Dread Verse

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Apep

The Psalm of Mighty Apep Composed by Yaga Malark and performed by the Conversion


Lurking just before dawn, tenth region of night

At the Mountain Bhaku where dwells twilight

With hypnotic gaze laid to ensnare

Low rumble drawing down to his lair

Rays fade and at last succumb

The World Encircler will EAT THE SUN

The Great Snake will EAT THE SUN

.

Turn around, turn around

Sky barge going down

Watch your step, be sure

On the road to the Underworld

For this task Horus stands with Set

To do battle with the Chaos Snake: Mighty Apep

.

Twin flashing fangs render holy unclean

A flaming desire, his will obscene

Toxic Lord in abyssal tomb

Blood drunk on power the skinner looms

Rays fade and at last succumb

The World Encircler will EAT THE SUN

The Great Snake will EAT THE SUN

.


Turn around, turn around

Sky barge going down

Watch your step, be sure

On the road to the Underworld

For this task Horus stands with Set

To do battle with the Chaos Snake: Mighty Apep

.

In the West, the field is set

The horizon hides a fierce tempest

Til the dawn, none can be sure

Whether darkness or light will emerge victor

Rays fade and at last succumb

The World Encircler will EAT THE SUN

The Great Snake will EAT THE SUN

.

Turn around, turn around

Sky barge going down

Watch your step, be sure

On the road to the Underworld

For this task Horus stands with Set

To do battle with the Chaos Snake: Mighty Apep

Fenrir

Naught has been written

Kali

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Ares

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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

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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

Aspen

Naught has been written

Hazel

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Vine

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Ivy

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Elder

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