High Martial Arts As mentioned in the Studies of Close Combat and Marksmanship, Lur-Asko is home to several "high martial arts" - a tradition of combat excellence dating back to the Draconic Wars. Although martial arts of various kinds were taught by all manner of species for many millennia before, the Draconic Wars marked the first time that the fighting arts were enhanced by superintelligences - both the dragons and the Alacris' battle AIs. With the assistance of such analysis, the ancient warriors reached a level of advancement in the martial arts exceeding anything known on Earth. In many cases, their teachings survived the Fall, and have been further honed by the other species to fit their needs.
Unlike many martial arts on Earth, the "HMAs" are not generally restricted to certain weapons (nor to unarmed fighting). Each one comprises many techniques and sub-arts, all under the context of a unifying emphasis and philosophy. Sometimes, this is literally one of Lur-Asko's ten major philosophies. Of course, martial arts are a primarily physical matter; each of the HMAs has grown to shed some of its original philosophical peculiarities, at least as practiced in many of the training halls marketed to the public in Lur-Asko's major cities. While arts influenced by stereotypically "evil" philosophies may be controversial in polite society, none are fully banned in the Declaration realms, nor are they impossible for adherents of other philosophies to master.
In terms of Legends rules, the HMAs only directly impact Melee HMA Mastery (Close Combat) and Ranged HMA Mastery (Marksmanship), as well as the effects of the HMA Dojo custom ship room. They are not precisely correlated to any Close Combat or Marksmanship Backgrounds, nor a specific set of Abilities. Still, their descriptions are provided here, in case players or GMs want to use them to inspire roleplaying or "flavor" their Abilities.
Melee Arts
(Listed here in chronological order of their creation)
Kah'Teyno
An ancient martial art dating from the time dragons first took acolytes, Kah’Teyno was developed into an increasingly fearsome adversary during the Draconic Wars. It is grounded in draconic philosophy, particularly the theory that, just as dragons have psychic energy, so mortals have an inferior type of mental power that can be channeled to enhance physical feats. Whether this energy is real or simply an abstraction of yet-undefined body mechanics is known only to the dragons. What is certain is that the rigorous disciplines of Kah’Teyno can produce deadly warriors. Popular amongst draconic acolytes, it is also the primary martial tradition of the Koh-Trr, who were introduced to it by the Protodragon Nanashi.
Kah'Teyno emphasizes channeling mental energy
into physical feats, particularly the redirection of attacks. Though it
contains many weapon sub-arts like all melee HMAs, it is known for its
unusual emphasis on unarmed practice.
Arz Cædis
The first Alacrian HMA began when increasingly
advanced military
science AIs were assigned to redeveloping the "Universal Tactics" - a
collection of military disciplines that had grown stale during
the
Golden Age's centuries of peace. The end result was immediately put to
use in the Draconic Wars, and the AIs continued to refine its structure
based on experience. The art survived through the Third Era and the
Fall, and has been passed down through many wars of continuous trial
and error. Both philosophically benign and extremely practical, the art
is the most common one found in modern Lur-Asko, especially in
city-state militaries. Though also used by many adventurers, it lacks
the unique strengths that lead many into less "universal" arts.
Arz Murum
As the Draconic Wars progressed, Arz Cædis left
something to be desired by the more defense-minded of the ancient
fighters. When facing dragon tails or
melee-focused acolytes, the arcanists and technologists necessary to
defeat the dragons were often singled out and rapidly killed. Arz Murum
was created as a way for these individuals to survive long enough to
slay their target dragon. In practice, the art's most useful teachings
ended up being in combat against other trained duelists; true to its
Rationalist roots, it is a highly technical and complicated art,
relying on a great deal of mental focus and quick thinking. As such, it
is the trademark of warriors who prioritize brains over brawn, often as
a
simple delaying measure while the offensive is handled by their other
non-melee abilities.
Gadabu
Also called "the Furor," Gadabu is thought to have
been created for the first minotaur soldiers; it
later found widespread use in Nani and Skreti. Gadabu eschews ideas of
finesse or caution, focusing purely on emotions of anger and hate. The
practitioner seeks to abandon their mind to the rage of combat,
actively
sacrificing defense to promote their offense. Those who adopt this art
are
generally those who can afford to take a few hits, and need to hit a
large amount of enemies with a large amount of damage. Its
anti-intellectual nature tends to lead it to be ridiculed by other HMA
practitioners; Gadabu warriors often ridicule such "weaklings" in
return.
Atru-Prælor
The Darkened are known to make use of whatever melee
art they fancy, but only one is truly their own. Aterr duelist
Atro Anathematé spoke at
length about the concept of the Dark Pursuit, a method of exploiting an
individual
enemy’s weaknesses by discerning their desires over time.
Eventually, he
applied these concepts on a second-by-second scale in combat, creating
Atru-Prælor; its techniques are not grandiose, but the
unfortunate victim is often unaware of exactly how their defenses were
defeated. It is
commonly taught to Aterr as well as their companions. If
an Aterr devotes most of their time to arcana,
it is not uncommon their followers to become even more proficient
than them
with this high martial art. Meanwhile, city dojos attempt to separate
its techniques from their Dark philosophical origins, marketing it as
alternative to Arz Murum for more offense-minded duelists.
Volan Volnu
Finding Arz Cædis too dull, but Kah’Teyno
and Atru-Prælor too
dogmatic, the legendary Alacrian warrior Depelle II created his own
high
martial art. More physically daring than any of its predecessors,
Volan Volnu is comprised largely of energetic, almost acrobatic
sweeping maneuvers. Depelle failed to get large-scale acceptance
for his flashy techniques, but they have since found favor
amongst Lur-Asko’s equally flashy adventurers, particular for its
strengths in evading larger adversaries. Many view the
art as an interesting challenge in itself, even without
actual combat.
Tauazun
Derived from Arz Murum by the Magi, Tauazun
(“Balance”)
was originally as much an element of lifestyle as it was a high martial
art. Magi
philosophy was intertwined with its teachings, intended to build the
practitioner’s character as well as protect them in a fight. In the
years since, Hal'Tayat has attempted to remove the Magi and broadly
Ascendant dogma from the art, to varying degrees of success. Since it
was originally practiced by well-guarded arcanists, Tauazun places much
emphasis on taking advantage of the defenses of one's allies, leading
detractors to accuse it of being a "coward's art." But regardless of
philosophical arguments, it cannot be denied that Tauazun is sometimes
even better than Arz Murum at that earlier art's original purpose:
preventing a catastrophic failure of group defense and the loss of a
party's arcanists or technologists.
Survivor's Way
Founded by the early adherents of the Survivor's
Code, this high martial art was once thoroughly steeped in
their philosophy, and continues to be so amongst the Vampire
Lords. The same principles of flexibility and adaptation
they use in life are applied in the Way. Just as a “Coder”
views all belief and identity as temporary and practical, so a Way user
must abandon the tendency to firmly hold onto ground, doctrine, or even
set stances. Practitioners often appear unsteady, off-balance, or even
woozy. Despite its appearance, this art can deliver a surprising amount
of
usefulness due precisely to its weirdness. Outside of Cevelky, the art
is often interpreted in a more broadly Nihilist way, and in recent
years has also found particular appreciation amongst Prismatic
adventurers.
Nezam
Created by the Ministry of Chaos during the end
of the Imperial Wars,
Nezam was a pratical amalgamation of several other HMAs, in a
desperate effort to gain an edge over the hordes of imperial
troops
the Ministry normally faced. Nezam, or simply “the System,” focuses on
flexibility and spontaneity in combat, with each practitioner giving
their
own peculiar style to the art. Internally, Nezam asks the user to purge
themselves of both fear and pride, enabling them to focus on
difficult fights
without being shaken. Curiously, the art migrated rapidly from
Preamblianism to the even more pragmatic values of Methodianism, only
to be further refined by the Opened Hand and other post-decs.
Obviously, each philosophy tends to frame "fear and pride" very
differently. In most city dojos, these interpretations are left to the
individual practitioner, lest philosophical feuds overshadow the useful
mass-defensive techniques that customers are actually interested in.
Ranged Arts
(Listed here in chronological order of their creation)
Arz Velamen
Before the
ancient marksmen really found their place in the Draconic Wars, they
were often attached to arcanists or techshield specialists, depending
on them for defense. Soon, it became clear that the loss of shielding
could result in a catastrophic failure of the entire squad. Rather than
accept ever-increasing losses, Alacrian war leaders commissioned their
AIs to create new cover-fighting techniques, assigning their soldiers
to massive training programs entirely focused on evading enemy fire.
Even as the war progressed and more marksmen
were re-integrated into the Alacrian front lines, Arz Velamen continued
to prove itself strategically valuable, as it freed up arcanists to
focus their
efforts elsewhere. In modern times, the art has experienced a major
resurgence in Hal'Tayat - partially in public dojos, but particularly
in the marksmanship training camps of post-dec revolutionaries,
who can
rarely count on the presence of shielding during their covert
operations.
Atru-Manis
Distinct for its focus on defeating a single
powerful adversary, this art was created at the Tennebris by Atro Vys
and his Darkened
apprentices. As with any arcanist that focuses on energy ranged
attacks, a missed shot by an Aterr could represent a significant amount
of lost resources, particularly given the massive power required to
bring down a dragon. They therefore had every incentive to make their
shots count; meanwhile, their associates needed an equally effective
defense, should a dragon happen to catch them outside their Dark
Master's shielding. Somewhat like the later
Atru-Prælor melee art, Atru-Manis was founded on many philosophical
principles
related to perceiving an enemy's desires, thereby limiting its early
use to Dark Path adherents. These constraints have since been unraveled
(at least in part), particularly in Skreti, where the realm's
high-noon duel culture finds its techniques quite compelling.
Arz Tangen
Seeing the benefits of Atru-Manis but unable to
understand its philosophy, Alacrian military
marksmen of
the late Draconic Wars created Arz Tangen. This art was markedly
more offense-oriented than Arz Velamen, and most of it revolves
around hitting moving targets. Often, this is less a matter of precise
aiming, and more one of experience and learned intuition. Its
techniques
are most easily applied at short ranges - a clear demonstration of its
original focus on energy weapons and its birthplace in the tunnels of
Eer'Kalla. Historians disagree on whether it ever surpassed the
other arts
in pre-Fall popularity, but it remains a modern favorite of many; it
offers an edge to everyone from peasant bird-hunters to elite
adventurers, with virtually no philosophical baggage.
Steycho
White acolytes in the Draconic Wars utilized many
ranged attacks, spreading Vicar-breath, sunfire acoluthics, and
adapted Exuros
throughout their armies. However, little thought was given to advanced techniques
with these weapons, and it was only in response to the Alacrian ranged
HMAs that the acolytes were finally forced to create their own. As
such, Steycho is a largely reactive art - its value is in
counteracting the most pestilent effects of other arts. Although the
white dragons were pushed back to Eer'Kalla, they judged the art to
have
contributed to the ultimate survival of the Under-World, and have made
it a permanent part of acolyte training ever since. Over the years,
Steycho has also found popularity with red acolytes and Magi, who share
the disciplined lifestyle required to get the most from the demanding
art. Many city dojos attempt to further divest the art from its
founding ideology, though they have a significant stigma to overcome.
Plains Form
Because of the uselessness of firearms against
kinetic shields and the shorter range of energy weapons, the
long-range shooting techniques of the Alacrian Golden Age largely died out
along with
their associated magnetbows. After the Fall, as poorly-equipped armies
clashed and the beasts of the frontiers closed back in, Lur-Asko once
again found use in "primitive" projectile weapons. Historians
generally agree that today's "Plains Form" has been evolving ever since
the early Age of Recovery. Its name comes partly from the Ashen Plains
(the site of the fiercest fighting in the Ternary War, where many of
its techniques were born), and partly from the simple fact that its
sniping techniques are most useful in wide-open terrain. Rationalists
in particular have been drawn to the art, and can often be seen
quizzing one another on its calculations without even holding weapons.
Skretan Form
This name of this art is a perpetual source of
confusion, as Plains Form is frequently used in the realm of
Skreti as well. In truth, Skretan Form has a long history across all
realms, all the way back to the Age of Recovery and various
modifications of Arz Tangen. It originated with
speed-shooting archery techniques, later expanding to include firearms
and energy weapons. These techniques were codified in several different
marksmanship schools during the Imperial Wars, before finally being
gathered under one label in the Adventuring Age. While Plains Form is
useful in the plains of Skreti, Skretan Form took the realm's name as a
result of its extreme importance in orcish culture; high-noon duels
with ranged weapons are a frequent way of settling disputes in Skreti,
and winning them usually revolves around fast draws and multiple rapid
shots. To help safeguard practitioners from the dangers of overthinking
their moves, philosophical influences from Nihilism are common in
Skreti, though downplayed in other realms.
Rashakhah
In the Millennium War, a group of elven
Volan Volnu practitioners applied their martial knowledge to the
creation of a ranged art designed to defeat entrenched defenders. Its
techniques involved achieving unpredictable angles of attack, chiefly
though rolls, jumps, or other daring maneuvers. Rashakhah is highly
fatiguing for the user, but can provide unique offensive capabilities
for combatants already quite high in speed and agility, such as many of
today's adventurers. Its unprecedented emphasis on freedom of
movement and thought draws on the founders' Preamblian ideals, making
it particularly popular in northeast Hal'Tayat where that philosophy
dominates.
Skot Murtayil
Lur-Asko's most recent HMA was created when enterprising adventurers set about applying a variety of techniques that had been recovered from Alacrian ruins, but forgotten in the traditions of the surviving arts. Originally a project of the University of Hal'Tayat, the effort eventually became dominated by the highly pragmatic ideals of certain Methodian and Prismatic contributors. Today, Skot Murtayil is centered around the idea that "no plan survives the onset of combat." The best tactics therefore remain reactive, constantly reassessing one's position and that of the enemy. Its strengths are generally shown when evading the worst attacks of other arts, leading to many competitive rivalries with dojos attempting to revive Steycho for the same purpose.