Introduction to Section Two: Combat Theory
Lesson 1: The Grounds of Combat
Lesson 2: The Four Governors
Lesson 3: The True and False Times
Lesson 4: Know Thy Opponent and Trick Them
Lesson 5: Final Application of Theory and Practice
Introduction to Section Two: Combat Theory
At this point you should either have one point in Unarmed Combat or have
completed the first half of the class and I have posed "Pass" after your
last lesson response (in that case, you plan to register both skill points
at once). Now we continue into Combat Theory. As a reminder, when you pass
this second section of the class, you must also RP a sparing match with someone
else in order to earn your second skill point. You must use unarmed combat
in this spar, but can spar against someone using any weapon type so long
as they have more skill points than you in that weapon (or you can spar against
multiple opponents who?s skill points add up to a total more than yours).
I hope to see you use both the Basics from Section One and Combat Theory
from the following Section Two. You can opt to start the spar thread while
you are completing this second section of class, but I would highly recommend
waiting so that you can use all of the Combat Theory lessons in your spar.
When you have completed this class and the spar, go to the "Skill Form"
page and register your two skill points, include the url of this class and
your spar url on the Form. The Submit Form can be found here: http://grey-tower.net/GTWarders/weaponskillform.html
Lesson 1: The Grounds of Combat
"There are four 'grounds', concepts you need to understand and use for
defense and attack:" Saphire grasped a thin piece of chalk and wrote upon
the board at the front of the room:
1. Judgment
2. Distance
3. Time
4. Place
As she wrote, she explained the four concepts, "Within the context of
the four grounds, judgment defines the ability to maintain the optimum
distance between yourself and the opponent. The optimum distance is to
be positioned such that you are out of striking range, however, you are
close enough to take advantage of any openings that may occur. Time is
that defining moment when you can safely attack your opponent without him
being able to reciprocate. Place refers to the opening in the opponent's
defense through which you can deliver your attack. Therefore, through judgment,
you keep your distance, through distance you get your time, through time,
you safely win the place in which to strike the opponent."
Turning to the class with chalk in hand, Saphire Sedai asked, "Any questions?"
Responses:
Ellisande:
Ellisande sat crosslegged on one of the mats, her notebook in her lap. Her
lead pencil scratched away elegantly in script she had learned as a child.
This part of her training was more familiar, more comfortable. She glanced
up occasionally, brushing a stray strand of blonde hair from her eyes. She
had taken notes from tutors since she was young.
Unarmed Combat: The Ground Concepts
1. Judgment - being about to judge the right distance (see next concept)
2. Distance - how far away you should be from an opponent; out of striking
distance but close enough to jump in if you need to
3. Time - timing your attacks so that you move at the right moment and aren't
vulnerable yourself; you strike the opponent without him being able to strike
back
4. Place - attacking in the right place; weaknesses in opponent's defense
Ellisande glanced over her notes carefully.
Four concepts, she repeated
to herself, staring each of the bullets in her notebook.
Judgement, distance,
time, and place. So, basically, it is about fighting in a smart and effective
manner. Think before you act. She nodded to herself. She understood.
Stefyne:
Stefyne sighed in relief when Saphire Sedai started writing on the board with
a little piece of chalk. Writing and leaning she could manage with no problem.
She sribbled quickly in her little notebook, already half full of her neat
little writing - observations about the tower, other things she had learnt
on other lessons, and basic notes about anything she did or saw. She wrote
down the four main concepts and then added their definitions beside each
headings.
Judgment - the ability to maintain optimum distance between self and opponent.
Distance - optimum, to be positioned so that you are out of striking range...close
enough to take advantage of openings Time - defining moment - safely attack
your opponent while they cannot recipricate.
Place - opening in opponent's defense through, deliver attack.
Stefyne nodded at her notes, that all made sense, but in practice it may
be a little more difficult than it seemed...
She rasied her hand nervously to ask a small question.
"Does it take a lot of practice to know the optimum distance, and when exactly
to attack, and everything, or does it come instinctively as you spar?" Stefyne
hoped it wasn't soley the latter, she didn't think she had much of a fighting
instinct.
(Saphire's Answers):
Saphire excalimed, eyebrows slightly raised. She set the chalk back on the
board for the moment while she thought. Stepping forward, the Green Sister
explained.
"Knowing the optimum distance comes instinctively as you learn what your
reach is and what your opponent's reach is, which you guage by their build
specifically in unarmed combat. With weapons you would need to guage their
weapon. It is all about how long their appendages, arms, legs, or weapon
are and what distance those appendages can cover to reach and thus attack
you. This you can normally see naturally, the same way you can guage how
tall someone is in comparison with you without having to stand back-to-back.
Judgement is a matter of keeping a safe distance out of those arms, legs,
and weapons' reach until you are ready to attack a the right time.
"Finding the right time is a bit more tricky and will take practice. You
need to guage your opponent's defense, look for weak points, and learn how
to create weaknesses. Those will all provide you a view of when to attack
because when a weakness or target area is exposed then you exploit and attack
it. Also, good times to attack are in defense by attacking and counter-attacks.
When your opponent attacks you, they are open in some way and not defending
themselves, so you counter at this time by attacking because a Place has
opened. At first this will be trial and error until you master the rhythm
of spars and battles, learn common mistakes, and develop your own feints
and ways of opening their defenses up."
Tylira:
Tylira listened to Saphire Sedai attentively. What she was saying made a
great deal of sense, but Tylira still had a question:
"Saphire Sedai," she asked tenatively, "What about if you are forced to
go up against an enemy who is a great deal more skilled than you are? In
that case, would you put more distance between yourself and them? Or would
you still put yourself only just out of their reach? The reason I ask, is
because in a situation like that I would be more tempted to hang back and
try to keep to where they would have to extend themselves more to be able
to reach me, but now I'm beginning to wonder if that would even be any help,
because perhaps if they were so skilled, I would only be putting myself at
a disadvantage if I tried that. What do you think?" shy gave a wry smile
through her full lips, quirking them slightly in the corners for the benefit
of the gentlemen present.
(Saphire's Answers):
Saphire frowned thoughtfully for a moment. Then raised her chalk as if to
lecture. "While you could be farther away than just outside of their reach,
it wouldn't give you any advantage in combat no matter the skill level. Being
skilled, they wouldn't over extend themselves, they would just advance, and
then attack and you'd be back to where you started." She scratched
an itch on her brow and then continued. "A constant retreat like that could
give them an advantage in knowing that they are intimidating you. A better
strategy would be to simply wait in a defensive posture and when they attack,
you defend and counter-attack."
Lesson 2: The Four Governors
"In addition to four Grounds, there are four Governors to regulate your action
and keep you defended:" Saphire Sedai wrote upon the board and spoke in a
lecturer?s voice:
1. Judgment
2. Measure
3. Pressing In
4. Flying Out
"The first governor is judgment, which is to know when your adversary can
reach you, and when not, and when you can do the like to him, and to know
by the goodness or badness of his lying, what he can do, and when and how
he can perform it. Know when your enemy can reach you and when he can't,
and what you can do to him, and because of his stance, what he can do to you.
The second governor is measure. Measure is the better to know how to make
your space true to defend yourself, or to offend your enemy. Know how to
make your stances versitile, so you can quickly defend against any attacks
and can attack your enemy. The third and forth governors are a twofold mind
when you press in on your enemy, for as you have a mind to go forward, so
must you have at that instant a mind to fly backward upon any action that
shall be offered or done
by your adversary. When you advance, you must be able to retreat at an instant
when your opponent acts."
Regarding her class steadily, she asked, "Do you understand these principles
of combat? Do you have any questions?"
Responses:
Ellisande:
Ellisande took diligent notes; most of the other students simply sat and listened,
but she knew that the odds were against her. She would do whatever it took
to get ahead in this game, and if taking notes and studying until her eyes
ached was necessary... she would do it. She wasn't a born warrior, but she
remembered something Saphire had told her in her first day at the Grey Tower.
"It takes a great deal to make a warrior who uses her mind as well as
her hands." Elle had every intention of being that kind of a soldier.
Drawing a line under the notes on the Four Grounds of Combat in her notebook,
she began to scribble a few notes on the Four Governors.
The Four Governors of Combat:
1. Judgement - know what you can do, what your opponent can do, and be aware
of what is happening around you.
2. Measure - know how and when to best use your moves and knowledge to your
advantage
3/4. Pressing In and Flying Out - being about to move in and out of danger
at a moments notice, and being in the right mindset to do so
Elle chewed on her bottom lip. So far, this seemed like common sense. Even
the bravest warrior shouldn't jump into a fight without understanding what
his limits and the skills of his enemies. No one in their right mind would
fight without watching what was happening around them and without being able
and alert.
She nodded to herself. This, too, she understood.
(Saphire Calling on Ellisande):
Hearing Algain's question and observing his expression of confusion, Saphire
looked across the room of students to see who had an answer. Near the front
she saw Ellisande taking diligent notes, absorbed in her writing. The Gaidar-in-Training
who showed much promise in understanding combat theory, nodded to herself.
Saphire spoke aloud, "Elllisande, would you answer Algain's question?" She
watched as Ellisande looked up, and then rephreased the question, "Would you
explain these Four Governors, why Judgement is used twice in the Grounds and
Govorners of Combat, and what "Two Fold Mind" and "Making Space True" mean?"
(Ellisande's Explanation):
Ellisande glanced up from her notes, blinking a few times. Admittedly, she
had missed the question the other student had brought up. Luckily, Saphire
repeated the question for the Gaidar-in-Training. Elli looked over her notes
and nodded again. "I can try," she said simply, clearing her throat.
"The Four Governors are Measure, Pressing In and Flying Out, and Judgement.
Measure is a bit like timing, in that you have to know when and where and
how to use your moves to your best advantage. Pressing In and Flying Out,
I think, are about being prepared and on your toes. You have to be able to
move in and out of battle at the right times, both strategically and physically,
in order to achieve whatever your goal is."
A small wrinkle appeared in Ellisande's forehead, and she glanced down at
her notes once. "As for Judgement... the way I see it, Judgement is simply
being aware of your surroundings, your abilities, and your opponents thoughts
and abilities. In the Grounds of Combat, Judgement
is put in the terms of physical space. You have to be close enough to strike
and far enough away to stay safe. Deciding how to use your space is being
aware of your surroundings, isn't it? I think Judgement is also included
in the Governors of Combat because it applies to more aspects of battle than
the simply physical..." She paused, hoping that she wasn't rambling and that
she was making sense. The concepts were easy enough for her to understand,
but she didn't know if the others were following her answers.
"And, ah... finally." She flicked her notebook shut, shifting her seat. "I
can only speculate on what the "Two Fold Mind" and "Making True Space" mean.
I take "Two Fold Mind" to refer to the two separate sides of an issue. A
sense of balance, almost, you know? Good and bad, strong and weak, light
and dark... and attack and defense. Flying In and Pressing Out are an example
of this. You have to use one concept in two different contexts.
"And I think "Making True Space" may mean using your surroundings and space
to your advantage by using it to its full potential. I'm not sure about that,
though." The single crease in her brow returned as Ellisande looked from
Saphire back to the boy called Algain. "I hope I'm making sense..."
Tylira:
Tylira regarded her teacher gravely as she spoke. The class made sense.
First, the grounds had been taught to explain what to base your actions off
of, and now there were governers to regulate the actions once you'd made
them. It all made sense, she had a small question, however:
"Saphire Aes Sedai," she was quickly gaining respect for this woman, "It
seems to me that two things would be vitally important in a combat situation:
speed and judgement, so I have two questions. Is there any way to increase
speed of movement through technique that practice alone will not cover? And,
are there any "tells" in combat, like in cards, that would tip you off to
your opponent's next move?"
(Saphire's Answers):
"Ways to increase speed of movement . . . " Saphire turned to the board
and wrote in chalk:
Increase Speedy Movement:
1. Practice your tecniques until you are familiar with them
2. Proper stance
3. Proper distance (not being too far away)
4. Having good endurance
5. Training your mind to make decisions quickly
6. Training your body to react quickly and reflexively
7. Predicting what your opponent will do
"Which leads nicely into your next question . . ." Saphire continued, "some
exmples are noticing what stance they are in which will limit their movement
options, watch where they are looking, watch their torso - that will show
you if their next movement will be a feint or a genuine attack (this will
be explained later with the True and False Times), and simply watch they way
they fight. Each individual person has their own style, knowing their style
will help you predict what they are likely to do. If possible, try to observe
them fighting when you're not the target. If you are in your first fight
with them, try to feint and test their fighting abilities and choices. And
lastly, give them what looks like a target. Create what looks like an opening,
and they will attack it, you will
know what they will do next."
Lesson 3: The True and False Times
Speaking again Saphire continued with the lecture, "There are eight ways to
move in attacks, four which are good to use, and four which are bad when your
opponent is close enough to be threatening." Turning back to the board, she
wrote:
The Four True Times
1. The time of the hand.
2. The time of the hand and body.
3. The time of the hand, body, and foot.
4. The time of the hand, body, and feet.
As she listed the Four True Times, she lectured, "The four good ways are:
Attacking by moving the arm (fastest and weakest); attacking by moving the
arm and torso together (fast and strong); Attacking by moving the arm, torso,
and one foot together (somewhat fast and stronger); Attacking by moving the
arm, torso, and both feet together - not as fast, but strongest. All of these
involve moving the arm first, before anything else, that way you're never
defenseless and your arm moves first. The True Times refer in descending order
the comparative speeds of movement of the various parts of the body. The
movement of the hand only is the fastest moving part while the more complex
movement that involves the hand, body and feet are slowest in comparison.
These tactics are especially important when you are using a weapon, and don?t
generally involve kicks. When I list "movement of the feet" what I mean is
stepping forward to either draw closer or lend force to your attack. Note
that
all of these begin with attacks."
She paused to make sure that the class understood so far, and then continued,
"The four bad ways to attack are: Moving one foot; Moving one foot and then
torso; Moving one foot, then torso, and attacking with the arm; Moving both
feet, the torso, and then attacking with your arm." She then listed these
upon the board:
The Four False Times
1. The time of the foot.
2. The time of the foot and body.
3. The time of the foot, body, and hand.
4. The time of the feet, body, and hand.
Returning to face her class, Saphire explained the False Times, "The False
Times are the inverse with respect to speed of the body parts. The fighter
must be aware that false times would create openings that the opponent will
take advantage of. These are all very slow so there is no advantage to doing
them because you will be killed before you can defend yourself. Of course,
these all only apply when your opening is in close enough range that they
can hurt you."
Now, placing the chalk back under the board, Saphire walked forward to outline
an example, "Consider two swordsman engaged but out of range of each other.
One moves his hand in order to position his sword and then steps forward.
He is using the true time. The opponent however, steps forward first and
then positions his sword. He is using false time. This means that the user
of the true time is now already prepared to attack the opponent because the
opponent's sword would not as yet be in place due to his using the false
time."
"Do you understand these points of True and False Times?" She asked finally.
Responses:
Elllisande:
Ellisande scratched a few more notes to add to her list. She found
that by writing things in her own words it made it easier for her to understand.
Right and Wrong: The True and False Times
Always move with your hands first, to make sure that your opponent can't
get at you. When you move with your feet first, you put yourself in range
of your enemy but do not have any means of defending yourself.
She doodles two little pictures of the example that Saphire had used in
the class. The first picture outlined two swordsmen. One was lowering his
sword. There was a numeral one by his hands. There was a two by his feet,
showing that he used his hands and then his feet sequentially. The second
doodle depicted a man stepping forward and being hacked at by a more wise
soldier.
The example had helped Elle understand the lesson more thoroughly, but for
future reference, she made note of the formal true and false times in her
leatherbound binder.
-eight ways to move in attacks
-the four true times
1. time of the hand -hand moves first; fastest and weakest
2. hand and body -hand and body move together; fast and strong
3. time of the hand, body and foot -hand, body and foot move together; somewhat
fast and stronger
4. time of the hand, body and feet - hand, body and both feet move together;
slowest and strongest
-four false true times
1. The time of the foot
2. The time of the foot and body
3. The time of the foot, body, and hand
4. The time of the feet, body, and hand
* all are slow and put the attacker in harms way; make you vulnerable
and open to attack
Tylira:
Tylira listened as Saphire Sedai explained the times. These were very
interesting to her. You always seemed to lead with a hand. That was interesting,
after all the practice on footwork, Ty would probably have preferred to lead
with a foot, but this seemed to have a great deal of credence, and after
all, Saphire Sedai knew about this kind of thing!
Burn me,but I wish I
could move like that woman! I wonder if it comes naturally. She jotted
a few notes down, but this was something that really wasn't meant for notes.
It was meant to know in your bones. She committed the times to memory...
hand; hand and body; hand, body and one foot; hand, body and feet. I wonder
how you do that last one? I think I would lose my balance.
She didn't bother memorizing the second set. So long as you knew the first
set by rote, then all you had to remember was that the second set was the
exact opposite, and always began with a foot. She would remember....and she
would always lead with her hands! she flexed her slender hands and smiled
darkly...it would be good to spar with them once she finished with the theory.
Raising a hand, she asked Saphire a question,
"Excuse me, Aes Sedai, but how does the fourth true time work?"
(Saphire's Answers):
"This is more useful as basic theory when you are using weapons in which you
always attack first with your hand. The True Times are basically a reminder
that when you're moving, the attack needs to begin first. Otherwise, your
opponent can simply stifle the attack by steping into it and hitting you before
your attack begins.
"The fourth True Time basically means that you start moving your hand first,
then your arm, torso, then your feet (of course, you keep moving them all
together after you've started moving them) all to add power to your punch
and keep you a threat during the entire motion."
Lesson 4: Know They Opponent and Trick Them
Nodding briefly, Saphire Sedai continued, "Now, much of combat is watching
to see if your enemy breaks one of these rules. Most fighters won't break
them normally, which is why you expose them."
Saphire grinned slightly. "Watch their stances, see if there's a place where
they can't block in time. If not, make one. You can use a feint, or even
better, create a false opening. If you create an opening, your enemy will
attack it. Be ready for that." Saphire smiled, memories of hundreds of fights
returned from spars. "When your opponent attacks, defend and counterattack.
Or feint, creating an opening to hit. Always watch for an instant of weakness.
Of course, these are just two ways to make an opening. Watch your enemy,
watch how they move, learn what they know, and find their strengths. Then
use that to break their defense and kill them. The moves you learn are just
tools, it?s up to you to know when and how to use them."
Thinking, Saphire remembered a saying Atreus repeated often. "Have you ever
played that game 'Stones'? Fighting is like that, but it's faster and if
you lose, you can die."
Responses:
Ellisande:
Know Your Enemy
-watch for weaknesses
-study the way they move
-feint and trick them into attacking
-when they attack, defend and counterattack
She realized that she didn't need to take many notes on this lesson; this
was common sense.
It's fighting smart. Being alert and noticing the little
things. Ellisande put down her pencil for a few minutes, letting her
chin fall into her hands as she watched Saphire. She rested her elbows on
her knees and let her notebook fall shut.
She had played the occasional game of Stones, but more than anything, combat
was beginning to remind her of Daes Dae'mar. She had been playing the Great
Game, or the Game of Houses, since she was knee-high. She had watched her
entire life as people had manipulated and tricked and worked their way through
society.
She had done it herself. It was a subtle art, saying the exact right thing
at the right moment and to the right person. If anything, this is what combat
reminded her of. It was an intricate balance of force and ability and wits.
Tylira:
Tylira knew stones...she was far from an expert, but she had played many
a time, and often laid bets on the end-result of the game. It took a strategic
mind, and unlike those who sat for days contemplating the next move, Tylira
had always been quick to lay her stones...decisive in what she wanted. These
feints would be like that. They would require a descisive and strategic mind,
as well as the speed to follow through. It would be more of a risk, though
too...more of a risk than a simple bet. She was delighted, however, that this
had finally led into something that she could fully grasp. She would use
these feints a great deal, she thought. One question floated in her mind,
however..."How do you make a fake opening without actually leaving yourself
exposed?" she voiced her question wondering what the response would be...
(Saphire's Answers):
Saphire Sedai placed her chalk peice below the board, and while brushing
her hands off, she walked forward. "A proper fake opening doesn't leave you
vulnerable. This is because you set it up so that you can
anticipate
their attack, you are
counting on them attacking that particular
part of your body, and are prepared to react quickly to it. It's an open
target area because it
looks unguarded, but because you are aware
of it, it is actually guarded. This way even tho' your opening looks like
a genuine vulnerablity, because you know what they are going to do, their
attack doesn't stand a chance."
Now she folded her arms, in an attempt to put it in context, "Imagine that
you are in offensive stance and purposfully leaning too far forward with
your face and chin unguarded. You are expecting your opponent to attack
your face because it is the closest and unguarded target, you know they are
not going to hit anything else because your face is so far forward and vulnerable,
in order to hit anything else they'd have to hit beyond your face . . and
prepared hands and that's . . just not all that likely." Saphire adopted
the stance to demonstrate, with her arms ready and prepared. "Since you
are expecting them to punch at your face, you can grasp their fist, lean
back to take them off balence, and hit them with your other fist. In this
way, you've tempted them and caught them off guard."
Now Saphire returned to the board to retrieve her chalk. "Although, I would
warn you not to attempt this too often. Or your opponent will begin to expect
your tricks."
Final
Brushing off her hands, Saphire Sedai concluded with a quote, "As George Silver
Gaidin, who outlined these points of Combat theory, once said: 'Thus have
I thought good to separate and make known the true times from the false, with
the true wards thereto belonging, that thereby the rather in practicing of
weapons a true course may be taken for the avoiding of errors and evil customs,
and speedy attaining of good habit or perfect being in the true use and knowledge
of all manner of weapons.'"
"Any questions?" She asked finally, "If not, demonstrate the usage of all
of these lessons of Combat Theory for me. (OOC: You may practice spar with
a partner, or I give you leave to NPC a partner.) And then you are excused
to spar outside in the Yards."
Responses:
Tylira and Ellisande Spar:
Ellisande eyed the training yards skeptically, less than enthusiastic as she
padded across the warm sand. She hated this portion of her day, generally,
except when it allowed her to escape to the archery fields. When it came to
training, Elli worked as hard as she could to avoid combat. Her small frame
and delicate build made such fighting difficult, painful, and costly.
She stretched quietly, wasting as much time as possible in warming up her
muscles. She couldn't avoid her training forever, though, and Elli set to
picking out an opponent. Her azure eyes fell upon another Gaidar in training
across the yard, another new face in the Warder Yards. Setting her jaw, Ellisande
walked over to the young woman and inclined her head.
"Ellisande Alendar," she said shortly, her brief introduction over. Elli
drew a deep breath and gritted her teeth, glancing sidelong at the towering
Gaidin that oversaw the training yards. "Up for a spar?" she asked doubtfully.
Tylira was stalking carefully through the Warder Yards, every passing male,
making her head turn slightly. This old Domani girl was going to find another
man somehow...by hook or by crook! Grinning broadly, she leaned up against
the fence.
She was not a large woman, average height and with a slender build despite
her age, she was a great deal smaller than most in the training yard. presently
she was dressed all in brown leather. Leather breeches, leather vest over
a light algonde blouse she'd traded for in the Aiel Waste, leather wrappings
around her hands, and even a thin leather strap tying back her thick golden
mass of hair.
What she needed was a sparring partner to help her pass her next level of
un-armed combat. A woman was approaching her. Ah! This might be her break!
Leaning back and trying to look non-chalant, Tylira watched her from the
corner of her eye.
The woman was smaller than her. Perhaps an advantage. perhaps not. She was
probably faster if she was smaller, and that meant she could wallop Tylira
good. The woman was stretching carefully. Light! She's going to be tough!
That meant she probably knew what she was doing, and knew it well. Ah, well.
Tylira had learned enough in her 42 years to know you must do what you must.
She would probably be beaten, but at least she would try.
Smiling she answered the woman:
"Tylira Tashban. I'd love to spar... Will we do so unarmed?"
Ellisande nodded. "Yes, unarmed," she said simply. She left out, of course,
that she couldn't wield a sword or spear or staff if her life depended on
it. She glanced the woman, Tylira, over quickly. She was older than she had
looked from a distance, at least twice Ellisande's eighteen years. She was
taller than Elli, but the young Cairhienian was used to that by now.
She was nervous, but she was used to that, as well. Resigning herself to
another afternoon in the infirmary, Ellisande took a slight step back. She
stood in a defensive stance, her arms raised slightly. She would let this
Tylira make the first move.
Tylira watched as the woman prepared herself. She had started in a defensive
stance, and Nymere decided to join her in it, but when she realized the other
woman was not about to make a move, she transitioned smoothly into offensive
stance, feet wide apart, left pointing North, and right pointing diagonally
North-east. Arms and hands in the ready position.Her weight divided as evenly
as she could make it, and her torso pointed forward.
Light! What should I start with? Maybe I should test her? Yes! I'll test
her reaction with a safe move that won't leave me too far open! Remembering
the Time of the Hand, Nymere moved one hand forward towards Ellisande in
a quick movement towards her middle...
Ellisande watched with sharp blue eyes as the older woman prepared herself.
She knew the calculating look in the Domani's own eye; a woman of Cairhien,
Elli knew plotting when she saw it. The other was testing her.
The hand flew forward first, a safe move. Ellisande's right hand came up,
straight and strong, her fist balled. She blocked the shot meant for her
stomach.
Better now than later, Ellisande thought dismally. Steeling
herself, she began the attack. Her feet moving forward in a quick pass, she
planted her left foot and made a quick turn. Her right foot flew up in a
solid kick, swung high and meant for the other's own stomach.
The woman blocked Tylira's attack, and responed quickly with a kick towards
tylira's stomach.
Light! She was fast!
Tylira's mind raced to her unarmed class where she had learned the Ground
of "Distance" and the Governor of "Flying out". Quickly she sprang backwards
and into a defensive stance designed to avoid the oncoming kick. It missed
her by a hair, but she was sure the next attck would not be so easy. Quickly
shifting positions into an offensive stance, she made a false opening and
waited to see what Elisande would do. If she tried anything, Tylira would
grab whatever limb came towards her, pull the woman off-balance, and then
strike with her hand backed up by her torso. She waited to see what would
happen....
Elli paused, catching her breath. She wasn't very good at combat, armed or
unarmed - she never had been. She was quick, but her strength and her size
limited her prospects. Her unwillingness to practice did little to improve
her skills. She relied heavily on her mind, but even with a quick and clever
strategy, she was weak. Now, she watched Tylira's attack unfold.
She realized that, unsurprisingly enough, she had met a worthy match. It
didn't take much to challenge Ellisande Alendar, not that she wanted to let
on.
She saw, however, the false opening and Tylira's ready stance. She was baiting
Elli again. Elli decided, however, that she would have to take her chance...
the two could be standing around all day if no one moved. She ducked in carefully,
quickly, her leg shooting out rapid and low. She swung her left leg around
Tylira's ankle, hoping to trip her opponent up a bit.
Ellisande's trip worked. Tylira had been completely unprepared for t, expecting
a kick higher up. Sprawling on the ground, Tylira sprung into a quick roll
away from her opponent and flipped up onto her feet, again in defensive position,
she advanced until she was an appropriate distance from Ellisande, just out
of arm reach.
I need to score a hit! Tylira sprang into offnsive position
and tried a fast jab just under Ellisande's ribs...
Ellisande smiled to herself. She wasn't as brawny as most, but she prided
herself on being quick enough to make up for it. She took a step back, waiting
for Tylira to catch her breath. She silently congratulated herself on the
deft kick, a bit of her confidence coming back.
She wasn't expecting the other to respond so quickly. Elli's left arm came
up in a block, but it was too high and a moment too late. Tylira's quick
punch hit home, right in Elli's gut. Ellisande took a few quick steps back,
regaining her balance and taking a few deep breaths. "Good shot," she granted
hoarsely, in a defensive stance, arms still raised.
She moved again quickly, though. She remembered to be quick and safe, staying
just out of reach until she moved. She made a few similiar jabs at Tylira's
mid-drift with both hands balled in tight fists.
Tylira dodged the first few blows towards her midrift with careful flexibility,
but the last one winged her in the side, the curve of her body diverting the
worst of it.
Ack! I'm not fast enough for this! I have to do well, though! I have to!
Concentrating as hard as she could on speed and strength, Tylira swung
deftly into the offensive position, and flinging out her own two hands, tried
her best to return like with like while looking for an oppurtunity to trip
Ellisande. She thought she saw one, although it could have been a fake. Grabbing
the oppurtunity while she still could, Nymere flung her leg out, desperately
attempting to trip the able warrior.
Ellisande felt the ground rushing up at her as she felt her leg hooked with
another. She remembered Saphire's training and rolled, hitting the sand with
an uncomfortable thump but avoiding damage. She rolled away, springing deftly
to her feet and brushing the sand from her hands.
She moved into a defensive stance, waiting for another opportunity to strike.
Tylira was stunned to see that her trip worked so well. So stunned, in fact,
that she completely missed any chance to monopolize off of it.
Ellisande was in defensive mode, a dangerous slint in her sparkling eyes.
Seizing what she knew might be her last oppurtunity, Tylira spun herself
in a powerful roundhouse kick, flinging herself into it's tight rotation
as her leg whipped clockwise. She waited to see if there would be an impact,
her last fleeting thoughts reminding her that if this didn't succeed she
would surely lose this match.
There were small spots of color in Ellisande's cheeks as she braced herself,
watching avidly as Tylira moved into what would probably be a final attack.
Elli's breath was shallow and rapid, but she was still alert and quick. Her
training was paying off.
As Tylira's leg came up in a fierce kick, Ellisande's arm came up in a quick
block, knocking the leg away. The impact stung, and would no doubt leave
a nasty bruise, but Elli moved quickly. She grabbed the leg, twisting it
aside and hopefully knocking her opponent off balance.
Ellisande took a few steps back, taking a deep breath. "Match?" she asked,
extending a hand, smiling in a friendly manner.
Tlira waited for her roundhouse kick to impact, only to be caught off guard
when the Ji deftly flicked her powerful move aside. It was a useful and good
move, conseving energy and power, and Tylira was seriously impressed by it,
catalouguing it away in her head for later use.
Before Tylira had time to think about trying to regain her balance and strike
again, she tumbled on to the hard earth, limbs splayed in every direction.
She really had put all of her energy into that last one!
The stars were still spinning, as Tylira saw Ellisande extend a friendly
hand, "Match?"
She reached for the smaller woman's hand, and her strong grip popped Tylira
deftly to her feet. "You better beleive it! I'm hurting all over, and there's
no way I'm going to best you today!" she grinned broadly at Ellisande and
continued, "Thank you for sparring with me! it's been a real pleasure!" with
that she gave her superior WiT a friendly thump on the shoulder.
Ellisande smiled broadly, flinching slightly under the friendly whack on the
shoulder. She was a bit surprised she had won, but she was careful not to
be transparent. "It was a pleasure," Ellisande repeated magnanimously, nodding
her head. "I'm sure it won't be long until I'm the one being bested," she
said earnestly, the smile still shining on her features.