Dread Verse
This is the Dread Verse, a document of revelation for those who follow The Great Hunt, revere the Sacred Orders of the Sun and serve the Dread Gods. Those found worthy may gaze upon the madness of its pages and extract deep wisdom. Here are the words of those who have seen and heard the wonder of the Miasma
Hadal
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Xeric
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Silence
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Taiga
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Tal Kheer
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Fire
The Trial of Fire is about celerity, not just of body but also of mind. You must quickly think and attack, discerning the most efficient method for dispatching your opponents. There is no wasted movement, no standing on ceremony, and no time to wait for an opportunity to appear. In Fire, you must make your own opportunities and take them ruthlessly. To pass the Trial of Fire, you must merge thought and action into a seamless phenomenon. -Yaga Malark
My interpretation of all Trials is that you are possessed by the element of the Trial. In Fire you are a wildfire, your body takes no damage unless removed from the core. The Variables of the Trial (fighters and what they do) are winds that will carry you or extinguish you. Your force of will as the fire is what carries your burning flames through the forest and destroys everything in time, before the next great rain extinguishes you. If you fail, your fires did not burn with enough strength to burn down your path. Fire in particular speaks to me as a Fire Giant and completing it meant a lot to me. I'm a very big person and have to prioritize the fastest targets or I will not be able to chase. Unfortunately physical form does matter in this game we play and if you fail because of that then you will need to work out more or keep failing. Tips:
- Always target the fastest opponents
- Force the Savants to fight in a line
- Use your limbs to block
-Valentine
Water
The Trial of Water is about teamwork and timing. When in a confined space with a numeric handicap, conservation of energy is essential. A mistake in protecting your ally can quickly result in defeat, and without proper timing the forces of attrition are against you. In Water, you must be able to work with your partner's verbal and non-verbal cues. To pass the Trial of Water, two must strike as one and weakness must become strength. -Yaga Malark
Earth
The Trial of Earth is about patience and discipline. With proper aim, you can select what equipment and personnel are destroyed, and set barriers between yourself and danger. Only once you have turned the tide to your favour is it proper to engage the enemy, so prudence and caution are called for. In Earth, restraint and maneuver win the day. To pass the Trial of Earth, you must be able to act with wisdom when moving and striking. -Yaga Malark
Air
The Trial of asshatery -Arshank
The Trial of Air is about knowledge and courage in unison. Knowledge without courage will result in you getting picked apart at range as you try in vain to out-think the situation. Courage without knowledge will result in reckless abandon and costly mistakes. In Air, you must balance these equally important ideas. To pass the Trial of Air, you must recognize the path to victory and have the bravery to act upon it. -Yaga Malark
Branch
The Trial of Branch is about multi-tasking and risk management. The onset of several threats, both from melee and ranged opponents, requires the rapid prioritization of dangers. Using your opponents against one another is a necessity, and a working familiarity of angles is vital. In Branch, you must consider separate dangers simultaneously. To pass the Trial of Branch, you must govern a battlefield with precision. -Yaga Malark
Metal
The Trial of Metal is about calculation and deliberate action. With the limited protection granted, those taking this Trial are allowed to take more risks than they normally would. However, caution must be taken to not overextend or think oneself invincible, lest you be swarmed and overwhelmed. In Metal, you must be able to keep track of a diminishing advantage. To pass the Trial of Metal, you must able to put yourself in peril without falling to it. -Yaga Malark
Brute
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Sniper
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Butcher
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Breaker
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Sneak
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Fiend
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Berserk
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Oak
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Ash
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Elm
When it comes to red weapons, the most obvious thing that people focus on is the power the weapon is able to employ. I encourage you who read this verse to focus on the weapons versatility. The weapon can be both hammer and scalpel and no other weapon in the game is capable of that. Assess your situation and choose the correct red. An 8ft glaive is slow and difficult to bring to bear in a skirmish battle. If you face opponents from multiple directions and your team should be constantly moving your long reach can be a detriment in the fluid stream of a skirmish. A minred lacks the reach to be effective on the line against polearms and because of its length is a weaker shield breaking tool. Once the line is broken, you may find more success IF you are still alive when that happens. Be open-minded in your selection. Choose the appropriate weapon and skills for your situation. -Syr Talon
Holly
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Birch
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Willow
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Hawthorne
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Rowan
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Reed
Reed is about fighting as a group. As a Sage of Reed, I cannot stress how important it is to work together. Working together extends past the tournament. To learn your partner, you must spar and you must practice. Once you can understand you partner, you can work together correctly. Learn how your partner throws shots. Learn how they block. Learn how they move. This will help you not only work together, but win together. -Gekko
Hazel
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Vine
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Ivy
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Aspen
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Elder
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