining precious fractions of a second before their enemy becomes aware of the attack. Once again, since the use of actual darkstar iron is typically frowned upon in duels, this technique is usually only seen in lethal engagements.

    Corona: While a highly flashy, visible move that is relatively easy to perform in theory, the complex web of interactions that make it work can make it difficult to perfect. The corona starts with a false retreat; a full step back and a movement of the weapon to the side, goading the enemy into a lunge. As the first step backward is completed and the second begins, the blade is swung above the wielder's head and passed from one hand to the other. Instead of a second step back, if the opponent did not lunge, the practitioner suddenly throws their foot backward to place their arms forward and swing full-force, still sliding backward from their momentum. If the foe did lunge, the full second step is taken to remain in relative safety, instead bringing the weapon around at a slightly different angle. Either way, a correctly-executed corona generates a mechanical sawing motion using the unique shape of a flammard, inflicting grievous damage to anything that gets in the way.

    Notable users: The style has gained a foothold in the upper classes for dueling purposes, and many officers in both Glazfelli and Sympol armies tend to learn the basics of it as well. Flammen des Schwarzesturn is typically (though not always) used with large two-handed weapons, and some masters have been known to teach some of its techniques along with Toukai Arashi and vice versa.
    Last edited by BladeofObliviom; 2014-10-23 at 10:36 AM.

  24. - Top - End - #24
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    Cree Onslaught Method
    Combat Style of New Crima

    Origin of the Style:
    The Cree have developed a number of disparate techniques over time, but not until the First Good Tyrant were they gathered into a single discipline. That discipline is now taught almost exclusively in the Bloodknight Academy of New Crima.

    Doctrine:
    Terrorize your foe. Maintain pressure at all times, give them no room to move and no time to think. Do not relent in your attack for anything, waste no breath on defense. You will be safe from your foe only when they lay broken beneath you.

    Principles:
    Psychological manipulation and the ability to make quick adjustments while moving at high speed are the mainstays of the style. A practitioner of the Onslaught Method never allows themselves to get caught on the back foot. Any retreat is only preparation for the next charge.

    Special attention is given to training students in proper breathing and high acceleration sprinting. Practitioners are expected to be in a state of near constant movement, and are expected to begin that movement in an instant, all while shrieking like vengeful poltergeist.

    Notable moves:
    The Cree Howl:
    Cree throat singers are able to create multiple harmonic notes simultaneously. Applied to the battlefield, this art can be used to summon up an inhuman shriek, with a gut churning paralytic effect found in the hideous hunting screech of some birds of prey. Even those taught to use this technique sometimes complain of the sound haunting their own nightmares.

    Riding the Lighting:
    Nothing and nobody can be allowed to halt your charge. Bloodknights are taught to dodge and parry while minimizing any loss of forward momentum. This most often involves sliding ones weapon down the inside of the opponent's, exploiting the smallest gap in their guard with extreme prejudice.
    While the ideal result is the opponent's attack being forced off-course while your own lands, student's are encouraged in some instances (especially if they possess the longer reach) to simply aim for a full cross-counter. Accepting their opponent’s attack utterly without defense in order to deliver an equally inescapable blow.

    Stone Returns to Heaven:
    The Onslaught Method is not pure berserkerism. Strategy and precision are cloaked in the madness. High level practitioners are trained to spook their foes with false charges and feints disguised as maniacal spasms. If fighting a brave opponent, a Bloodknight might bound shrieking in, only to then suddenly zip backward, leaving their steadfast foe's counter with nothing to connect to. The goal being to force the enemy to hesitate on the defense or over commit to an attack.

    Gift for Earth Mother:
    “I'm fond of striking my enemies with the largest, heaviest object available to me. The Ground.”
    -Good Tyrant Oluska Geriin.
    The school teaches a variety of running tackles, most designed to shake off interceptors without breaking stride, but Gift for Earth Mother is a wholly offensive maneuver. Quite simply, the momentum of a high-speed sprint is transferred into an astonishingly lethal suplex.

    Smile for the Tyrant:
    Not a core teaching of the style, mostly just masters showing off. A single swing of a scimitar which cuts a from foe one ear to the other, meeting the throat along the way.

    Notable users:
    The style is part of the mandatory curriculum at The Blood Knight Academy. Each of the masters at the Academy are said to have obtained their own instruction form Tyrant Oluska Geriin herself.

    Extras:
    Mounted Tactics:
    <in progress>
    Last edited by DoomHat; 2014-11-06 at 05:52 PM.
    ...with a vengeance!

  25. - Top - End - #25
    Barbarian in the Playground
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    Fighting Styles of The Caercian Consortium


    Style name: Caercian Butterfly Katana

    Protectorate of origin: Palas Caercia Proper, Palas Caercia

    Description: With an origin as a horseman's sword style the Caercian Butterfly focuses on moving past an enemy making strikes and cuts before circling around and coming racing back by for another pass. Generally a duel involving a user of the Caercian Butterfly will appear to be a zig-zag back and forth and across affair with the clashes of steel marking the middle of the trajectory and pauses, turns, and flourishes at either end. Due to its style the Butterfly demands a significant amount of open space and is therefore much more fit to dueling grounds or open plains or hills than to densely forested areas or confined urban areas.

    History: Sword fighting among foot soldiers or in direct duels is an uncommon occurrence among the vast majority of the Caercian armed forces who are largely mounted archers and spearmen although the style of swords crafted in Caercia with slightly curved, tapered, one edged long blades known as a katana was brought about from effectiveness of these weapons on horseback. With the development of the noble houses in Palas Caercia proper a katana became a sign of power and wealth and clashes between these nobles both friendly and feuding led to the development of more refined styles. The style adopted by the Caercia clan became known as the Caercian Butterfly, and more internationally as the Caercian Butterfly Katana Style.

    Notamble Moves: Rider's Sweep, Canting Pass, Speed Sweep

    Notable users: The line of Caercia traditionally learns this style from a young age though few see the chance to employ it given their position and the general lack of infantry within Palas Caercia with more focus on learning horseback fighting styles and riding.


    Style name: Palas Ritian Sword and Board

    Protectorate of origin: Palas Ritius, Palas Caercia

    Description: WIP

    History: WIP

    Notable users: WIP


    Style name: Sterk Shieldwall

    Protectorate of origin: Sterkelv

    Description: WIP

    History: WIP

    Notable users: WIP


    Style name: Minotine March

    Protectorate of origin: Minotron

    Description: WIP

    History: WIP

    Notable users: WIP

  26. - Top - End - #26
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    ~Year 494, Day 58, Sympolemou, Twik Swiftpaw

    After extensive questioning and coercion, I have finally been allowed to view the fighting style of the Dünfel as they practice. They were initially rather aggravated at my prodding, but it seems as if their leader, Fel Malengorious has devised a new strategem that he holds in great esteem and wishes to unveil...


    "Alright! So here's what we're going to do! So, I'm going to yell "RAAAAAWR!" and then I'm going to run up and smash the enemy in the face. Then, while I'm charging and screaming, but before I start smashing the little fleshlings, you all yell "RAAAAWR" and then make a dash for them too, see? Then we'll all smash them together! Great plan, isn't it? The little'uns will never see it coming."

    Year 494, Day 58, Sympolemou, Twik Swiftpaw

    I have nothing to add to the Scrolls of Prowess......
    “I’m a Terrorist not an idiot.” - Me
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  27. - Top - End - #27
    Barbarian in the Playground
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    Fighting Styles of the Sovereign Principality of Niskovia

    Name of the Style: the Way of Skryto Lezviye

    Country of Origin: Niskovia

    Description: Very little is known of this style aside from the name, when asked about their martial traditions a few Niskan nobles will claim that they follow the way of Skryto Lezviye and despite further prompting will always refuse to translate the terms into a trade tongue equivalent. They will however talk about the history of their blades, typically drawing several daggers from unlikely places upon their persons and then proceeding to extol the virtues of exactly which of their ancestors had gifted them this weapon and upon which occasion, and which ancestor had gifted it to that one and so on. Either they are exaggerating the longevity of their weapons or the Star Metal of the Niskovian Steppe is incredibly resistant to corrosion.

    The style seems to focus on deception and evasion, an adept skilled in this style is never without a weapon and their moves would be hard to predict.

    Notable Moves: Due to the shroud of secrecy surrounding this style scholars have been unable to confirm any specific moves.

    Notable users: Observation made of the late Vanya Nisakovich at the Second International Council in 436 has led scholars to believe that he was a practitioner of this style. It is also known that Vanya's dominant hand was his left, whether this is typical of those who practise this style is unknown.

    Extra's: The preceding information was compiled by foreign scholars who sought to learn more of Niskan customs and as such is largely speculative. Swords and other concealable blades seem to be the favoured weapons of this style, Niskan nobles have also been seen to wield polearms which seem to be unlikely weapons for this style. Thus it is likely that Niskans follow a separate style focused on heavy weapons like those.
    Last edited by Kitsanth; 2015-01-25 at 11:04 AM.
    Quote Originally Posted by TheWombatOfDoom View Post
    I believe when looking at a southern region, all you need to do is flip a coin. On heads - it belongs to the Salterri Imperium. On tails - it will SOON belong to the Imperium.

    31 regions...sheesh.

  28. - Top - End - #28
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    Chicoquira Tepuztlacan
    The Road of Crooked Steel

    Though the keepers of the Scrolls of Prowess would be loathe to ascribe any skill to the Tzalteca, rumors circulate that they maintain a secret scroll with which to understand this hated foe. On this scroll are inscribed the combat arts of Tzalteclan that have been turned against Hurosha, both in single combat and in war. The best understood, and the deadliest, is Chicoquira Tepuztlacan, the dueling form of the Tzaltec Dragons.

    Description: While the typical khopesh of Tzalteclan is a two foot long blade meant to be paired with a shield, the strength, durability, and arrogance of the dragon-blooded demanded a more intimidating weapon. Enter the Dragon's Khopesh, a curving length of sharpened steel, its blade more than three feet long. Capable of being used in one or both hands, the Road of Crooked Steel makes this sword a flexible and deadly weapon. The style accentuates the two greatest strengths of the khopesh - the hooked tip and the axe-like construction of the blade. Its forms focus on disarming an opponent by catching their shield or weapon and wrenching it away in a number of sharp twisting motions, each of which is designed to enable a rapid follow-through transitioning to a killing blow. Those techniques that do no rely on catching an opponents weapon or shield are instead designed to deliver multiple rapid overhand strikes, capitalizing on the weapon's form and weight to shatter a foe's defense.

    The style is rounded out with a small selection of grabs and throws designed to take advantage of openings in an opponent's defense when the khopesh itself cannot be brought to bear. Combined with the strength of the average dragon-blooded, these holds can easily result in broken bones and other crippling injuries. However, maintaining proximity to an enemy is not a virtue on the Chicoquira Tepuztlacan, and the grapples are designed to be abandoned once a single injury has been inflicted.

    Notable Users: Thus far, only members of the Tzaltec royal family have received training in the Chicoquira Tepuztlacan. Whether they would welcome foreign students is impossible to say, though it is unlikely.
    Last edited by TheDarkDM; 2015-02-22 at 06:18 AM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  29. - Top - End - #29
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    Fighting Styles of the Duelists of Serendel

    Name: Way of the Sun

    Country of Origin: Lyradis

    Description: The warriors of Lyradis have long trained to use the placement of height and lighting to their advantage, as well as tighter spaces and uneven ground. Being that the Capital is built into the cliffs duelists trained on height advantage and disadvantage, as well as fighting to keep the sun in the eyes of their enemy. This form of fighting is also popular among Lord of Fire worshipers within Lyradis and the Serendel nations. Those who train in this form are better suited for thinner air, as the training occurs in the higher reaches of the Mountains of Dis, though it has also taken a hold in the other regions of the Empire, primarily Triumph, where narrow passages are common. This style relies on using surroundings to take advantage of the fight, and keeping the enemy off balance. The Way of the Moon, and the Voice of the Earth are styles that work well to counter this style.

    Notable moves: Blinding Height, Secret Pass, Controlled Fall, Brilliant Storm, Sure-footed Flame, Fire's Feign

    Notable users: The warriors in the Capital of Delberelle often use these fighting techniques, and it is said that Gareth and his children were trained in this form.




    Name: Root of the Earth

    Country of Origin: Triumph

    Description:This fighting technique requires controlling the movement of the opponent, and concentrating on defensive actions until the correct moment to strike with a notable move. The Voice of the Wind and Way of the Sun are good techniques to counter this fighting style.

    Notable moves: Steadfast Stand, Avalanche, Titan's Fist, Ridged Recourse, Steel of Stone

    Notable users: Members of the Holy Order of Earth use this fighting style as their primary style, along with the warriors of the Victorian Armies.




    Name: Way of the Moon

    Country of Origin: Borlmyn

    Description: This fighting technique requires strength and persistance, and is a aggressive technique, often tiring out the enemy by battering them like waves at a shore. The Roots of the Earth and Way of the Sun are good techniques to counter this fighting style.

    Notable moves: Oncoming Tide, Fisher's Dive, Anchored Plunge, Springing Splash, Dodging the Waves

    Notable users: Members of the Holy Order of Water use this fighting style as their primary style, along with the warriors of Borlmyn. There is an adapted version of this technique fit for aquatic battle, which stategists will enter here when a full report can be compiled.




    Name: Voice of the Wind

    Country of Origin: Requiem

    Description: This fighting style relies on agility and speed to take advantage of the fight, dancing away from attacks to later thrust agressively in a finishing move. Due to the constant movement, generally prolonged fights are to the disadvantage of this technique. The Roots of the Earth, or Way of the Moon are good fighting styles to counter this style.

    Notable moves: Rising Rhythm, Gust's Glaive, Dancing Defence, Bellowing Blast, Flying Fence, Thundering Thrust

    Notable users: Members of the religion of Ramhsa who revere the path of the wind favor this fighting style. It is said that elements of these techniques harken back to the days of Old Lyradis. There is an adapted version of this technique fit for aerial battle, which stategists will enter here when a full report can be compiled.
    Last edited by TheWombatOfDoom; 2015-04-09 at 04:56 PM.
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  30. - Top - End - #30
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    Praelior Pilum, Strike of the Spear
    To watch a master of the Strike of the Spear is to watch a relaxed man not move... but never be hit.


    Country of Origin: Praeclarus

    Description: The sea is vast, and can be calm and beautiful; or terrible and full of wrath. So too is the fighting style of the Makgrull who wield the Spears of Praeclarus. Developed ages ago, it is said, by Praeclar himself (some form of prohpet or explorer; it is difficult to say for certain, but he is well respected within Praeclarus), the fighting style is used primarily to fend off large sea creatures. That makes it effective against large targets, and working in co-ordination, but not as effective for single targets by one's self. The spears of the Praestes - warriors and guards of the city - are made of bone from Whales, and carved to be long and sharp, as well as particularly nasty under the water. Not surprisingly, when on land, the already quick style becomes quite deadly in the hands of a master of Praelior Pilum, as there is less resistance here then in the ocean.

    Principles: The Strike of the Spear, surprisingly for it's name, is a defensive technique. It is meant to allow the enemy make the first move, and then, like the ocean's flow, twist and turn aside the assault to make for a strike at that point. That is not to say that it lacks offensive movement, but the principles of Praelior Pilum rely on a keen observing eye, and an ability to react, rather then enact.

    Discipline: Those who practice Praelior Pilum are taught patience and a watchful eye. The users of the style must move with the currents of the ocean, and not against them, so they are well versed in feeling what is around them. Masters of the style are able to translate the flow of the ocean into the feeling of the wind on their skin, and the rumors are that this means they can feel a strike before it happens.

    Notable Moves:

    Stultus Balena
    (Foolish Whale)
    Predators whom attack first find their prey not where they thought it was, and instead many spears now are stuck within it's side. The wielder of the spear flows with an almost eerie side-step, and then stabs deep with the point of the weapon.

    Sortem de Piscibus Pilum
    (Many Fish, One Spear)
    Swimming past a user of Praelior Pilum is not advised, if one is a fish... unless one wants to volunteer to be dinner. In one of the few offensive moves of the style, Sortem de Piscibus Pilum is a rapid strike, one after the other, capitalizing on a fighter's speed and insight. Masters of the technique never miss... and can stick a whole school of fish on a single spear. Sushi Shish kabob, anyone?

    Tarda Tetsudo
    (Slow Tortoise)
    Though not an actual tortoise, the user of the Strike of the Spear can move at - what opponents would swear - are impossibly slow speeds... yet always seem to turn aside nearly every assault. If the wielder feels the time is right, following up this technique with an attack is not uncommon, and leaves the adversary with small pin pricks from the spear tip poking and prodding them. Most commonly utilized by guards and monster hunters of Praeclarus, to encourage a target to go a particular way.

    Arma Autem Teuthis
    (Arms of the Squid)
    In the Arms of the Squid, something happens; something weird and wonderful... for the wielder of the spear. This move is meant to confuse and mystify the target, and entice them to attack. It is both daunting and taunting, and is less of an attack and more of a look; a behavior. It is inviting, and to the untrained, looks like the user of Praelior Pilum has dropped their guard. Do not be fooled. They are asking you to attack them, for that is how their style works best.

    Delphinus Fabula Framea
    (Dolphin's Playful Spears)
    Extraordinarily difficult to pull off by one's self, this attack relies on the coordination of others of the same style, and cannot be used on land at all. Nick after nick, cut after cut, Makgrull swarm around the target, over and under it, in a deadly dance. Never do they let the target get a moment to rest; to make decisions. This is a finishing blow, utilizing numbers and positioning to cause a monster to be slain. The larger the beast, the more Makgrull are required... or the more skillful a single master must be.

    Notable Users:
    Praeclar (The First Sanctus Makgrull)
    Chief Praestes U'ther (General of the Makgrull during Sanctus B'tman's time)
    Praestes Y'grin (Personal Bodyguard of Sanctus Makgrull B'tman)
    Praestes K'vfin (Personal Bodyguard of Praemonstrator T'lly)

    Extras: Though exceptionally strong for a defensive prowess, Praelior Pilum was developed to fight sea monsters. Thus it is difficult to translate it's effectiveness against other, more intelligent beings. Spear-to-spear combat, it is still quite strong... but a heavy weapon that can break the bone spear or attacks that rely on feints and trickery can cause even a master of the style to lose their calm.
    Last edited by Gengy; 2015-04-08 at 04:20 PM.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
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