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 the Stars how to be worthy knights. Both young and old knights are welcomed to the academy as long as they are willing to follow the codes of chivalry.

The Codes 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

First Knight

  • The Founder of the Academy. Kihalin Lapallanch, Duke and Marquis of Shrine of Seeklander is currently the First 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 First 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, the knight either has to win both swordfighting and jousting tournaments or win two out of three training matches against the current Master of Arms. When the position is vacant, the First Knight will be the opponent.

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.

Full Members

  Champion of Astrum

  •  A title given to tournament champions of Astrum for their outstanding achievements.

  Sponsor  

  • Knights who decided to fund the academy to support the future knights of Astrum.

Mentor  

  • Elder or skilled knights who decided to help followers of Chivalry, Arms, and Tactics to become knights of Astrum.

  Knight of Astrum  

  • A title given to proven knights of Astrum. Graduates of the academy and people acknowledged by the elders

Squire

  • A title given to unproven knights of Astrum. They must swear an oath to follow the Codes and defeat a Knight of Astrum in a training match.

Follower of Chivalry, Follower of Arms, and Follower of Tactics

  • A title given to students of the academy.

Enrolled

  • Members who have yet chosen which of the three paths they will take.


Aspirant Ranks

Donor

  • Generous donors of the academy.

Visitor

  • Visitors of the academy.


Styles of Sword 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.

Lessons for Young Knights of Astrum

Day 1

  • Lesson 1 - Introducing Yourself to the Realm.

As a newly arrived knight, you need to introduce yourself to other nobles of Astrum. Tell your name, family, background, and interests. Also, let lords know you are looking for a liege.

  • Lesson 2 - Choosing Your Liege.

Within hours, you will probably receive offers from different lords. Choose your lord carefully as you will be serving him or her for years. Once you have chosen your liege, you will have to travel to his or her region to be knighted. Once knighted, you will be given an estate for you to support yourself. You will be in charge of the estate until the lord frees you from your oath or you break the oath.

If you dislike your lord or you are not satisfied with your income, you can abandon your estate. But before you leave the lord, make sure to notify him ahead of time. It is best you discuss your problem with your lord before breaking your oath. After all, breaking your oath can be considered dishonourable.

Day 2

  • Lesson 3 - Be Assigned to an Army

In every realm, there are armies sponsored by lords and dukes and led by marshals and vice-marshals. If the realm you are in happen to have multiple armies, you need to know which army to start your military career in. Different realms have different armies for different jobs. Big realms have several armies while lesser realms have one or two. A big realm might have two armies to defend its long borders with a smaller army also defending against inhuman creatures or in charge of rebuilding regions in poor conditions. Ask your liege or mentor about armies before you choose which one to join.

  • Lesson 4 - Unit Recruitment

Once you have chosen an army, you have to return to the capital to recruit units. There are five types of units and all of them serve different roles. Ask your marshal if you can't decide which unit type you want.

1) Infantry - Infantry units are the backbone of the army. Without infantry units to soak up the damage, vulnerable units such as archers and cavalries will be decimated quickly before they can even deal enough damage. They are also the most efficient unit for a siege battle. More infantry units with siege engines can make walls obsolete rather quickly.

2) Archer - Archers support infantry and cavalry units with ranged attacks. They can damage their foes from safe distances without worrying about being attacked as long as infantry units hold their position. But once the infantry line breaks, archers won't be able to able to do much against advancing enemies. Archers are very vulnerable to infantry and cavalry charges.

3) Cavalry - Cavalry units are the hammer of the army. They can break the infantry wall guarding archers with their charge. The first charge is the most devastating one usually. When they charge, they can deal several times more damage than normal infantry units. However, cavalry units are vulnerable to archer fires. Also, after the first charge, they act like a normal infantry unit until they gain some distance to charge once again.

4) Mixed Infantry - Mixed infantry units can serve as both infantry and archer units. They attack from a distance until they collide with their enemies. Sounds perfect but in truth, they are not as good as units that specializes either melee in range. However, their biggest strength is their versatility.

5) Special Force - Special Force units fall into two categories, melee and range. Melee Special Force units are like infantry units while ranged Special Force units are similar to archers. Special Force units are quite expensive and should only be recruited by lords with high incomes and not by a mere knight. Though Special Force units are better than both infantry and archer units in terms of performance, but you can recruit a couple times more units with the same amount of gold.

Day 3

  • Lesson 5 - Battle

Before you engage in a combat, make sure to double check your settings. Your marshals will usually post settings before the army enters a battle. If your marshal forgets, you will have to ask your general or improvise. For infantry units, you will usually fight with highest withdrawal rates while cavalry and archer units will set their rates as lowest.

  • Lesson 6 - Ask!

If there are things you still do not understand, just ASK others. Nobles of your realms will always be there to help you. Especially dukes and lords, who are usually more experienced than knights will gladly aid you.

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