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T O P I C    R E V I E W
Icelander Posted - 09 Aug 2008 : 15:07:53
The efficiently pragmatic way of the intercepting fist, a flashing bright sword swirling in a parry and riposte performed in one time, two daggers wielded with a combination of feline grace and shocking brutality, a circular dance of swordplay and knifework done amid shifting sands. The arts of war are as many, as varied and as fascinating as the less violent arts of painting, sculpture, poetry and music.

All human societies in the real world have evolved some form of martial art and in a fantasy world like the Forgotten Realms, that's likely to hold true for both humans and nonhumans. Whether that method of combat is as artistic and philosophical as T'ai Chi Chuan or as direct and pragmatic as Krav Maga makes no difference, it's still a martial art. And whether it's performed with bare hands or while clad in full plate harness and wielding a pollax is no kind of distinction between 'true' arts and 'base' fighting, all forms of fighting can be studied as a science and an art.

I understand that D&D rules are hardly going to make mechanical distinctions between a fencer who fights according to Agrippa's teachings in the Italian School, a diestro of La Verdadera Destreza or a French fencer of the late 17th century who uses his slightly lighter rapier in the style of the Transitional French School. Hell, a French Smallsword duellist of the 18th century or even a quasi-mythical Chinese xia specialising in the use of the jian might use the same game rules as these fencers. But that's not the point!

These styles look different, feel different and are roleplayed differently. To someone who plays RPGs for more than just door-smashing and loot-countin', it's vital to be able to describe and visualise the characters actions in a way that furthers the experience of roleplaying it. And a way that I've found invaluable towards that end is knowing how a character is trained to fight.

So, even knowing that many of these styles will have no game effect at all, I'm interested in knowing where in the Realms one can find similar martial traditions to many real world styles. Sometimes cultural similarities will suggest that similar fighting styles would be used, but sometimes, given that the Realms are not and never will be an analogue of our world, a style that in our world is confined to a given ethnic group or culture will be used by people in the Realms who bear no resemblence to either.

So, gentle scribes, sages and loremasters, who can enlighten me where the following real world styles would most likely be found in the Realms and what changes from the real world version one should expect:

Aikijutsu: Both the traditional forms going back to the unarmed grappling techniques of Japanese samurai and the more modern styles developed by Ueshiba Morihei and his students, including, of course, the largely non-combative aikido. This one, of course, is likely to be found on the Kara-Turan nations of Wa and/or Kozakura, but would it (or a style very like it) also be found somewhere else?

Archery: I've made the Dalesmen the best human archers, akin to Welsh longbowmen. I've also made gray orcs feared bowmen due to their focus on martial pursuits, single-minded training and great arm strength.

I'm not sure how to treat Cormyr (I've ruled that they do have some longbowmen, but not many enough to make them the mainstay of their army like historical England did at some points). Other lands use bows for hunting, but it takes a lifetime to train a proper longbowman and so, they're rarely found in other armies.

Armatura: The fighting style of Roman legionaries. Utilises a large shield, heavy armour and short swords. Javelins are used as missile weapons during the initial phase of the fight. Somehow, I got the impression that the Phalanx Fighting feat and disciplined formation of Zhentilar soldiers meant that they could use a style very like this one. I've also linked it to some Chondathan mercenaries in my campaign, given how effective this style is for formations of professional troops facing larger numbers of less disciplined enemies.

Armatura Equestris: The style of Roman cavalry , surviving well into the early Middle Ages and also among Byzantine horsemen. Spear thrust overhand, broadsword a secondary weapon, light shield used for mobile blocking and either bow or javelin as the missile weapon of choice (javelins were used among Western Empire troops, but bows were more eastern). I'm not sure where to place this in the Realms or even if this is a viable style for them. Perhaps the barbarians of the Ride use a variation of it or the horse raiders of the Tunlands.

Bando: This savage Burmese martial art emphasises power and brutality. It's known in our world as 'the jeep of martial arts', being reliable and without frills. Both ABA Bando (the popular modern form) and Kachin Bando (the ancestral style of the Jingpaw of the northern Burma hills) are subdivided into animal forms, style variants characterised by attributes from the animal after which they are named (and which describes the attributes of the fighter using it). Animals such as Bulls, Boars and Panthers are more common than the more peaceful or graceful animals. Kachin Bando is usually combined with Lethwei, a kickboxing style that's even less restrained than Muy Thai.

Placing Bando in Malatra is too easy, not to mention rather boring. In addition, I'm unlikely to use Kara-Tur overmuch in my campaign. I thought about having a society near Chult's Mistcliffs as the origin of the Bando styles, with both ABA Bando and Lethwei being practised on the Nelanther Isles after several slaving raids introduced the style to them. The style seems to me tailor-made for use in blood-soaked fighting pits where slaves to the Nelanther pirates are forced to fight each other as well as new captures. I'm pondering what I'd call the style.

Boxing: Practised in a wide variety of cultures, boxing just has to be popular somewhere in the Realms. The modern form of boxing, with finesse and skill as important as brute force, was known in Ancient Greece, although gloves weren't used and deaths in the ring were far from rare. During much of the Middle Ages, strength and toughness were sometimes seen as more admirable than finesse in the boxing ring and avoiding blows was seen as cowardly. The skillful techniques were never lost, though, even while they weren't as popular as bashing the other guy to bits. I have to admit that beyond postulating that boxing is known throughout the Heartlands, I have no idea where it's most popular or where the best fighters go to find fame and fortune.

Capoeira: The martial dance form of Brazil is the subject for much fanciful speculation. Whether or not the most bizarre techniques taught actually work in a real fight, I'll not deny that it does look beautiful. I don't know where in the Realms I'd place it, beyond speculating that the Chultan peninsula looks promising (Lapayila? Sammach?), or perhaps go for any place that has seen Sharrans kept as slaves (the Shoon Imperium?).

Chin Na Kung Fu: The aspect of Chinese kung fu concerned with manipulating joints, locking limbs and targeting vital points. Somewhere in Shou Lung seems obvious, but somewhere else?

Dagger Fighting: A generic term for the Medieval and Renaissance fighting style using one or two double-edged daggers for self-defence. Often associated with thugs and criminals, but historically practised by some soldiers as a secondary style as well as normal citizens for protection. I suspect that nearly every culture in the Realms has its own version of knife-fighting.

Escrima: A style incorporating both armed and unarmed techniques, it originates in our world from the Phillipines and is linked in martial art legend, at least, with natives coming into contact with European fencing.

Cheekily, I've made it the native style of the Sea of Fallen Stars Pirate Isles. There, it is known variously as 'Crimson Wavecraft' or 'Unfallen Bladework'. It's perfect for use with daggers and cutlasses, and there's nothing in there which demands that it be linked to any specific culture. In any event, since the Pirate Isles raid Thay, Old Empires and the Heartlands equally (not to mention Thesk, Telflamm and Kara-Turan influence from there), it becomes possible to justify nearly anything as an affectation from 'elsewhere'. Plus, I like escrimador pirates.

Italian School Fencing: This style uses a rapier as the primary weapon and either a dagger, buckler, a cloak or even a second rapier in the off-hand. It's based primarily off the writings of Agrippa, Capo Ferro and Thibault. The rapier is very much an offensive weapon in this style, rarely used for parries (which are left to the off hand or the stylist may trust to killing his foe first or dodging his blows). This is rapier fencing as it was during most of the weapon's history, although Hollywood usually shows us French Smallsword stylists jumping around and calls it rapier fencing.

In my campaign, I've made this the primary fencing style. Independent (and furiously competing) schools teaching variations exist in Chondath (all cities), Sembia and even Amn (there competing furiously with the rival schools of Transitional Rapier and La Verdadera Destreza). The style is known as 'Chondathan School' to most practisioners, even in other countries, with the exception of Amnians, who call it 'Anthkatla School Fencing'.

La Verdadera Destreza: In our world, a curious mix of duelling style rapier fencing and mathematics and natural philosophy. The diestro (a stylist) disdained vulgar motion and rage, basing his stances and movements on geometric principles aimed to maximise efficiency.

In my campaign, popular around the Lake of Steam and also practised by Amnians. It was probably originally developed in Lapaliiya. It's called 'The True Art', oftentimes with an implied sneer at wizards, especially if the speaker hails from Lapaliiya.

Transitional French School: Utilising a shorter and lighter blade than the Italian School, this fencing style teaches the sword alone as the primary weapon for both offense and defence. It's much closer to the furious swordfights we're used to seeing rapier fencers doing in Hollywood movies.

Since the Realms haven't undergone the same technological changes as our world had done when this style became popular, I've chosen to locate it in Waterdeep and have it be a primarily civilian style. A transitional era rapier has no place on a battlefield with armoured foes, but it's just the thing for a noble's revel or an affair of honour. In the Realms, of course, this style is simply known as 'Waterhavian Fencing' or perhaps 'Transitional Dessarin Fencing' to the snobbish sages who concern themselves with hoplology as it's happening.

French Smallsword: Now we are come to the sort of flashy combat we see unarmoured rogues and pirates getting into in Captain Blood and newer movies. Utterly out of place in any military context where armour might be encountered, of course. Fast, furious and emphasising the riposte in one-time as its signature tactic.

I've put this style in Iriebor, seeing as the noble families of that city engage in constant fighting of a civilian nature. There, it is known as 'Ireabor style' and derided by nearly anyone else as impractical (unless they've fought one of the deadly masters of the smallsword, of course). I've also made a similar Sembian style in my campaign that uses a light saber and is often used by sailors (and pirates), called 'Sembian Sabreplay'. It is even more acrobatic than the Irieabor smallsword style and utilises an equal number of slashes and thrusts.

Furusiya: The combat horsemanship of the Muslim warriors in our world. Horse archery, the spear used in both hands and the sword as a secondary weapon. I've postulated two main branches of this style, both coming originally from Zakhara before being filtered through the local fighting styles of the indigenious peoples. One is the Calimshan (Shoonach) version and the other is the Murghôm tradition, which is heavily modified by contact with the Hordelands Tuigan and other steppe people.

Hapkido: A relatively recent Korean style combining aikijutsu, judo and native Korean striking arts. It looks very nice, so I'd like to include it somewhere in the Realms, but I haven't decided where and under what name.

Hoplomachia: The fighting style of the Ancient Greek city states. I can hardly avoid placing this in Chessenta and noting that the people of Akanax, the City of Soldiers, are known as the best practisioners of it.

Hsing I Chuan: An internal Taoist art that's nevertheless very direct in application and stresses striking techniques. So far, I've no plans to include it anywhere but in Shou Lung and environments.

Hung Gar Kung Fun (Tiger Crane Style): A strong, hard style which stresses staying in place and countering attacks with hard blocks and counterstrikes. So far, no plans for it, beyond noting that the philosophy wouldn't be out of place for dwarves. In my campaign, I made my own dwarven styles, of course, but I drew inspiration from this style, among others.

Hwa Rang Do: This mystical Korean art claims great antiquity and awesome magical powers. With its many and beatiful weapon forms, extensive philosophical component and healing arts; it wouldn't be out of place as an elven martial art. Just a thought, though.

Jeet Kune Do: Bruce Lee's famously utilitarian fighting style, not so much a style as a method of thought and fighting. What works is good, expect to get hurt when you fight but try to hurt the opponent worse and don't try to do things that are too hard. Lee called this scientific streetfighting and it certainly lives up to the name.

I don't know whether I should use this in the Realms or not. I have a tentative idea about using this as the training regimen for students of a Zhentil Keep assassin who specialised in taking down wizards. Usually or always combined with armed styles, of course.

Judo: Familiar to everyone, though sometimes presented by Hollywood as a mystical fighting art when it's really a sportive style. I'm not sure what to do with it, beyond noting at its likely Kara-Turan origin.

Jujutsu: Many styles carry this name, from Japanese styles for disarmed samurai (aikijutsu is properly defined as a subcategory of jujutsu) which are as pragmatic and brutal as Western versions of the same to almost purely sportive versions. Popular modern styles include Brazilian Jiu-jitsu and a style remarkable in fictional circles for being the style used by Sherlock Holmes (albeit misspelled in Doyle's story) is Bartitsu. I need ideas for where in the Realms I can put BJJ and Bartitsu, not to mention jujutsu (beyond Kozakura and Wa, of course).

Kajunkenbo: A fusion martial art developed for survival in a rough neighbourhood and during bar fights. This style reminded me irresitably of Skullport and I decided to sneak it in there as 'Shadowport Weaponless'. Often combined with Dagger Fighting, of course.

Kalaripayit: The traditional martial art of Kerala, India. Both armed and unarmed and includes a body of magical knowledge that in the Realms might well work. Linked in folklore to rakhashas and other such spirit-creatures, which might mean that it's found whereever rakhashas are. Which puts it where in the Realms?

Karate: All forms originally come from Kara-Tur somewhere, I guess. Probably widely known and taught in many places with any contact with them at all. Any scribes want to examine the issue (I'll confess to a bias against karate )?

Kempo: A Japanese art with orgins in China. Sounds tailor-made for cultural melting pots like Thesk.

Kenjutsu: Samurai swordfighting, originally from Kozakora and Wa in the Realms.

Early Medieval Mounted Combat: Until about 1100 in our world, knights weren't all that far from late Roman cavalry (apart from stirrups, of course, although the saddles of the time stil limited a knightly charge). They still used the spear overhand, not the lance, although couched spear techniques data from this era. The broadsword was a status symbol as well as a sidearm and the shield was the primary defence. These knights were mailed, not plate-armoured.

When my PCs encounter orcish or goblinoid cavalry, this is often the style in which they fight. I'm not sure whether any human kingdoms fight in this style.

High Medieval Mounted Combat: The stereotypical knight of fiction, with lance, sword and shield. Less emphasis on foot techniques than earlier knightly styles and the lance became a primary attack. The arming sword was the primary sidearm, as before, but axes, maces, hammers and picks also came to the fore to deal with the heavier armour of the period.

The majority of human knights fight in this manner in my Realms, with Cormyr's cavalry being particularly known for it.

Late Medieval Mounted Combat: With the increasing prevailance of plate harness, knights abandoned shields altogether for heavier swords and polearms. Pollaxes and greatswords were used when dismounted (often, given the danger of pikes, shot and massed archers), with the lance still being used in the rare cavalry charge. Unarmed grappling techniques were sophisticated and widespread, with speed and mobility, even in heavy armour, being one of the hallmarks of this style.

I've postulated this style as a new development, often used by paladins of Helm and/or the nobles of Cormyr and Impiltur. In all cases, it's popular because the finest plate harnesses render shields less necessary.

Kobajutsu: Armed techniques from Okinawa. I'm inclined to restrict them to Kara-Tur or fighters trained there. Maybe I'm being unfair, but ninja fanbois with nunchakus irritate me.

Kuntao: This Indonesian/Malaysian style, however, I'm quite happy with including. I'm wrestling with where to put it, which will probably end up being the same place as Pentjak Silat.

Kusarijutsu: Aside from the cultural context, this style will serve for nearly any form that uses a chain-like weapon (such as the spiked chain). Any FR-lore welcome.

Kyujutsu: Japanese horse archery. It, along with its more mystical yabusame and kyudo cousins, would probably be confied to Kara-Tur. The flavour is wrong for the Ride and/or Hordelands.

Longsword Fighting: Fechtbücher such as Talhoffer's, Meyer's and Goliath's form the modern understanding of Longsword Fighting, fencing with hand-and-a-half swords. Much more fluid and mobile than popularly depicted, it was truly a sight to behold. Also known for combining unarmed techniques brilliantly with its armed methods.

I've postulated that Longsword Fighting is popular in Cormyr, Impiltur, Sespech and some parts of the Heartlands. I've not decided where it comes from nor how the style differs in these countries.

Masters of Defence Training: This intergrated combat style aimed to train men in all popular weapons they might encounter as civilians or military men. It's the style practised by men such as George Silver. It's contrasted with the 'foreign' influence of the rapier as a weapon in England of our world. A Master of Defence was a commoner, not a gentle-born man as many fencing instructors, and this led to much friction.

I'm afraid I shamelessly dropped them into Cormyr on one hand and Impiltur on the other, seeing them as traditionalists based around the weapons used by the army (broader blade swords, polearms, etc.) rather than the narrow civilian swords that are popular among many nobles. The rivalry was too good to pass up.

Military Hand-to-Hand: Various types of no-nonsense forms of fighting meant to be taught fast to many recruits. Krav Maga epitomises the wilder legends about the efficiency of this form of fighting and either the Modern Army Combatives (MAC) or Marine Corps' Martial Arts Progam (MCMAP) may be the one familar to most scribes.

I imagine the Zazesspur School of Stealth and many other organisations would teach a style that didn't look too different from Fairbairn Close Combat Training or 'Silent Killing'. I also imagine that Rashemmi wrestling traditions have formed something like Sambo wrestling by now, especially given their near-constant warfare. Any culture with robust wrestling traditions and a need for a pragmatic martial art for self-defence could come up with something looking like Krav Maga. Any scribes have ideas?

Muy Thai: Thai kickboxing, now an 'in' style in martial art circles. Given that I've already put Lethwei (very similar) in Chult or nearby, I might reserve this one for Malatra.

Naginatajutsu: I'll put this polearm style in Kara-Tur. Ogre magi, however, often use it, no matter where they come from and some ogres have learnt it from them (I imagine the Shieldbreaker ogres use a variant).

Glaive (or Swiss Halberd) Fighting: The use of a polearm as an individual weapon. Pragmatic, incorporates unarmed techniques for close-in fighting and staff grips for defence.

Using the bill instead of a glaive, I imagine Cormyr's militias often use this style. Other than that, I haven't really thought much about it.

Pa Kua Chuan: An internal Taoist style almost as artistic as T'ai Chi Chuan. Haven't thought about where to find it in the Realms.

Pak Hok (White Crane) Kung Fu: Beyond noting that it's cool, I haven't thought about where this one might have spread, from its probably origins in Shou Lung.

Pankration: All-in fighting from Ancient Greece. Eye-gouging was among the few things that were regarded as dishonourable (and this was an Olympic Sport!).

I have to put this one in Chessenta, while noting that mercenaries from there could have spread it literally anywhere in the Heartlands.

Pentjak Silat: Silat styles today are mostly seen as stickfighting/grappling styles, but it's a very complete martial art. The kris (knife/sword) was often seen as a magical focus for the casting of spells, so it's a natural transplant to fantasy worlds.

Of course, Malatra or a similar jungle culture would be the easy plate to put it in (and it may indeed by practised there). But in my campaign, I'm ruling that the natives of the Nelanther Islands had a similar styles and the various pirates (goblins, orcs and humans alike) have picked it up as a devastingly effective combat style.

Pollaxe Fighting: Historically used for knightly judicial duels, this was a fighting style meant for heavy armour and a weapon that could penetrate it.

Given Sespech's traditional fondness for two-handed weapons, I'm considering having this be a native style from there, now spread to other Inner Sea lands.

Praying Mantis Kung Fu: There are actually two forms, Northern and Southern, and beyond sharing a name they're not connected in either style or history. I haven't thought about where to put this in the Realms.

Quarterstaff Fighting: Yes, the past-time of Robin Hood and his Merry Men. Devastingly effective and yet not restricted to those with the money to buy weapons and armour (as many styles tend to be), this is the ultimate style for common people who need to defend themselves. As such, it's a natural for the Dalelands and much of the North.

Savate: French kickboxing, connected in our world with cutlasses, shady docks and hard men. Yes, I thought of Marsember as well.

In my campaign, I'm calling this 'Dockfighting' and it's popular not only in Marsember, but also in the dockside dives of Starmantle, Westgate, Teziir and various Sembian ports.

Shaolin Kung Fu: Apart from its obvious Kara-Turan lineage, it might be the style practised by the monks of the Monastery of the Yellow Rose. Although I'd really prefer a different and more distinct style for those priests, the description of Kane's fighting rings true for either Shaolin or the cinema-friendly Wushu (which, to my knowledge, has no self-defence applications beyond looking good).

Shortsword Fighting: Medieval/Renaissance style using the shortsword as both a thrusting and slashing weapon, relying on fast footwork and lighting parries to avoid harm. Often a back-up style for soldiers with heavier weapons.

In my campaign, popular throughout the Heartlands and the Moonsea. Seen as a 'commoner's' style when contrasted with fencing.

Sojutsu: Japanese spearfighting. While Japanese in character, any style which used a spear in both hands could look somewhat similar. Other styles include many beautiful forms of Chinese Kung Fu (as seen in Hero and other movies), where the object is often as much to look good as kill the enemy (with spears decorated with colourful tassels), Viking Spear Fighting, where a shield is used in the off-hand and the Iklawa fighting of the Zulu.

I've made the militia style of many Dales resemble Viking Spearfighting, with the shield used for defence and the spears jabbing out of a shield wall. Thrown spears are not the Dalelands way, though, since throwing the primary weapon just leads to one being unarmed when the next orc attacks.

Iklawa Fighting is used by Wemics of the Shaaran plains, as well as tribes of humans that desire to emulate them.

Sumo: Should Sumo in the Realms be confined to Wa/Kozakura or should there be a variant in the Western Realms?

Sword and Buckler Play: Fast, emphasising cuts, shield bashes and grappling with both weapons and unarmed. Popular until the 16th century. Not formation based, unlike Sword and Shield style.

I've not thought about this style, other than the fact that it's probably used all over the North and the Heartlands.

Sword and Shield Fighting: Familar to SCA members, sword and board is a distinctly military style and is primarily used by infantry troops. Unlike Sword and Buckler Play, close combat was avoided, since the larger shield impeded action in the grapple.

Popular nearly anywhere in the Heartlands and North, I'd guess. I haven't thought about where it's 'iconic' or where the most development is taking place.

Tae Kwon Do: Haven't thought about it.

T'ai Chi Chuan: Another I'm undecided on. Perhaps monks of Ilmater, if I decide to make this one non-Eastern?

Taijutsu: Ninja-style. The less said, the better. Kara-Tur and some Nine Golden Swords members, I'd guess.

Wing Chun: An interesting style, formed much of the core of Jeet Kun Do. Direct, striking style with a focus on close-combat. Brutal standing grapples. Two weapons, butterfly swords and the staff, used more like a sword than the quarterstaff grip. Characterstic stance is backward-leaning, feet side-by-side.

I want to include this style somewhere it'll see wide use, but I'm not sure where. There's no reason it has to be Asian, even though it is in our world. It's not very mystical or spiritual in nature at all, so it could fit pragmatic warrior better than monks of some sort.

Wrestling: There's hardly a culture without its own wrestling tradition.

Greco-Roman one puts in Chessenta, given how much wrestling is reputed to be used there. I've also put a form of Indian Wrestling (endurance based, huge wrestlers that exercise constantly for greater muscle mass, spiritual connections) in Turmish, saying it's mixed with Untheric and Chessentan forms and given its own spiritual spin by the Turmish.

Combat Wrestling, of the pragmatic sort used by disarmed fighers, are present almost everywhere.

Wushu: Being the 'show' version of kung fu, this fits well for cinematic heroes from anywhere. Nearly every single move too flamboyant to be used in real fights is featured prominently in Wushu, including flying kicks, spinning kicks, split kicks, etc.

Any thoughts, scribes? Where would you place those I'm unsure about? What do you think of the placements I've already made? What styles am I missing?

Well-read scribes will recognise this list as being from SJ Games excellent GURPS Martial Arts book. I heartily recommend this well researched and interesting tome for anyone fond of fighting, regardless of his chosen ruleset. The real world research alone is worth the price.
30   L A T E S T    R E P L I E S    (Newest First)
TBeholder Posted - 05 Oct 2018 : 09:57:29
Curious. Could styles be point-built for PO:Combat & Tactics?
Since C&T both was made to avoid "Uh... I whack it again"/"99 hit points on the wall, scratch one..." fights and got various maneuvers and advantages and is easily convertible if needed.
Starshade Posted - 11 Apr 2018 : 23:23:41
Lots of content in one thread!
An martial arts could be many things: A form of combat/warfare. A style of training. A form of competition.
"Wushu" is a competition, as is UFC or Thai Boxing. Historical ones could be something like viking "holmgang", who among lots of varieties, sometimes had shields as "goals", break opponents shield. First to 3 goals win (you can stand in front of your shield, or hold it).
Fencing is a style of combat made from a style of competition.

Though, since my main MA personally being Capoeira.... I think it's unuiqe, due to being a underground, slave martial arts. If something like it were to be placed in FR, I think what is needed is a culture with slavery, and conflict with runaway slaves.
Main thing, is most of the martial arts mentioned is defined out of a spesific kind of definition. Karate-Do is officially defined as the art of empty hand fighting, as defined by the curritculum of Kata (forms), others as Boxing as a set of competition rules, etc.
Capoeira? out of a dance, "the roda" (circle). A ceremony, ritual.
It's quite simple to use it as a template, and look on african styles, and make weapon styles for FR out of something like Capoeira instead of just using it lock, stock and barrel.

if the historical "holmgang" actually was a MA as we know it, in its own right, noone knows.. It could have been. Especially if it was common protecting his own shield, staying in front, fencing like a samurai with one sword...
Icelander Posted - 05 Apr 2018 : 11:07:57
One NPC, Peryta Ghossil, is a crusader of Selune and a member of the 'Swords of the Lady' martial order.

The following is a 'secret' style of that order, an acrobatic school of Longsword Fighting.

Selunite Longsword Fighting

'The Sword of the Lady'

3 points

Selunites are as individual in their fighting styles as they are in their personalities. There are some martial traditions associated with Selune, however, among them the flashy, acrobatic style of Longsword Fighting practised by some of the members of her knightly order, The Swords of the Lady. In fact, the eponymous style might be part of the reason they are called 'Lunatics'.

Stylists will use a longsword in two hands, ideally a magical one, but otherwise a silver-coated blade decorated with holy symbols of Selune. Wearing armour is uncommon and never anything so heavy as to interfere with mobility. By preference, the style is aggressive, favouring the Attack maneuver and even Committed Attack or All-Out Attack any time the foe seems vulnerable, but circumstances may force a stylist onto the defensive.

The stylist will use fast footwork and even acrobatic leaps to keep his distance from his foe. Any kind of close combat, grappling, locking or unarmed striking is eschewed in the pure form of this style, though some stylists will have familiarity with such tactics from having learnt other styles.

Motion is usually circular, not linear. When attacked, the stylist gives ground, but retreats to the side, cycling his enemy. The direction varies, in a pattern that looks random, but isn't. Stylists speak of their movement in terms of phases of the moon, with a cautious, defensive posture, alternating Defensive Attacks with Evaluate maneuvers, being described as 'waning' and a series of rapid Attacks in recovery as 'waxing'.

Strikes are usually named in terms of the moon as well, for example, 'Crescent Moon Rises', an upward sideways cut launched from a low guard after a Feint that looks like a lunge, or 'Moonfall', a quick backhand downward cut from a high guard, often used to punish a misjudgment in engagement distance or slow recovery from an attack.

The 'New Moon' stance is a Defensive Grip combined with All-Out Defence, to regain energy and wait for the foe to show signs of weakness. If a stylist has managed to push his enemy onto the defensive and controls the pace of the fight, he is said to be in the 'Light of the Full Moon' and some stylists claim to be able to sense every move that the opponent is going to make before he does it while so inspired.

A signature move of the style is the 'Lunar Eclipse', a false parry that is actually a lightning fast counterattack that starts almost at the same time as the foe's strike, leaving the Sword of the Lady stylist to either Dodge or suffer a wound at the same time he strikes his enemy. This can be a Counterattack, Riposte or Stop Hit in game terms, depending on how much of a risk the stylist is comfortable with accepting.

Skills: Acrobatics; Two-Handed Sword.
Techniques: Acrobatic Dodge; Acrobatic Stand; Counterattack (Two-Handed Sword); Disarm (Two-Handed Sword); Evade (Acrobatics); Feint (Acrobatics or Two-Handed Sword); Retain Weapon (Two-Handed Sword); Sweep (Two-Handed Sword).
Cinematic Skills: Exorcism; Flying Leap; Kiai; Precognitive Parry.
Cinematic Techniques: Acrobatic Attack (Two-Handed Sword); Dual-Weapon Defence (Two-Handed Sword); Flying Lunge (Two-Handed Sword); Timed Defence; Whirlwind Attack (Two-Handed Sword).
Perks: Acrobatic Feint; Evaluate Mastery; Form Mastery (Longsword); Grip Mastery (Longsword); Mobile Parry (Two-Handed Sword); Unique Technique (Acrobatic Dodge).


Optional Traits

Advantages: Combat Reflexes; Daredevil; Enhanced Dodge; Enhanced Parry (Two-Handed Sword); Higher Purpose (Oppose Shar).
Disadvantages: Disciplines of Faith (Selune); Duty; Fanaticism (Selune); On the Edge; Sense of Duty.
Skills:Dancing; Fast-Draw (Two-Handed Sword); Jumping; Staff.
Techniques: Roll with Blow.
Perks: Armour Familiarity (Two-Handed Sword); Teamwork (Sword of the Lady).
Icelander Posted - 04 Apr 2018 : 02:23:46
quote:
Originally posted by Diffan

Not sure if its been mentioned but Eytan Bernstein made up an article detailing the Book of 9 Swords in the Realms.

HERE it is for your enjoyment!


Thank you. The reconstituted Nine Swords Company is from that article.

I was looking for a little more detail, of a sort that rarely appears in D&D rules, i.e. something similar to the information on philosophies, tactics and training forms that can be found for various real world martial arts.

As in, where in Shou Lung or the Endless Wastes would you find teachers for Realms-equivalents for Pak Hok Kung Fu, (Northern) Praying Mantis Kung Fu or Wudang Sword? And which martial disciplines would fit under which?
Diffan Posted - 04 Apr 2018 : 01:52:31
Not sure if its been mentioned but Eytan Bernstein made up an article detailing the Book of 9 Swords in the Realms.

HERE it is for your enjoyment!
Icelander Posted - 03 Apr 2018 : 23:51:40
The PCs are currently in the Inn of the Nine Swords in Swordspool, the Vast, and I'm using the reconstituted Nine Swords Company as NPCs encountered in the common room.

Although I don't use D&D rules for my Realms, I do not object to new Realmslore even if it may have been introduced to fit new splatbooks from WotC, like the Tome of Battle. As such, I fully plan to have the nine adventurers in question be followers of the Sublime Way.

What I was wondering is what martial art styles, either real-world or already postulated for the Realms, would suit the various martial disciplines from the Tome of Battle.

The one who is reconstituting the Nine Swords Company is, in my campaign, Dustalyn of the Nine Blades, a mysterious human who might come from anywhere, being bald, not especially ethnic in appearance and speaking a lot of languages without any accent. He doesn't appear to be Shou, but might theoretically be Raumviri, Khazari or from some obscure tribe in the Ama Basin. Or he could be from Waterdeep, Amn, the Moonsea, Chessenta or anywhere in between.

In D&D terms, I suppose he'd be a Swordsage/Warblade/Master of Nine, i.e. he's trying to master all traditions blade magic and/or martial arts. He knows a lot of martial styles and has studied under many masters, as well as having tutored his pupils in many traditions.

The other eight, however, are less widely educated. They'll each know more than one style, mostly, but they'll have clear preferences and have not had time to master anywhere near the range their teacher has. I was looking for inspiration in what martial art styles would best suit the classes from ToB, especially those who specialise in a couple of martial disciplines.

For example, one of the nine in my campaign is Peryta Ghossil, a crusader of Selune who is a member of the 'Swords of the Lady'. She fights with a hand-and-half longsword in a Sembian Longsword style, but also carries two Sembian guardblades and a balanced short staff with a small holy symbol on each end.

As part of her ongoing quest for mastering blade magic, she has recently returned from the Golden Way, where she studied some eastern martial art. This would probably have been the equivalent of some real-world Northern Chinese style, as the vast majority of the Shou who have emigrated because of the Tuigan Wars and the undead invasion seem to come from the northern provinces.

I'm considering T'ai Chi Chuan for the style she's been learning recently. Taoist philosophy seems fitting for a worshipper of Selune and she would probably focus on effects that fit under Devoted Spirit, with a minor in Stone Dragon and White Raven, all of which have mythical precedent in T'ai Chi lore.

What about Astorth Starag, a Theskan ranger and warrior who has travelled the Golden Way for years, learning Theskan, Taangan and Shou methods of horsemanship, archery and swordsmanship?

I'm aware that I'll probably have to write up a Tuigan style of horse archery, based on Bajutsu and Kyujutsu, with some basic saber techniques. Real-world Mongols actually weren't noted for their mastery of technical swordsmanship, as opposed to their horsemanship, but I suppose there is room for a tradition of swordsmanship somewhere on the Taangan.

I'm wondering if I should give Astorth some other, more mystical style that he could be pursuing, given that blade magic probably isn't taught alongside just simple, practical military swordsmanship without any frills.

But what makes sense geographically? The equivalents of what real world styles with substantial mystical elements might he have learned travelling the Endless Wastes and visiting northern Shou Lung, the Plains of Horses and Khazari (before the fall)?

And so on, for the other six characters. The rest mostly come from the Vast or the Moonsea, but most of them have made at least one trip along the Golden Way with Dustalyn.
Icelander Posted - 21 Sep 2015 : 13:10:50
Confidence in the Mastery of Weapons

'Sargh Veldrukev'

10 points

All drow warriors begin their martial educations by learning the basics, what is often called Sargtlin Lloun or the Warrior Art. As a comprehensive armed style incorporating the most popular weaponry among the drow, it is an excellent grounding for common soldiers. For those who have the talent or the birth to study weapons more extensively, however, Sargtlin Lloun seems simplistic in its refusal to teach unarmed techniques alongside armed ones and in the implicit assumption that the warrior will not have sufficient space to maneuver around his foes.

Noble drow warriors, house weaponmasters, officers of house guards, members of elite raiding bands or mercenary groups, hired swordsmen and other skilled warriors in drow society expect to fight in more irregular skirmishes, duels and ambushes than they fight pitched battles. As such, they prioritise mobility to a much greater extent than the rank-and-file soldiers of drow society.

Sargh Veldrukev is a fighting style for drow weaponmasters, whether they hold that position officially in a household, are scheming to acquire it or simply have the skills required, but no desire for the position. As important as the body of forms and techniques is the mindset taught, instant readiness for deadly combat and constant vigilance for threats. Masters of Sargh Veldrukev paradoxically believe that they are beset by infinite threats, but have the skills to defeat each and every one of them. They might be on a hair-trigger at all times, but they are rarely nervous.

Sargh Veldrukev teaches stylists to fight in duels as well as in skirmishes or battles. Situational awareness is drilled into stylists from the beginning of their training, the need to be aware of not only their foes, but also the shape of the battlefield and any potential threats that are not immediately evident. Even on the field of honour or the gladiatorial arena, Sargh stylists never discount the possibility that the umpires or audience might suddenly turn out to be in the pay of their enemies and reach for a hidden weapon.

Much of Sargh Veldrukev training is conducted by sparring with other stylists. As a result, even stylists who never compete in it are proficient in sparring non-lethally, with a house weaponmaster or Melee-Magthere instructor acting as umpire. As such, all students are familar with the conventions of the practice hall and the nature of drow society ensures that all of them learn Games (Sargh Veldrukev), as knowledge of the minutae and rules of sparring matches can be useful in many ways to a devious drow warrior.

Weapon strikes are pulled in competition or sparring, but unarmed attacks are usually allowed at full strength, so there is no need for a Sport version of Judo or Karate. Injury and even death during sparring and competition is widely tolerated in drow society, as long as the students do not appear to be killing each other deliberately.

Those who seek to be named among the leading students of each intake of Melee-Magthere or equivalent schools, as well as those who become instructors, will spend years mastering Sargh Veldrukev as a sport, as much as a martial art. Dedicated instructors or house weaponmasters will also be adept at staging elaborate demonstrations and training exercises as well as teaching the fighting form of the style.

More than one sub-school or weapon form make up Sargh Veldrukev. These schools or forms share a unifying philosophy, a lot of footwork and the unarmed techniques that underlie many armed strikes. All Sargh forms are highly mobile and acrobatic, all of them are tailored to take advantage of drow speed and grace, and all of them teach complex and intricate combinations of attacks that mix feints, real weapon strikes and unarmed kicks, punches, elbow strikes and knee strikes.

The only difference between Sargh forms lies in the preferred armament of each school. Sargh stylists may choose to master shortswords, sabers, scimitars, cut-and-thrust swords, rapiers or longswords. There are some who master all of these, figuring that versatility is the true mark of a master, but others focus on becoming the absolute best they can with a chosen weapon or two. That preference marks them as students of a school or form named for that weapon.

Practically speaking, the most important distinction between the forms of Sargh Veldrukev is the length of his sword(s). Shorter swords are those with blades between 20" to 30" and longer swords are defined as those with blades between 30" to 48". Almost no sword used by a Sargh Veldrukev stylist will be heavier than a few ounces over 3 lbs. without sheath and most of them will weigh around 1-1.5 lbs. for the shorter blades and 1.5-2 lbs. for the longer ones.

Method of use is more important than exact length in determining form and it is possible to use a sword of up 36" blade length with shorter blade techniques. If such a Sargh stylist wants to wield two swords of that length and fight effectively with them in unison, however, he will have to master Dra'Rahi Malarin as well, as coordinating two such long blades is not easy.

In game terms, as well as in most practical aspects, all Sargh Veldrukev forms using shorter weapons, including shortswords, sabers and scimitars, are functionally equivalent. They all use the Saber and Saber Sport skills. At most, a single Weapon Adaptation Perk distinguishes the Meun Bista'Killian (Shortsword Form) from the Meun Halrathn (Saber Form) and Meun Siasta (Scimitar Form), with another Weapon Adaptation Perk being necessary for stylists who prefer heavier sabers or scimitars. Other differences between the forms are a matter of emphasis and preference and come down to familiarity penalties.

All of these shorter weapon forms favour rapid slashing attacks, but also teach effective thrusts, with the Meun Siasta perhaps focusing more on slashing than any other Sargh Veldrukev form. Attacks tend to be made in combinations or series, with Extra Attack and Rapid Strike a popular way to enable multiple strikes, and the if the option to reduce damage for a bonus to hit is allowed, probing attacks often take advantage of that option if they are not Defensive Attacks.

All of short blade forms teach the use of both one and two blades of the favoured kind, with the stylist's degree of coordination determining whether the weapons are used alternatingly for defence and attack, or whether the student can truly fight with them both independently. Stylists who wish to master two blades of equal length often combine this style with Dra'Rahi Malarin, like Menzoberranzan's legendary weaponmaster Zaknafein Do'Urden or the infamous exile Drizzt Do'Urden, master of the Meun Siasta.

Meun Dhrakta (Rapier Form), Meun Killian (Sword Form) and Meun Kanarvan (Longsword Form) are also identical in game terms, apart from the necessary Weapon Adaptation (and possibly Form/Grip Mastery) Perks, as well as being practically speaking so alike as to be merely a matter of familiarity penalties between them, which can swiftly be reduced or eliminated by cross-training. In order to use the heavier one-handed swords, the stylist must have a Weapon Adaptation (Broadsword with Rapier) Perk, so most Meun Kanarvan and Meun Killian stylists will have started their training with lighter cut-and-thrust swords at any rate. For the longer blade forms, use the Rapier and Rapier Sport skills.

All of Meun Dhrakta, Meun Killian and Meun Kanarvan use a cut-and-thrust sword, generally with a blade 30" to 36", though blades up to 48" are known, and usually only teach the use of one weapon and a live hand. The preferred swords of Meun Dhrakta stylists will be fractionally thinner and lighter for their length than the preferred swords of Meun Killian or Meun Kanarvan stylists, but the difference is often so slight as to require an expert to recognise it in many cases.

Stylists who favour swords with longer than 36" blades sometimes add verve (´long') to the name of their form, as in Meun Verve'Dhrakta, as utilising the long reach of these weapons calls for some specialisation in tactics. Meun Kanarvan stylists generally disdain any such appellation, as genuine drow longswords are rarely shorter than three feet.

Unlike many other drow fencing styles, rapiers or other swords with elaborate enclosed hilts are usually disdained, unless the weapon is of such exceptional quality or puissant magical power as to make it unthinkable to reject. Such hilt designs would interfere with the tendency of Sargh stylists of the longer blade forms to slowly spin their blades in their hands as they circle the foe, just as those with shorter blades do, and even switch their sword between hands to attempt to confuse their foe.

The offensive emphasis of Sargh stylists with longer blades is usually equally on slashes and thrusts, though Meun Dhrakta stylists are likely to give some small preference to the thrust when presented with a tempting opening. Some stylists like to defend with a dagger, buckler or cloak in the off hand, but anyone who wishes to truly master such off-hand weapons will also study them as part of another fencing style.

The natural tendency of Sargh stylists to await an opening and circle a foe while taking stock of him is present to an even greater degree in the longer blade forms, as the consequences of a failed strike are greater, if the opponent manages to get inside their reach. On the other hand, with a long blade, a Committed Attack once a weakness has been identified may be worth the risk, as an opponent with a shorter blade may not be able to reach his killer during the momentary opening provided by such an enthusiastic attack.

As a natural consequence of the longer reach of their weapons, unarmed techniques are less common as part of offensive combinations and more commonly responses to opponents getting inside the guard of the longer sword. The longer blade forms are also more likely to use Riposte than Counterattack and generally avoid making so many attacks with Rapid Strikes so as not to be able to Deceptive Attack, thus inviting a Riposte in turn.

Any stylist who prefers a slightly heavier blade, anything heavier than ca 1.5 lbs., can learn the Broadsword skill and Form Mastery for his chosen weapon, to enable swinging at full power while defending with the fencing skill. Building on that technique, some stylists who prefer long blades learn to quickly move from a fencing stance into a two-handed grip with their longswords for a more powerful strike, though usually only those who also study a dedicated longsword style, like Thalack Kanarvan. Such stylists are some of the most dangerous weaponmasters in drow society; as graceful as they are lethally powerful.

Whatever his chosen form, a Sargh stylist will usually circle his foe while making probing attacks in the search for openings in his defences in the beginning of a fight and in lulls between exchanges of blows. Only against clearly inferior opposition will a Sargh stylist commit himself to a decisive strike before he has taken the measure of his foe. Once he has, he will generally preface any Attack with a Feint or make the attack as a Riposte, if his foe is incautious enough to offer a chance for it.

In general, a Sargh stylist will seek to use Evaluate, Defensive Attack and Attack maneuvers. The Observation and Tactics skills represent carefully study of the battlefield and intelligent use of terrain to counter enemy strengths and capitalise on their weaknesses. Move is used to take up an advantageous position, in preference to the more risky Move and Attack, which forbids a Parry with the attacking weapon and prevents Retreat. Acrobatics skill is used to negotiate obstacles or Change Facing quickly and to avoid ever presenting foes with the stylist's unprotected back. More flashy somersaults, twists and backflips are generally eschewed, unless the situation absolutely requires them.

The length of the stylist's weapon(s) will determine his optimal engagement distance and all the stylist's formidable situational awareness and graceful footwork will be deployed to ensure that this optimal distance is held at all times. Sideslips or Retreats are generally used to prevent an opponent from pushing inside the Sargh stylist's guard, while a foe with longer weapons will face acrobatic Slips that aim to render reach weapons useless.

As these tactics would suggest, the Evaluate maneuver is used heavily in any combat with a worthy foe. All-Out Defence is not used during circular maneuvering for position, however, unless the stylist is tired enough after a prior flurry in the combat to make it necessary. A circling Sargh stylist should be able to take advantage of any mistake made by the foe to end the fight immediately, with a series of attacks that does not sacrifice his defences.

Even if a Sargh stylist manages to inflict a serious wound on his foe, he is taught not to expect such a wound to prevent his foe from killing him in turn if he should be unwise enough to lower his guard. Any wound, whether deep or not, is followed up with a fast transition to an offensive combination that assumes that the foe is still capable of defending himself. Popular targets are whatever is exposed by the natural defensive reaction of a foe taking a wound.

Facial wounds are often followed by low stabs to the belly, slices of the thigh are generally followed up with attacks to the head or neck and any wound to an arm call for thrusts to vital areas as a follow-up. Sweeping kicks, grapples or throws are also popular as follow ups to wounds, as they allow the stylist to finish the downed foe at his leisure. Using the leverage of a thrust weapon left in the wound to throw a wounded foe is perennially popular, as it demonstrates examplary control, cruelty and skill.

In terms of real-world martial arts, Sargh Veldrukev resembles the unarmed and sword techniques of Siamese/Thai Krabi Krabong.

Skills: Acrobatics; Games (Sargh Veldrukev); Judo; Karate; Observation; Savoir-Faire (Dojo); Tactics (Adventuring); and either Rapier or Saber; as well the corresponding skill of Rapier Sport or Saber Sport.
Techniques: Back Kick; Counterattack (Judo; Karate or Saber); Elbow Strike; Feint (Rapier or Saber); Kicking; Knee Strike; Push Kick (Karate); Retain Weapon (Rapier or Saber); Reverse Grip (Rapier or Saber); Ruse (Rapier or Saber); Sweep (Judo or Karate); Targeted Attack ([Rapier or Saber] Swing/Leg Veins/Arteries); Targeted Attack ([Rapier or Saber] Swing/Neck); Targeted Attack (Saber Swing/Face); Targeted Attack (Rapier Thrust/Face); Targeted Attack ([Rapier or Saber] Thrust/Groin); Targeted Attack ([Rapier or Saber] Thrust/Vitals); Targeted Attack ([Rapier or Saber] Thrust/Vitals Chinks); Trip (Judo).
Cinematic Skills: Blind Fighting; Breaking Blow; Light Walk; Power Blow; Precognative Parry; Sensitivity.
Cinematic Techniques: Dual-Weapon Attack (Saber; Judo; Karate or [Rapier or Saber]/[Judo or Karate]); Dual-Weapon Defence (Rapier or Saber); Roll with Blow; Timed Defence (Rapier or Saber).
Perks: Armour Familiarity; Evaluate Mastery; Flourish (Rapier or Saber); Hold Evaluate; Off-Hand Weapon Training (Rapier or Saber); Quick-Swap (Rapier or Saber); Standard Operating Procedure (Back to the Wall); Style Adaptation (Dra'Rahi Malarin; Khel Gordo Saroless; Sarnor Velven or Thalack Kanarvan); Technique Adaptation (Feint or Ruse); Technique Mastery (Feint or Ruse); Unusual Training (Dual-Weapon Attack (Saber; Judo; Karate or [Rapier or Saber]/[Judo or Karate]); both attacks must target the same foe); Weapon Adaptation (Broadsword* with Rapier skill); Weapon Adaptation (Cavalry Saber** with Saber skill); Weapon Adaptation (Shortsword with Saber skill).


*Includes arming swords and longswords held in a one-handed grip. Due to the way GURPS fencing skills work, swinging attacks with these weapons are not made at full power while they are being used with fencing skills. Their damage is thus equivalent to that of an edged rapier, jian or another cut-and-thrust sword while used with the Rapier skill through Weapon Adaptation.
**Includes any one-handed backsword of ca 2-3 lbs. weight, regardless of whether it is curved or not (that is handled with familiarity penalties). As above, when used with a fencing skill, heavier swords cannot be used to swing at full power and are thus limited to sw cut base damage, the same as a jian.


Optional Traits

Attributes: Increased DX.
Secondary Attributes: Increased Per.
Advantages: Ambidexterity; Combat Reflexes; Danger Sense; Enhanced Parry (All; Rapier or Saber); Extra Attack (optionally w/Multistrike); Fit or Very Fit; Peripheral Vision; Reputation (Champion, Contender or Weapon Master); Trained by a Master; Weapon Master (Rapier, Saber, Swords or Blades).
Disadvantages: Delusion (Paranoia); Jealousy; Obsession (Win; Prove Himself Best or Master His Fighting Style); Odious Personal Habit (Chronic Mistrust or Exaggerated Caution); Overconfidence.
Skills: Acting; Body Language; Broadsword; Cloak; Connoisseur (Weapons); Expert Skill (Hoplology); Fast-Draw (Knife, Sword or Two-Handed Sword); Group Performance (Fight Choreography); Intimidation; Leadership; Main-Gauche; Performance; Polearm; Rapier Art; Saber Art; Shield; Shield (Buckler); Smallsword; Smallsword Sport; Smallsword Art; Stage Combat; Spear; Staff; Tactics (Guerilla or Infantry); Teaching; Two-Handed Sword and the weapon skill and Weapon Sport skill not chosen as primary skills above.
Techniques: Close Combat (Rapier or Saber); Counterattack (Broadsword; Rapier or Two-Handed Sword); Evade (Acrobatics or Judo); Ruse (Acting); suitable Targeted Attacks listed above for optional weapon skills.
Cinematic Techniques: Dual-Weapon Attack (Rapier or Rapier/Main-Gauche); Fighting While Seated (Judo; Karate; Rapier or Saber).
Cinematic Skills: Pressure Points.
Perks: Attribute Substitution (Acting based on Per); Attribute Substitution (Expert Skill (Hoplology) based on Per); Buckler-Swashing; Cloak Master; Form Mastery (Arming Sword); Form Mastery (Cavalry Saber); Form Mastery (Longsword); Grip Mastery (Arming Sword); Grip Mastery (Longsword); Mobile Block (Buckler; Cloak or Shield); Mobile Parry (Any non-fencing optional weapon skill in style); Quick Sheathe (Knife or Sword); Standard Operating Procedure (Check the Crowd); Style Adaptation (Any drow style); Targeteer.
Icelander Posted - 20 Sep 2015 : 18:02:06
quote:
Originally posted by Bladewind

Sarnor Velven is so bad-ass. Congrats on that one!

Thanks. Two of the drow warriors I'm introducing into my campaign will specialise in it, Sziran Kenamalyraen and Rane Autum Leaf Falling.

quote:
Originally posted by Bladewind

One last factor I want to bring to your attention regarding the smallsword debate is the manufacturing material used for most drow blades, adamantine. It's supernatural hardness might have given rise to superior thrusting blades, as a sleek & thin adamantine blade's strength and stiffness helps transfer the energy of a thrust with little worries about the blade snapping. Again the footwork needed might pose a problem, but the threat of giving point with a nimble, sleek and sturdy shortblade would give drow warriors a deadly finishing blow to threathen with.

I never meant to imply that drow elves never used fencing weapons. Far from it. What I do mean is that given the need for more space around a fencer than a warrior using a blade in a more conventional military style, it made little sense to postulate that common rankers all fought as fencers.

Nobles, gifted warriors, members of prestigious mercenary bands, house assassins and elite raiders are all likely to fight with fencing weapons and techniques. I just prefer them to learn one of many drow fencing styles, instead of having the style taught to beginning warriors be a fencing style.

Those drow warriors who never learn another style than Sargtlin Lloun will be those who lack the training time, inclination or ability to do so. Anyone with talent, drive and dedication who takes up the profession of arms in drow society will learn multiple martial arts during his lifetime. Those who do not probably spend their time standing guard, patrolling walls and rousting unruly slaves or commoners.

Any drow encountered as part of the bodyguard of an important personage close to the surface or as the member of a raiding party is likely to be more than just a hapless guard useful for making up the numbers for a house. Those warriors who go on such dangerous missions are not average spear-carriers, any more than active-duty soldiers in frontline MOSes deployed to combat zones in the modern day are comparable in combat power to security guards, cops or militiamen without training for active deployments.

A drow warrior belonging to the elite which goes on dangerous missions might well carry an adamantine smallsword, for settling affairs of hounour and for fighting in a mobile hit-and-run skirmishing style. And he might well be skilled enough with it so that he could stab opponents in the face or neck, bypassing even thick armour.

But the most mundane guards would not.

quote:
Originally posted by Bladewind

Another hint at the dark elven mindset in swordplay is the elaborate spiderlegged-handguards you see in some art for drow warriors. Though styles with a less protected broadsword, rapier or smallsword held back could be popular too (like in your proposed Orrl Dhrakta style).


I thought about a style where a spiked handguard was used for striking opponents at close quarters. We'll see.
Bladewind Posted - 20 Sep 2015 : 12:25:00
Sarnor Velven is so bad-ass. Congrats on that one!

One last factor I want to bring to your attention regarding the smallsword debate is the manufacturing material used for most drow blades, adamantine. It's supernatural hardness might have given rise to superior thrusting blades, as a sleek & thin adamantine blade's strength and stiffness helps transfer the energy of a thrust with little worries about the blade snapping. Again the footwork needed might pose a problem, but the threat of giving point with a nimble, sleek and sturdy shortblade would give drow warriors a deadly finishing blow to threathen with.

Another hint at the dark elven mindset in swordplay is the elaborate spiderlegged-handguards you see in some art for drow warriors. Though styles with a less protected broadsword, rapier or smallsword held back could be popular too (like in your proposed Orrl Dhrakta style).
Icelander Posted - 19 Sep 2015 : 20:40:49
Swift Blades

'Sarnor Velven'

5 points

The drow have an almost infinite number of knife-fighting styles. Many are tailored toward silent killing and assassination. Sarnor Velven, however, is not merely slay-by-stealth method, it is a true dagger fencing martial art.

This drow fighting style focuses on light blades, usually well under 24" in length. Most stylists prefer long daggers or knives, with a rare few using light double-edged shortswords. Stylists usually carry two blades, one in each hand. It is most common for the blades to be of unequal length, usually a longer blade in the primary hand and a shorter one in the secondary hand.

Dazzlingly fast and intricate bladework is an integral part of the style, used to confuse the opponent and disguise real attacks among a flurry of artistic flourishes. Only rarely will the stylist make only one Attack, as some combination of Dual-Weapon Attack, Extra Attack and Rapid Strike is generally employed so as to make as many attacks as possible. If the GM allows the option of electing reduced damage for a bonus to attack rolls, Sarnor Velven stylists will often take advantage of that rule and use the bonus for a swift Deceptive Attack or to make more strikes as part of a Rapid Strike.

Stylists with multiple attacks will often follow such a series of quick, probing attacks with a dramatic Spinning Strike designed to take advantage of an over-extended or momentarily distracted defender, particularly if the stylist manages to score a minor, but painful, hit in his flurry.

A Sarnor Velven stylist relies on reflexes and fast footwork, more than armour or strength. The blademaster will seek to slip past the guard of longer weapons and get to work at close quarters, seeking unarmoured flesh with his wicked blades. Foes with reach weapons that do manage to keep them at bay will usually be ignored in favour of easier prey.

Sweeps or Trips that render the opponent prone are a favourite tactic against larger, stronger foes that can't be put down with one stab or slash. This is especially common after a Feint with the blades. If it becomes necessary to deal with a skilled foe with a longer weapon, Feinting before a Slip under the defences, followed by a Sweep, is often the prefered tactic. A prone foe will generally be quickly dealt with by a series of darting attacks to his head, neck or vitals.

At all times, Sarnor Velven stylists must avoid having combat degenerate into a brutal smashing match or coming down to weight and leverage. They will thus use Evade to seek to avoid getting grappled or pushed into a position where retreats or sideslips are not possible. Many stylists also train to fight while crouched or even sitting down, in order to adapt to close-quarters or enclosed spaces.

All-Out or Committed Attacks are rare, as stylists will often wear light or no armour. On the other hand, Sarnor Velven is not a cautious or patient style. Attacks are favoured over Defensive Attacks and Evaluate or Wait maneuvers are rarely used unless in special circumstances.

Skills: Fast-Draw (Knife); Judo; Main-Gauche; Main-Gauche Art.
Techniques: Back Strike (Main-Gauche); Close Combat (Main-Gauche); Evade (Judo); Feint (Main-Gauche); Low Fighting (Main-Gauche); Reverse Grip (Main-Gauche); Retain Weapon (Main-Gauche); Ruse (Main-Gauche); Spinning Strike (Main-Gauche); Sweep (Judo); Targeted Attack (Main-Gauche Swing/Arm); Targeted Attack (Main-Gauche Swing/Neck); Targeted Attack (Main-Gauche Thrust/Face); Targeted Attack (Main-Gauche Thrust/Vitals); Trip (Judo).
Cinematic Skills: Breaking Blow; Flying Leap; Hypnotic Hands; Light Walk; Precognative Parry; Sensitivity.
Cinematic Techniques: Dual-Weapon Attack (Main-Gauche); Dual-Weapon Defence (Main-Gauche); Fighting While Seated (Main-Gauche); Roll with Blow (Judo).
Perks: Akimbo (Main-Gauche); Flourish (Main-Gauche); Off-Hand Weapon Training (Main-Gauche); Quick-Swap (Main-Gauche); Quick Sheathe (Knife); Style Adaptation (Any Drow style); Technique Mastery (Feint); Unusual Training (Dual-Weapon Attack; both attacks must target the same foe); Unusual Training (Main-Gauche Art replaces Hypnotism as prerequisite for Hypnotic Hands); Weapon Adaptation (Shortsword with Main-Gauche skill).


Optional Traits

Attributes: Increased DX.
Secondary Attributes: Increased Basic Speed; Increased FP.
Advantages: Ambidexterity; Combat Reflexes; Enhanced Dodge; Enhanced Parry (Main-Gauche); Enhanced Time Sense; Extra Attack; Fit or Very Fit; Trained by a Master; Weapon Master (Main-Gauche or Short Blades).
Disadvantages: Impulsive; Overconfidence.
Skills: Acrobatics; Brawling; Fast-Draw (Sword); Holdout; Judo; Jumping; Karate; Main-Gauche Sport; Thrown Weapon (Knife).
Techniques: Acrobatic Stand.
Cinematic Skills: Throwing Art.
Perks: Acrobatic Feints; Acrobatic Kicks; Armour Familiarity (Judo or Main-Gauche).]
Icelander Posted - 19 Sep 2015 : 18:54:21
quote:
Originally posted by Bladewind

Aye, I agree that shorter cutting swords could be a more common choice for rank and file sargtlin (especially on surface raids or larger battlefields against averagely armored defenders).

The versatility of cut-and-thrust shortswords makes them a good choice for sidearm for nearly any military force. Shortswords are at least as good, if not better, at getting through armour with a thrust as any other one-handed sword. They can be used for tight-ranked, formation fighting in enclosed spaces just as well as they can be used for the kind of mobile, individualistic unarmoured dueling or urban brawling as portrayed in woodcuts of historical medieval shortsword fighting.

That most sources mention shortswords as common weapon among drow is also a solid argument for having them be the major weapon for 'average' or 'normal' drow warriors.

quote:
Originally posted by Bladewind

Though against heavily armored foes in enclosed spaces, like duergar, I can see experienced sargtlin using a heavy onehanded war-rapier with heavy shield to cautiously threaten soft spots between dwarven armor plates while slowly pressing for ground.

A 'war rapier' is an arming sword, broadsword or a longsword. Optionally, could also be an estoc. Rapiers are civilian versions of battlefield weapons.

Also, why wouldn't they just use spears for that? If you are not going to have space for the kind of footwork fencing styles teach, why would you use a fencing weapon? War spears are cheaper, longer and have more robust points to defeat armour.

quote:
Originally posted by Bladewind

Noble sargtlin might make use of specialised weapons that penetrate plated armour, like awlspiess, pollaxes or a long twohanded estoc-rapier, to break defences with hit and run attacks.

With access to better training and freed of the requirement to spend most of their time doing boring tasks which earn their living and thus able to train most of the day, noble drow warriors can afford to develop the skill to aim for gaps in the armour or at least thrust for weak points.

War spears tipped with long spikes of good hardened steel to defeat armour are still cheaper than even rapiers made from inferior steel. You could issue every commoner soldier such a spear for combat with duergar or dwarves. Such spears don't have to be very long. Lengths could vary between 5' and 9', depending on whether combat was expected to take place in caverns or narrow tunnels.
Icelander Posted - 19 Sep 2015 : 18:32:44
Warrior Art

'Sargtlin Lloun'

8 points

All drow warriors learn the basis of batons, blades, bucklers, clubs, crossbows, spears and staves as part of their martial training. Talented warriors, nobles or commanders usually learn other drow styles in addition to these basics, but it is not unknown for commoner rank-and-file to have to rely solely on their Sargtlin Lloun training in battle all their lives.

Sargtlin Lloun is a comprehensive armed style, but it eschews any form of unarmed training, the rationale being that a drow warrior ought to be armed at all times and that barehanded fighting is for slaves or primitive tribes of the Underdark. Some variations do teach a few kicks and strikes with the pommel, when the primary weapon cannot easily be brought to bear, but these are not emphasised. Drow weapon masters who disagree with this philosophy teach Sargtlin Lloun alongside some form of unarmed combat or at the very least, another armed style incorporating unarmed techniques.

Sargtlin Lloun teaches weapon and buckler forms, as well as two-weapon forms and two-handed staff and spear forms. In any case where two weapons are used, it is most common for stylists to attack with one weapon at a time and defend with the buckler or secondary weapon. Drow who desire to fight with two weapons at the same time learn another style for that.

No one philosophy of combat can encompass all Sargtlin Lloun stylists. In general, stylists are fast and light on their feet, even if they may not be as blindingly fast as masters of more esoteric drow styles where no armour at all is worn. Sargtlin Lloun students aim to stay on their feet in combat and avoid the acrobatic flourishes some other drow styles teach. All stylists are likely to use Feint to create openings in enemy defences, but how enthusiastically they will give up their own defensive postures to take advantage of such openings varies.

Some stylists are aggressive and reckless, favouring Committed Attacks whenever they see or create a weakness in enemy defences and relying on parrying any counterattack (or other foes) with a secondary weapon. Others are cautious and patient, using Evaluate or Wait to watch for openings and then responding only with Defensive Attacks, so as to not give up any openings of their own. Most Sargtlin Lloun stylists, however, favour the Attack maneuver, as offering a solid balance between offence and defence.

Whenever a stylist manages to wound or disarm a foe, the usually accepted doctrine is to follow up success with more attacks on that opponent, until he is no longer any kind of threat. The extravagant sadism or theoretical pragmatism of leaving crippled foes or having wounded opponents get in each other's way has no place in a basic fighting style. A wounded opponent is an invitation to Sargtlin Lloun stylists to finish what they've begun.

In terms of Earth martial arts, Sargtlin Lloun looks a lot like the armed part of Burmese thaing, Banshay.

Skills: Broadsword; Crossbow; Knife; Shield (Buckler); Shortsword; Spear; Staff.
Techniques: Disarming (Broadsword; Shortsword or Spear); Feint (Any melee weapon skill in style); Reverse Grip (Broadsword; Knife; Shortsword or Spear).
Cinematic Techniques: Dual-Weapon Defence (Any weapon skill in style).
Perks: Buckler-Swashing; Mobile Block (Buckler); Mobile Parry (Broadsword; Shortsword or Staff); Off-Hand Weapon Training (Any one-handed weapon skill in style); Style Adaptation (Any Drow style); Sure-Footed (Uneven); Teamwork (Sargtlin Lloun); Technique Adaptation (Feint).


Optional Traits

Advantages: Combat Reflexes.
Disadvantages: Bloodlust; Callous.
Skills: Axe/Mace; Brawling; Fast-Draw (Knife or Sword); Flail; Kusari; Polearm; Shield; Whip.
Techniques: Hammer Fist (Brawling).
Perks: Armour Familiarity (Any skill for which Mobile Block or Parry is learnt); Targeteer.
Bladewind Posted - 19 Sep 2015 : 18:10:15
Aye, I agree that shorter cutting swords could be a more common choice for rank and file sargtlin (especially on surface raids or larger battlefields against averagely armored defenders). Though against heavily armored foes in enclosed spaces, like duergar, I can see experienced sargtlin using a heavy onehanded war-rapier with heavy shield to cautiously threaten soft spots between dwarven armor plates while slowly pressing for ground. Noble sargtlin might make use of specialised weapons that penetrate plated armour, like awlspiess, pollaxes or a long twohanded estoc-rapier, to break defences with hit and run attacks.

Icelander Posted - 19 Sep 2015 : 17:38:39
quote:
Originally posted by Bladewind

I see the rank and file sargtlin using thrusting swords because of the predominantly confined environment of the Underdark provides disadvantageous circumstances for weapons requiring wide-arced slashes.

Neither shortswords or arming swords/broadswords require wide-arced slashes. In terms of the space needed to use them, both require less open space than rapiers, significantly longer in the blade and reliant on a lot of free space for footwork, sideslips and retreats.

Shortswords were historically used for close-order drill on a battlefield, by everyone from Roman legionaries to landsknecht mercenaries, as well as for self-defence by the urban middle classes. The weapon cuts as well as it thrusts, but it certainly has a pedigree attesting that it is useful even without a lot of space for each soldier.

No real-world army has ever used a fencing weapon for the rank-and-file. It is not unlikely that this is for a good reason. Some of those reasons may be that fencing weapons are designed for duels between unarmoured opponents with equal weapons and a lot of space for footwork.

I can't see any benefit to smallswords over shortswords in a melee in a confined area. And at least the shortwords are more robust, penetrate armour better, have sharp edges and are good for a cut. The same for rapiers over arming swords/broadswords of similiar weight.

quote:
Originally posted by Bladewind

Spears would be advantageous in defence, and rapier and buckler charges the dominant 'battlefield engagement'.

The humble spear is generally a much better military weapon than any kind of sword. Swords are a sidearm, the insignia of a warrior, more than they are practical primary weapons for a military. The difference between an assault rifle and an officer's pistol.

That being said, drow elves are individualistic and each of their soldiers probably self-identifies as a 'warrior'. Their armies are not as good as professional armies of Lawful societies, where spears or polearms are carried by ordered ranks of disciplined soldiers. Drow are exceptional raiders, not exceptional soldiers.

So I have no trouble imagining that the most popular styles would focus on bladework. I just think that fencing swords make sense for those who mostly fight duels or in short, sharp brawls, where there is no kind of formation and they can dart about at will. That it true for a lot of drow warriors, in particular the nobles, but perhaps not the lowest of them.

quote:
Originally posted by Bladewind

A 'noble' weapon would probably (because off the battlefield the fighting conditions can be made more favorable for the attacker) be one that uses arced slashes as well as thrusts, like the baskethilted backsword, longsword or cutlass.

In the real world, cutlasses and basket-hilted backswords were designed and mostly used for extremely close-quarters, where the kind of mobility required for proper use of fencing weapons was not possible. As such, they would be every bit as useful underground as they were in boarding actions on ships.

quote:
Originally posted by Bladewind

Some might (over)specialize and wield scimitars (like Zaknafien did) in complex high speed flurries meant to overwhelm the targets defence and morale.

While a lot of scimitars are cavalry sabers under another name, many are also just slightly curved shortswords. The lighter versions can be used like a fencing saber, but the heavier ones are used just like backswords.

quote:
Originally posted by Bladewind

Melee-Magthere sees both commoner drow affiliated to a house and noble drow of the many houses pass its walls. I would hazard to guess that most houses sponsor at least 5 commoner drow each year to train for joining their houses standing forces, and all their noble born males are obliged to attend its classes. I guess mercantile grouped drow commoners are least represented.


Thanks. That's just about what I figured.
Bladewind Posted - 19 Sep 2015 : 16:27:07
I see the rank and file sargtlin using thrusting swords because of the predominantly confined environment of the Underdark provides disadvantageous circumstances for weapons requiring wide-arced slashes. Spears would be advantageous in defence, and rapier and buckler charges the dominant 'battlefield engagement'.

A 'noble' weapon would probably (because off the battlefield the fighting conditions can be made more favorable for the attacker) be one that uses arced slashes as well as thrusts, like the baskethilted backsword, longsword or cutlass. Some might (over)specialize and wield scimitars (like Zaknafien did) in complex high speed flurries meant to overwhelm the targets defence and morale.

Melee-Magthere sees both commoner drow affiliated to a house and noble drow of the many houses pass its walls. I would hazard to guess that most houses sponsor at least 5 commoner drow each year to train for joining their houses standing forces, and all their noble born males are obliged to attend its classes. I guess mercantile grouped drow commoners are least represented.
Icelander Posted - 19 Sep 2015 : 15:35:17
quote:
Originally posted by Bladewind

My guess a typical lowest rank sargtlin would have been trained in: dagger, smallsword, rapier, spear, staff, crossbow and hand-crossbow

Why fencing blades rather than shortswords and broadswords? Do you see the rank and file of drow houses fighting unarmoured, primarily against unarmoured opposition?

I'd imagine that sabers, smallswords and rapiers were the weapons of nobles and most guards and house warriors used shortswords or the like.

quote:
Originally posted by Bladewind

Graduation is done with a staff, so obviously a form of quarterstaff fighting is taught to every melee-magthere applicant.

An applicant at Melee-Maghtere is expected to train for 10 years with the following weapons.

It's been a long time since I read Homeland or any other novel set in a drow city. Remind me, does every drow warrior study at Melee-Magthere or the equivalent, or is that just for nobles and talented commoners being considered for high positions in households?

quote:
Originally posted by Bladewind

A student at Melee-Maghtere is exposed to exotic weaponry during their two years of training at Arach Tinilith and Sorcere, where he is expected to pick up handy tricks against weapons and spells wielded by priestesses and mages, such as flails, hammers, whips & chains.

Fair enough.

quote:
Originally posted by Bladewind

Of the weapons available for training under masters in their art at Melee-Magthere I'd limit them to:
(shortened) polearms (naginata-jutsu & glaive fighting adapted to enclosed spaces)
axes (pollaxe, axe and buckler, axe and dagger)
maces (dual maces escrima-style, sword and mace, mace and shield)
thrusting blades (french smallsword, destreza & italian, dual wielding styles)
long and short cut and thrust blades (shortsword fighting, dagger fighting, scimitar and shamsir fighting, sword and buckler, sword and shield, dual wielding styles)
longswords (a graceful form of german longsword fighting, enhanced with vestiges of forms of bladesinging -expanded into alure kiliandrathir by Eilistraeans-)
staves (quarterstaff and bo staff fighting, probably in Jeet Kun Do and Hwa Rang Do styles)
chain fighting(kasurijutsu; also taught at Sorcere)
spears and lances (hoplomachia, longspear fighting and -also taught at Arach Tinilith- furusiya)
flails (Hwa Rang Do two-handed flail -and ritual 'whip of fangs' use at Arach Tinilith-)


I agree with the view of having them pick up many different styles during the years of study, rather than trying to design one style which shoehorns in all the training they do.
Bladewind Posted - 19 Sep 2015 : 13:31:21
quote:
Originally posted by Icelander

What weapons should be part of the basic warrior training for all drow?
My guess a typical lowest rank sargtlin would have been trained in: dagger, smallsword, rapier, spear, staff, crossbow and hand-crossbow

quote:
Some weapons would be required, some would be optional, but common, others would be optional but rare and yet others would not be taught as part of the Melee-Magthere ordinary curriculum, but only as part of learning a new dedicated martial art.*

*Which, however, might still be done at Melee-Magthere or the equivalent, for gifted students who caught the eye of masters of other styles.

Blades, from short knives to long one-handed swords, would obviously be a core component. But what else?
Graduation is done with a staff, so obviously a form of quarterstaff fighting is taught to every melee-magthere applicant.

An applicant at Melee-Maghtere is expected to train for 10 years with the following weapons.

quote:
Bucklers [required/common/rare/not part of the basic curriculum]?


quote:
Shields [required/common/rare/not part of the basic curriculum]?


quote:
Longswords (i.e. two-handed swords of any type) [required/common/rare/not part of the basic curriculum]?


quote:
Staves [required/common/rare/not part of the basic curriculum]?


quote:
Spears [required/common/rare/not part of the basic curriculum]?


quote:
Polearms [required/common/rare/not part of the basic curriculum]?


quote:
Axes [required/common/rare/not part of the basic curriculum]?


quote:
Maces [required/common/rare/not part of the basic curriculum]?


quote:
Flails [required/common/rare/not part of the basic curriculum]?


quote:
Whips [required/common/rare/not part of the basic curriculum]?


quote:
Chain or rope weapons [required/common/rare/not part of the basic curriculum]?


quote:
What about various exotica, like sword-catchers or disarming weapons? Unusually shaped weapopns like tonfas or the equivalent?
A student at Melee-Maghtere is exposed to exotic weaponry during their two years of training at Arach Tinilith and Sorcere, where he is expected to pick up handy tricks against weapons and spells wielded by priestesses and mages, such as flails, hammers, whips & chains.


Of the weapons available for training under masters in their art at Melee-Magthere I'd limit them to:
(shortened) polearms (naginata-jutsu & glaive fighting adapted to enclosed spaces)
axes (pollaxe, axe and buckler, axe and dagger)
maces (dual maces escrima-style, sword and mace, mace and shield)
thrusting blades (french smallsword, destreza & italian, dual wielding styles)
long and short cut and thrust blades (shortsword fighting, dagger fighting, scimitar and shamsir fighting, sword and buckler, sword and shield, dual wielding styles)
longswords (a graceful form of german longsword fighting, enhanced with vestiges of forms of bladesinging -expanded into alure kiliandrathir by Eilistraeans-)
staves (quarterstaff and bo staff fighting, probably in Jeet Kun Do and Hwa Rang Do styles)
chain fighting(kasurijutsu; also taught at Sorcere)
spears and lances (hoplomachia, longspear fighting and -also taught at Arach Tinilith- furusiya)
flails (Hwa Rang Do two-handed flail -and ritual 'whip of fangs' use at Arach Tinilith-)

Icelander Posted - 18 Sep 2015 : 14:12:37
quote:
Originally posted by Fellfire

quote:
Originally posted by Zireael

quote:
Originally posted by Icelander

Dwarven and elven styles aren't incorporated into the file yet. Probably ought to be, but sorry, aren't.



I'll wait for the elven styles to be implemented...



Any progress, Icelander, on getting those elven styles into a similar format?


I haven't made a full write-up of the two elven styles I've used so far, as GURPS Martial Arts has one on the Earth-styles I'm using as models, and the changes I make are minor.

At any rate, a common form of physical exercise and fun, which also doubles as a form of self-defence, is the elven art of Maen'Baugluth ('The Way of Power Restrained'). This looks like the Earth (Korean) style Hapkido.

Even less combative elves often learn an art as much a form of meditation as it is combat, Velar'Faen ('The Defence of Life'). Depending on how seriously the elf in question takes the self-defence part, this is functionally equivalent to Aikido (possibly with some Aikijutsu aspects), with slight elements of Tai Chi (slow katas), with the neo-Shinto philosophy/religion re-skinned as elven philosophy/religion.

A more serious martial pursuit is the Maen en Amad'Aredhel ('Way of Flowering Elfhood' [last word literally translates to 'Honoured Elf'). It is based on the Earth (Korean) style Hwa Rang Do, but drops the Ssang Jyel Bong [weapons similar to nunchakus] training in favour of more focus on the bow. The study of esoteric medicine, the health of mind and body, is a central part of the art. As are the moral elements, the five rules and the nine virtues.
Icelander Posted - 18 Sep 2015 : 12:30:31
quote:
Originally posted by Zireael

Do you have any ideas on what the drow might use?


Well, I do now.

I'm writing up six Drow NPC warriors from the Dark Dancer shrine of Eilistraee in the city of Ravens Bluff, the Vast, Dragonreach. For various reasons, none of them are suited for the life of a temple guard in a fairly civilised city, where the clergy do their best to ensure peace with the humans whose laws shelter them. So they are being offered to a PC in my campaign, a merchant prince in a dedicated relationship with the daughter of the local high priestess of Eilistraee, as household warriors.

This merchant prince PC in my long-running game is extremely broad-minded, pragmatic and logical. Technically speaking, he is Neutral Evil, because is is utterly ruthless, almost completely callous when it comes to the suffering of others* and views everything in terms of profit or loss to himself.

On the other hand, his perfect pragmatism causes him to expend quite a lot of effort on building a public reputation of Lawful Goodness. He is aware that there will always be those who do not buy that image, merely because a fantastically rich merchant prince endows orphanages and temple charities, but for those people, he has a secondary cover personae. He almost never acts in a way that could convince even the most cynical observer that he is anything other than an extremely intelligent and far-sighted Lawful Neutral power broker; hard, perhaps, but a man of honour, probity and iron trustworthiness for all that.

This is due to his awareness that almost no double dealing or treachery on his part on any one deal could yield profits that would outweigh the losses that would be caused by any hint to his innumerable contacts, partners and fellow merchants that his word is less than good. The character has come to the conclusion that the best way of making profit is to provide goods or services that are in demand at prices that beat his competitors.

He is also completely without any form of prejudice or personal bias. As he would say: "Coin has no odour and thus one should never turn away anyone wishing to spend coin." He will happily employ drow bodyguards, if they are more skilled than human bodyguards. And the issue of trust is unlikely to loom large, as he wouldn't completely trust any human bodyguards either.

Ironically, therefore, for all his theoretical unscrupulousness, the character is more-or-less a tireless worker for the good of everyone. By enriching himself, he furthers international trade, which enables increased specialisation in all the societies which partake, which enables the creation of more wealth. And while the total wealth created in a society may not buy happiness for its citizens and tends to be distributed unevenly, in the real world, it is still the single factor with the strongest correlation to lower crime rates, higher reported happiness, longer lifespans, less child mortality and higher standards of living for the citizens belonging to the lowest segment of the socio-economic index.

So, in the expectation that these six drow warriors will enter the service of one of the PCs and therefore, be likely to adventure with the PCs, at least some of the time, I wanted to distinguish them from one another. As part of that, I'm defining their martial education, preferences and choices.

I've decided that the leader of the band is an Orrl Dhrakta stylist. Several of his followers also imitate his fighting style and one or two of them might have been with him long enough to become good at it.

All of them will have the basics of Sargtlin Lloun and I think that two of them might be Sarnor Velven stylists.

One of the warriors will have studied a drow longsword style, which allowed him to adapt more quickly to the Aluren Killiandrathir style of the followers of the Moonmaiden.

And then I want one of them to fight with a longsword and shortsword, in a style where defensive footwork is not as all-important as in some drow styles, because he will wear fairly heavy armour for a drow elf.

*There are a very few people in the world who qualify as exceptions to that rule. His mother, his cousin and, after years of adventuring, his closest comrades-in-arms.
Icelander Posted - 18 Sep 2015 : 10:21:43
Khel Gordo Saroless ('Whole Body Weapons') is a name for the comprehensive body of unarmed fighting techniques that Sargh Veldrukev draws upon. In real world terms, it resembles Muay Thai/Muay Boran, heavily featuring kicks, elbow strikes and knee strikes, but may perhaps be said to be more closely parallel to Burmese Lethwai, in that sweeps and throws are very much a part of the basic curriculum.

Extensive training in Khel Gordo Saroless is far from prestigious among drow nobles, most of whom perceive unarmed fighting as the province of goblinoid slaves, but many pragmatic bodyguards, weapon masters and assassins can nevertheless find uses for techniques that allow effective self-defence or even killing blows without any weapons.

Even drow commoners stigmatise the practice of unarmed fighting as a disciple of its own, as opposed to an adjunct of weapon training. That does not prevent them from attending and betting heavily at kickboxing matches between slave champions, of course, but does mean that such slave champions have an even lower status than other drow slave gladiators. Both such matches and the sportive version of the martial art are referred to as La'uren Zhutae Jivvin ('Knees and Elbows Play').
Icelander Posted - 17 Sep 2015 : 22:07:35
Sargh Veldrukev ('Confidence in the Mastery of Weapons') would be an advanced body of martial arts taught to students who proved adept at learning Sargtlin Lloun. It would feature both unarmed strikes, throws and sweeps and the use of one or two blades of medium length, from shortsword to saber length. Strikes would often be elbow or knee strikes and footwork and mobility would be key to both offence and defence. It would look a lot like Thai/Siamese Krabi Krabong, especially the use of daab song meu and the krabi, and have a heavy sparring and sportive element in the same tradition as that Earth-style.

Dra'Rahi Malarin ('Two-handed Fighting') seems good to me as a name for the advanced body of learning mastered by those who, like Drizzt, truly have the ability to fight with two weapons simultaneously. Can be learnt in conjunction with many other styles, from dagger fighting to styles focusing on the rapier or broadsword, but it is rare for stylits to use two long weapons together.
Icelander Posted - 17 Sep 2015 : 21:31:55
What weapons should be part of the basic warrior training for all drow?

Some weapons would be required, some would be optional, but common, others would be optional but rare and yet others would not be taught as part of the Melee-Magthere ordinary curriculum, but only as part of learning a new dedicated martial art.*

Blades, from short knives to long one-handed swords, would obviously be a core component. But what else?

Bucklers [required/common/rare/not part of the basic curriculum]?

Shields [required/common/rare/not part of the basic curriculum]?

Longswords (i.e. two-handed swords of any type) [required/common/rare/not part of the basic curriculum]?

Staves [required/common/rare/not part of the basic curriculum]?

Spears [required/common/rare/not part of the basic curriculum]?

Polearms [required/common/rare/not part of the basic curriculum]?

Axes [required/common/rare/not part of the basic curriculum]?

Maces [required/common/rare/not part of the basic curriculum]?

Flails [required/common/rare/not part of the basic curriculum]?

Whips [required/common/rare/not part of the basic curriculum]?

Chain or rope weapons [required/common/rare/not part of the basic curriculum]?

What about various exotica, like sword-catchers or disarming weapons? Unusually shaped weapopns like tonfas or the equivalent?

*Which, however, might still be done at Melee-Magthere or the equivalent, for gifted students who caught the eye of masters of other styles.
Bladewind Posted - 17 Sep 2015 : 19:03:18
For the default stance of an Eilistraean sworddancer I suggest a womans guard: Sword held over the right shoulder while the left points to the opponent, the left leg out to the side with onlt the balls of the feet touching the ground and the right foot supporting the slightly bent leg and presenting as little torso as possible.

I see them favoring dangerously fast exchanges by voiding (stepping out of lines of thrusts or arcs of cuts of) opponents slashes and thrusts; countering cuts and thrusts with passing steps and plane-matched cuts into the arms, neck or back and disengaging with strikes following their opponents favored angle or main point. This is all empowered by acrobatic side bursts, jumping backsteps and low height lunges allowing for a highly mobile and deceiving swordstyle that maximizes the freedom of movement of an unclothed body.

Against a fellow eilistraean the blade is held ritually high, with the live hand open as if inviting them in. Against thick scaled or highly armored opponents the blade is more readily gripped in a heavy defensive two handed grip (plow) on the outside or reverse outside (tail).



Icelander Posted - 17 Sep 2015 : 14:03:37
Sargtlin Lloun ('Warrior Art') is a nice generic name for the body of learning that all noble drow warriors are expected to learn at their city's version of Melee-Magthere. Until I get more feedback on what weapons are taught as part of it, I shall view it as being similar to Burmese Banshay.

Sarnor Velven ('Swift Blades') is descriptive, if a bit prosaic, as a name for the shortsword-and-dagger style. Of course, Sarnor Velven is merely one of dozens of drow fighting styles concerned with the scientific use of knives and daggers.

For the rapier and leading shortsword style, Orrl Dhrakta ('Scorpion Sword/Rapier') seems like a nice enough name. I imagine that many other styles using long and slender one-handed swords and some form of defensive weapon in the other hand exist in drow society, whether the swords are referred to as (D&D) longswords or rapiers.

Alure Killiandrathir ('Dance of the Moonsword') fits the longsword style of the followers of Eilistraee.
Bladewind Posted - 16 Sep 2015 : 23:41:37
Some words to play around with (found here):
Killian = sword
Velve = blade
Tebaun = bladedancer
Veldruk = master
Acraba = mastery
Armtes = military

I believe sargtlin is the drow word for warrior. A selvetargtlin is a warrior-priest follower of Selvetarm, who are known for a their ferocity and skill in battle, and who aim to teach drow warriors their full potential in the art of war. Their ferocious god' (and its capricious misstres Lolth') teachings place little attention on tactics or strategy, instead favoring individual glory on the battlefield. Common sargtlin drow militia is likely to be trained by selvetargtlin, and I imagine these techniques to be applicable to dueling and skirmish situations. In an attempt to emulate their god's multiple spiderlimbs, several devout selvetargtlin dip their braided hair in a hardened blood mixture; with a desperate flick of their neck these braids can club anyone in front of them in a multilimbed like percussive distraction. Many also esteem to master a combination of weapons, with sword and mace, sword and axe and sword and dagger the most popular combinations, giving a solid reason why so many low born drow warriors seem to learn dual wielding techniques.

But a weaponmaster training highborn warriors from noble drow houses could probably improve on the teachings of selvetargtlin quite a bit. I agree that in the underdark tunnels and drow cities a close quarters ambush is probably the supreme tactic, and those drow weaponmasters developing defensive answers would be highly sought after.

For Eilistraeans their basterd swords are named moonswords (killiandrathir) and wielded in ritual sword dances at least every month. Their style favors mobility, precision strikes and endurance so perhaps a word incorporating or inspired by tireless hunting cats, like lions and leopards.
Icelander Posted - 16 Sep 2015 : 22:15:27
I'd also like suggestions on what Eilistraee's faithful cal their longsword* fighting style. Probably something akin to the drow terms for 'Moondancing', 'Dance of the Lady', 'Moonfire Wardance' or 'Moonmaiden's Joy'.

*Bastard sword in D&D terms.
Icelander Posted - 16 Sep 2015 : 22:02:07
I'm looking for names for a few drow styles.

First of all, I'd like to name what students at Melee-Magthere learn as their basic introduction to handling weapons. The drow version of what Italian men-at-arms might have called 'Armizare' or 'Il Fior di Battaglia', their German counterparts 'Kunst des Fechtens' and Renaissance gentlemen might have refered to as the Art/Science of Defence/Arms in their various languages. A comprehensive grounding in the weapons that the culture considers essential for a well-trained warrior.

Drizzt Do'Urden's fighting style, certainly the one which the reader has the most material on, has a lot of elements that parallel Thai armed and unarmed styles, especially the krabi (saber) and two swords (daab song meu) elements of krabi krabong and the unarmed elements of muy thai/muy boran.

Granting that Drizzt is exceptional in being able to fight independently with two weapons at the same time, it would not be implausible to posit that the style learnt by all students looked something like Krabi Krabong, with less well-coordinated students simply choosing to fight with one blade or at least only striking with one blade at a time, keeping the other in reserve for defence.

I'm not certain what melee weapons all drow warriors are expected to train with, however. While daggers, knives, shortswords and various other blades are a given, I'm less certain about other weapons. For example, would comprehensive drow warrior training include staves, spears and polearms, or are these specialist weapons that not all drow warriors spend a lot of time with?

I'm also looking for a good name for the style, as noted above.

Other styles I'd like to name are a school teaching the use of two short blades for both offence and defence, one a parrying dagger with a blade of 8"-12" and the other a shortsword with a blade of 18"-24". It would ideally be built on the principles of the style that all drow warriors learnt, but be focused on rapid and mobile close-quarters fencing, with the stylist aiming to slip inside the guard of longer weapons. It would be fairly popular with drow warriors, but best suited for those who favoured striking from ambush over stand-up fights or duels, for which longer weapons are preferable.

Another style would be one of rapier and shortsword (or very long knife / dagger). Unusual in that the stylist would usually lead with the shorter blade and hold the rapier in a high guard above his head, point forward, until he perceived or created an opening, whereupon he would change his leading foot with a ferocious rapier lunge. The name would ideally invoke a scorpion or a similar monster of the Underdark.
Fellfire Posted - 14 Jul 2012 : 05:37:30
quote:
Originally posted by Fellfire

quote:
Originally posted by Fellfire

"I can see illithids using pressure-point techniques, like those used in Liang Yi. Probably Githzerai as well (and one would have learned it from the other)."

Great idea, Markus. I first encountered a Mind-Flayer Monk in the excellent adventure, Bright Mountain King by Caine Chandler from Dungeon #142. I never really considered the Illithids to be a martial race although the Illithiad and Unveiled had some interesting ideas. I think it very apropos for an Illithid to use the the "death touch" to incapacitate their foes by manipulating their nervous system, ki, chi, whatever.


What if the aforementioned Mindflayer Monk added telekinetic strikes to its repertoire? Some sort of Invisible Palm technique. Is there any lore, feats, etc. to support such a thing?







I'd like to revisit this concept. Any ideas? Weaponry? Kama, perhaps? Quarterstaff?

Fellfire Posted - 14 Jul 2012 : 05:20:35
quote:
Originally posted by Fellfire

"I can see illithids using pressure-point techniques, like those used in Liang Yi. Probably Githzerai as well (and one would have learned it from the other)."

Great idea, Markus. I first encountered a Mind-Flayer Monk in the excellent adventure, Bright Mountain King by Caine Chandler from Dungeon #142. I never really considered the Illithids to be a martial race although the Illithiad and Unveiled had some interesting ideas. I think it very apropos for an Illithid to use the the "death touch" to incapacitate their foes by manipulating their nervous system, ki, chi, whatever.


What if the aforementioned Mindflayer Monk added telekinetic strikes to its repertoire? Some sort of Invisible Palm technique. Is there any lore, feats, etc. to support such a thing?







I'd like to revisit this concept. Any ideas?
Icelander Posted - 13 Feb 2012 : 00:30:01
quote:
Originally posted by Fellfire

Any progress, Icelander, on getting those elven styles into a similar format?


Not a whit!

I've been side-tracked by the history and evolution of humans on Toril, specifically their ethnic groups, culture and language.

Which is to the benefit of this document, I should suppose, assuming that I ever return to finish it. I can incorporate Kara-Turan styles into it now, as well as extrapolating something completely new from the interplay between human and demihuman cultures in some of the neglected areas of Toril.

If only I was more productive, in either work or play.

Well, at the very least, I'll have some thoughts to contribute to this scroll once I have a mental model of some of the mysteries of Toril's humanity.

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