Astrum Knight Academy

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Astrum Knight Academy was founded Kihalin Lapallanch, Duke and Marquis of Shrine of Seeklander, to teach young knights of Astrum how to be true knights of the stars. Both young and old knights are welcomed to the academy as long as they are willing to follow the code of chivalry.

The Code of Chivalry

  • Protect the weak and defenceless - children, women, the old, ones who have lost the will to fight (surrendered enemies)
  • Keep oaths and promises - Knights do not go back on their words.
  • Defend your honour and that of your liege - As a knight, you have to live and die for honour
  • Love your realm and defend it with your life - Your realm has supported you and you repay the debt.
  • Be polite and respectful to your opponents - No need to insult your opponents if you are honourable
  • Serve your lady faithfully - Do not hesitate to draw your sword for your lady. Her honour is your honour.
  • Accept duels if you believe you are righteous - Even though you are not good with a sword.
  • Do not loot peasants - It is dishonourable to loot the weak and defenceless.
  • Stand for righteousness - Fight for what is right.

Ranks

Elders

Prime Knight

  • The Founder of the Academy. Kihalin Lapallanch, Duke and Marquis of Shrine of Seeklander is currently the Prime Knight of the academy.

Grand Master

  • A title given to the most honourable and prestigious knight of the academy. The Grand Master wields the same authority as the Prime Knight.

Master of Chivalry

  • A living Embodiment of Chivalry itself. Only a few ever achieve such status.

Master of Arms

  • A master of all weapons. Given to the strongest knight within the academy. To achieve this title, knights either have to win a tournament or win three consecutive training matches.

Master of Tactics

  • A brilliant strategist who has proven him/herself by leading others. Must be recognized by 15 full members or 3 elders.

Principal

  • A title given to those who are in charge of the biggest academy.

Hero of Astrum

  • A title given to well recognized hero of Astrum. An extra-ordinary figure praised by many.

Styles of Techniques

Phantom Dancer (Trick Moves) - Consists of Thirteen swing patterns and Nine foot steps. Takes advantage of blind spots. Must be sharp minded.

Pros

  • Confuses your opponent.
  • Good for one on one.
  • Good in spacious places
  • Can easily counter opponents using Overrun/Defensive moves.

Cons

  • Bad in tight places.
  • Weak against more than one enemy.
  • Shows weaknesses in fighting opponents using Aggressive moves.

Violent Storm (Overrun) - Consists of Six swing patterns and Five foot steps. Straight forward and makes full use of powerful swings. Must learn to control the inner anger.

Pros

  • Overwhelms your opponent.
  • Good for one on one.
  • Good in spacious places.
  • Can defeat opponents using Neutral and Aggressive moves with ease.

Cons

  • Bad in tight places.
  • Weak against more than one enemy.
  • Weak against trick moves.

Iron Wall(Defensive) - Consists of Four swing patterns and Eight foot steps. Focuses on countering enemy attacks. Need to learn how to think ahead of times.

Pros

  • Does not lose easily - Hard to be overwhelmed.
  • Use opponent's own strength against him/her.
  • Good in tight places.
  • Can fight multiple enmies at the same time.
  • Good against Overrun and Aggressive moves.

Cons

  • Weak against Neutral and Trick moves.
  • Needs more stemina than other techniques.

Serenity(Neutral) - Consists of Seven swing patterns and Seven foot steps. Strives to achieve the perfect balance between attack and defence. Essential to learn how to control one's own emotions to reach the tranquility. Must not panic in any situation.

Pros

  • Hardly confused.
  • Attacks are not easily countered.
  • Good against fighting a small group.
  • Good against Trick Moves and Defensive moves.
  • Good in both spacious and tight places.

Cons

  • Weak against Overrun and Aggressive.
  • Hard to master.

Fatal Edge (Aggressive) - Consists of Nine swing patterns and Four foot steps. Fast and strong swings make up for the lack of mobility. Has to be able to deliver strikes in many positions.

Pros

  • Perfect for people with hostile personalities.
  • Very effective against Neutral and Trick moves.
  • Difficult for opponents to stop the moves once it gains momentum.
  • Good against one to two opponents at the same time.

Cons

  • Not as good against three or more enemies.
  • Lacks mobility - more openings for enemies to attack.
  • Weak against Overrun and Defensive.