1. Introduction
Zalanthas is a world full of conflict, and nowhere is this conflict more
apparent than in the mortal combat that happens somewhere in it at any
given time. This document outlines some fighting styles of Zalanthas, as
well as some of the factors that have influenced their development. While
it contains a lot of IC information, it is up to you as players to decide
how much your characters know, and also for you to decide if you will make
use of it in actually playing your characters. I hope that this information
will enrich the atmosphere of the game, especially for those playing
fighters.
There are some things to bear in mind before reading through this document.
Firstly, while we strive to create a 'realistic' role-playing environment
on Armageddon MUD, Zalanthas is not Earth. While a lot does carry over from
real life into the game (e.g., principles of gravity, temperature, etc.),
please do not assume that everything is exactly the same. Most parts of the
Known World of Zalanthas are barren desert. It is very hot, windy, and
generally inhospitable. Thus, availability of materials aside, heavy armor
is not really practical in most circumstances, for it saps the strength and
moisture (via sweat) of the wearer far more than it would in most parts of
the real world.
Secondly, the people of Zalanthas are generally tougher than people in real
life, due to the harsh conditions in which they live. This does not mean
that they can take severe injury and still carry on as if nothing were the
matter; that would be very unrealistic. But it does mean that they would,
on average, be stronger, physically fitter, and able to bear pain and minor
injuries better than someone in real life. Due to the low technology level
of Zalanthas, most people would be in physically-oriented work roles. Thus,
they would probably be more agile and have better physical coordination and
reflexes, too. Note that all of the above points refer to averages. It is
certainly not the case that the average Zalanthan beggar is the equivalent
of an Olympic athlete in real life.
Thirdly, when all is said and done, Armageddon MUD is a fantasy game. Some
things that might be considered a bit unrealistic in real life, such as
wielding two medium-sized weapons simultaneously (which is actually
possible, just that very few people have the dedication or the time to put
into mastering such skills), may be considered acceptable in the game. If
you do not think that something is realistic, then simply do not have your
character do it. But please do not go around the game telling other people
what they can or cannot do; leave it to the staff to judge if someone is
being ridiculous or not.
2. Arms and Armor
Materials for making weapons on Zalanthas are mostly restricted to bone,
obsidian, and wood. These three materials are easily the most common types
used in the manufacture of hand-to-hand weapons. Leather is the most common
material used for making armor, followed by chitin. Glass is very rare, and
only used for small knives or arrowheads. Metal is so rare that it is,
effectively, the stuff of legend.
Bone is readily available all across the Known World, coming mainly from
mekillots in the south and bahamets in the north. This material is perhaps
the best common material for weapons, for it is relatively easily crafted,
fairly resistant to shock, and of a good density for offensive use. It can
also hold a reasonably sharp edge. Bone is also used in many pieces of
armor, providing resilient yet only moderately heavy protection (in terms
of encumbrance). Most types of Zalanthan bone are whitish-yellow or gray in
color, but the material is often treated in fire to toughen it, resulting
in a blackened appearance. If bone has a major drawback, it is that it is
relatively expensive. Appropriate animals must be hunted, carefully slain,
and then the bones extracted in such a way as to give weaponsmiths the best
raw material to work with (i.e., undamaged bones). This is especially true
for large bone weapons or pieces of armor, since acquiring suitably-sized
materials means hunting very large (and very dangerous) beasts.
Obsidian is most common in the south, due to the voluminous production of
the Highlord's obsidian mines west of Allanak. It is a heavy, black rock
liable to shatter if struck badly. It is, however, the only material apart
from metal and glass that can hold a particularly sharp edge, and its
density means that any blow struck with it has a good deal of weight behind
it as well. Obsidian is most commonly used for slashing or piercing blades.
While it is not the ideal material for armor, obsidian breastplates are
known to be part of the Allanaki armory; such armor must have been very
carefully crafted, and be impervious to anything short of a very skilled or
very powerful attack.
Wood is most common in the north, coming from various small villages on
the borders of the Grey Forest. Baobab, a dark maroon hardwood, and
agafari, a gray hardwood, are the two most common types of timber used.
They are both very resilient (and thus are unlikely to break except under
the most powerful of strokes), easy to craft, and fairly light. This
lightness also means, however, that any blows struck with them are less
powerful than those of bone or obsidian weapons. Wood can also be crafted
into a wide variety of armors and shields.
Leather is easily the most common type of material used in armor production
on Zalanthas. It is reasonably tough and durable, while being light enough
for prolonged wear in the desert. Chitin comes from the tough exoskeletons
or shells of various beasts, such as scrabs, or the silt horrors of the Sea
of Eternal Dust. Chitin is very durable and, if crafted well, can hold a
reasonably sharp edge. For a real life analogy, you might consider weapons
crafted from chitin to be like a crab's claws and shell, but on a much
larger scale and more resilient. In its natural form, chitin is armor, and
so it should be no surprise that it can be made into a wide range of pieces
to be worn by humanoids. It is also worth mentioning here that other body
parts, such as teeth, claws, and horns from wild beasts, can be made into
various types of weapons, particularly when mounted on wooden hafts.
Glass is said to be produced by some remote centers of civilization in the
Known World, but their source has never become public knowledge. While not
particularly resistant to shock, obviously, glass has the great advantage
of being able to hold a very sharp edge. Occasional samples of glass knives
and arrowheads have been offered for sale by wandering merchants, and these
would be effective tools as long as they were used appropriately, bearing
in mind the fragile nature of the material.
Metal is so rare as to be highly prized even amongst the nobility. It is
extremely strong and resilient, essentially shatter-proof, and capable of
holding a very sharp edge. For all of these reasons, metal is by far the
best type of material for making weapons on Zalanthas. If you are new to
the game, you should take it that metal is essentially the stuff of legend.
If you were ever to find metal (e.g., a metallic weapon or piece of armor)
in the game, it would be like stumbling across a large, finely-cut and
polished diamond in real life. It is thus highly inappropriate for new
characters to have blacksmithing (or any kind of crafting involving metal)
in their background histories. Of the metal objects that are known to exist
on Zalanthas, as far as arms and armor are concerned, most are weapons.
Metal armor is extremely impractical here, due to the intense heat, but is
also the strongest type known. Metal armor might be worn as a sign of one's
power by those who possess it.
3. Southern Styles
The weapons of the Southlands are, by and large, dependent on obsidian as
their principal component. Short and medium-length cutting blades are the
most common types of weapons produced in the region, for they make best use
of the weight and sharp edge-holding property of obsidian. Clubs and axes
are available, but not in so much favor with southern warriors. Both are
limited by the availability of wood for the haft. Similarly, polearms are
relatively rare in the south, though they appear in the armories of large
military organizations due to their considerable purchasing power.
The Southlands are generally much hotter and dustier than the Northlands,
so heavier types of bone and wood armor tend not to be used except by those
fighters based exclusively within Allanak (e.g., the Highlord's soldiers).
Independent mercenaries and adventurers of the south tend to favor lighter
armors and clothing, suitable for desert wear. Various kinds of leather
armor are most common, though many fighters shun even those in favor of
sandcloth robes and cloaks, relying on their lightness of foot to avoid an
opponent's attacks.
Taking the relatively light armor and heavy weaponry in conjunction, it is
no surprise that most southern fighting styles are characterized by fast,
brutally direct offensive maneuvers and defense based around evasive action
and parrying. Techniques tend to be focused on achieving a telling blow as
quickly as possible, with relatively little finesse, as well as avoiding
blows rather than taking them on a shield or piece of armor. The principle
of 'one strike, one kill' is taught by many in the south.
Due to the possibility of an obsidian weapon shattering, most southern
fighters have taken to wielding two weapons rather than wielding a weapon
in conjunction with a shield. The most common pairing is a larger weapon,
primarily for offense, with a smaller weapon, primarily for defense. If a
weapon breaks, the fighter then still has another weapon ready with which
to present a threat to the opponent whilst a replacement is drawn. This
tactic might be less effective against a more heavily armored opponent, who
might be willing to risk his/her armor against the penetrating power of an
off-hand weapon, but as southerners favor lighter armor, even a small
weapon can present a significant threat to someone attempting a rush.
A few styles utilize one weapon only, with the body turned so as to present
a minimal target to the opponent. The off-hand is then free to draw another
weapon if needed, or else be employed for striking or grappling if the
combat enters very close quarters. The wristsheath hidden beneath a sleeve
is a common tactic here, for a previously empty hand might suddenly have a
knife or dagger in it, at a most inconvenient moment for the opponent.
Exponents of this one-weapon style usually spend a lot of their time on
extremely quick footwork.
The northern habit of employing a shield and relatively heavy armor is seen
as being overly cautious, and the complicated offensive techniques used
there are viewed as unnecessarily flashy and generally inefficient. The
warriors of the south view their fighting as 'real' fighting and, though
they have a healthy respect for skill regardless of origin, tend to look
down upon the northern styles as being 'dancing with weapons' more than
serious combat. To a southern warrior, the main goals in a fight are to hit
the enemy as hard and as quickly as possible, while avoiding being hit.
4. Northern Styles
The weapons of the Northlands tend to be made of either wood or bone, or a
combination thereof. Teeth, claws, and horns also tend to feature more in
northern weapons, since there is a greater variety of wildlife there than
in the south. While having equivalent reach to their southern counterparts,
northern weapons thus tend to be a bit lighter, and also less prone to
breakage. Given the greater robustness of the materials they use, northern
weaponsmiths are far freer to experiment with different forms of weaponry,
so there tends to be a wide variety of weapon types compared to the south.
While it is still hot in the north, the bushes and trees of the region
afford some shade, as well as ameliorating the effect of fierce winds. Many
northern fighters thus wear heavier armor, constructed from bone, duskhorn,
or even bahamet shell. (Note that 'heavier' is used here only in relation
to leather armor or sandcloth.) Northern armors also tend to be a bit more
colorful than their southern counterparts. Apart from the general artistic
flair of the north, there are more types of terrain to provide camouflage
for here (compared to the south), so the use of paints and feathers is
practical. Shields also tend to be favored more in the north, effectively
giving northern fighters a heavy emphasis on passive defensive measures.
The combination of relatively heavy armor and light weaponry means that
northern styles of combat are perhaps more subtle than southern styles.
They employ a wide variety of tactics in order to put the opponent in such
a position that an attack can get through a weak point in his/her armor, or
past his/her shield. The use of complex sequences of maneuvers is common,
often being treated as art forms in their own right. Spears and thrusting
swords are especially effective for this type of combat, and for those who
have the strength, clubs and warhammers. Slashing weapons, while still
common, are perhaps less widely used than in the Southlands.
Many Northlands villagers cut down trees for a living, so it is only
natural that they should develop an affinity for axes. The relatively heavy
head of a chopping weapon demands the utmost care in timing a stroke, so
that the wielder is not left unbalanced and at a disadvantage. Chopping
wood is also an excellent exercise for developing raw strength and intense
concentration. We thus see some axemasters amongst the weapons experts of
the north.
The southern tradition of wielding two weapons is viewed as leaving oneself
far too open to a cunning counter-attack, and the relatively simple
offensive techniques employed there are looked down upon as being crude and
unsophisticated. Having said this, a few northern styles have, in fact,
adopted the use of two weapons simultaneously, but have done so in a
typically northern manner. Such styles tend to be very beautiful to watch,
possessing a certain deadly elegance to them as the two weapons weave an
intricate and deceptive pattern around and into an opponent. While southern
two-weapon styles usually pair a larger primary weapon with a smaller
secondary weapon, northern equivalents tend to utilize matched pairs of
weapons. For most northern fighters, the main goals in combat are to trick
the opponent into a disadvantageous position (so that one's weapon can get
past his/her defenses) while avoiding being tricked by the opponent.
5. Miscellaneous Styles
There are many groups of people on Zalanthas, and all are different in some
way. This statement is as true of fighting styles as it is of culture in
general. The two-weapon and weapon-and-shield styles described above are
typical of most southern and northern combat styles, respectively, but many
other styles exist. It is rumored that the elite guard corps of each noble
House has its own style, developed and maintained by the captains of such
crack military units. Certain desert tribes are also rumored to have their
own special fighting styles. The best source of information about such
styles is, of course, their practitioners. In a world where every grain of
knowledge might mean the difference between life and death, however, such
information is usually guarded to the bitter end. Thus, the information in
this section should be treated as rumor and hearsay unless one has the
opportunity to verify it further.
Some desert elf tribes are rumored to have systems of spear fighting that
combine the use of the point with the use of the shaft as a staff. Where
most warriors trained in the cities make use of the spear only in groups,
and only strike with the point, the elves blend spearhead and shaft into a
deadly whirling union. The obvious comparison here is with the use of
gythka staves by mantises, the traditional enemy of elves as a whole. The
interesting historical point here is that perhaps elves have taken up this
style of fighting from their foes, and perhaps have contributed to the
development of the gythka style as well. Elves are also well known for
their skill at archery, this being the safest form of hunting in the
wilderness. Apart from the spear and bow, many desert elves seem to favor
longknives as a supplementary weapon, probably due to their utility as
skinning implements as well as weapons.
Half-giants lack culture of their own, but their great size and strength,
as well as lack of speed, means that they are inherently suited to wielding
massive weapons of destruction. These include two-handed swords, mauls, and
most polearms. The danger with fighting half-giants is in being struck even
a glancing blow, as even that would be enough to render most combatants
unconscious. A major disadvantage of the two-handed style is that the
weapon can shatter easily, due to the force with which it is being wielded,
leaving the fighter at a disadvantage for an important few seconds. It is
also more difficult to defend oneself with a large weapon, compared to two
weapons or a weapon and a shield.
Mantises are at almost the opposite extreme from half-giants. While they
are not as strong as half-giants (of course), they are exceptionally quick
and agile, and their use of four arms and telepathic communication powers
with others of their kind make them the deadliest of foes when encountered
in groups. Even alone, a mantis warrior is truly fearsome, for it can wield
a gythka staff as skilfully as an elf while also throwing projectiles at an
opponent with its other two hands. Mantises have very powerful legs, and
can deliver crippling kicks in the blink of an eye. Those who have seen a
mantis fighting have almost all reported being awed by the sheer number and
precision of attacks that one is capable of.
Some groups, particularly those with shadier reputations, seem to have
developed extreme skill with close-quarters combat. They utilize only the
dagger and knife, both for throwing and for hand-to-hand combat, as well as
training in grappling and unarmed combat. Suspected practitioners of these
styles are also known to be very acrobatic, capable of performing maneuvers
that, if anticipated, might be considered flashy and inefficient, but when
used on those unfamiliar with them, have the useful effect of possibly
surprising them into inaction for a crucial split-second.
At the southern end of the Known World lies Red Storm Village, a small
outpost known for its rough atmosphere and the large number of raiders that
pass through it. An enduring feature of the region is its extremely harsh
weather. Outside the village walls, visibility is often very low, and the
fierce winds drive the thick dust into one's face, making any type of
combat that much more difficult. While this is only rumor, it seems that
some fighters who call the village home have developed techniques for
'fighting blind'; that is, executing maneuvers to adequately defend oneself
and launch attacks against foes whose positions can only be guessed at.
City-based warriors can, however, probably develop similar skills through
the simple expediency of blindfolding themselves in training.