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THE
DRASKOVAER
BLADE
("BLADEAXE") |
The
Draskovaer, more commonly referred to in
Santharia as a "Bladeaxe" or by educated people known as the
"Nybelmarian" or "Murmillion
Bladeaxe", is the highly reputed and idolized weapon
of the Murmillions and their
famous elite warriors, the Drakkar. It is a weapon
with little comparison as it is finely adjusted to the
Murmillion preference for
individual combat in battle and their cultural heritage.
The most simple description of it would be that it blends the shape of a sickle
and an axe into a sharp blade esspecially suited for
bashing through armour and the grappeling techniques of
Murmillion armoured combat. As
Murmillion warfare evolves around
using heavily armed and armoured individual fighters split up based on the sects
and clans they belong to this weapon has become the
defining weapon for this tribe as they always
preferred the axe and mace over the
sword since the beginning of recorded history.
Description.
Each
weapon
is finely atuned to the preferences of its bearer which explains its rarity
outside the lands of the
Murmillions
as only a warrior trained in their ways of martial arts and a master blacksmith
can devise this kind of
weapon
and turn it into wellbalanced tool of destruction, death and agony.
The basic property of the Draskovaer is a blade similar
to a broad sabre, curved reverse like a sickle. Instead to a tip the
blade widens to a countercurved
blade which can be shaped in various ways but most commonly looks like an
axe head from which its
Santharian name derives. Depending on the era this head
blade can however vary, e.g. to a more triangular shape to better penetrate
thick armour or more to a tip to allow for limited thrusting.
It thus combines the shape of a sickle, of an axe and a
sabre which makes it seem like an awkward and bulky
weapon
too difficult to handle. However in the hands of a trained warrior these
features, which look like design flaws, can be used for
weapon
techniques no other melee
weapon
can accomplish to such effect.
Aside of this basic setup the details of these
weapons
can vary heavily between different eras and individual models. This begins with
which
blades
are actually sharpened to deliver the lethal impact wounds for which the
Draskovaer is feared. The most important area is here the axe
blade as it is positioned on the last third of the
weapon
where a slash would develop the highest power. Sometimes the outer curve is kept
intentionally dull to parry blows and giving the metal greater stability. In
other instances this part of the blade is sharpened as
well as specifically balanced Bladeaxes allow for devastating backhand slashes
this way. The inner, sicklelike blade equally can be
kept dull, if the bearer of the
weapon
prefers to parry an opponent's attack here and eventually catch his
weapon
and disarm him. At other times this part is sharp as one can trap a limb in the
curvature of the sickle and a pulling motion can equally deliver grim cutting
wounds.
The upper and lower tip of the axeblade of the
weapon
can equally play vital roles in how this
weapon
is used by its bearer. The upper tip can be elongated and merged with the outer
blade to form a six to eight long spike that enables
one to inflict thrusting wounds. The lower tip however is where the most ancient
reported special property of this
weapon
derives: forming a hook with the inner blade one can
grab the shield or
weapon
of the enemy and pull him off balance and open him up for a followup attack.
The best balanced forms of the Draskovaer combine all these features in an
elegant design that allows a welltrained
Murmillion
warrior to fight a wide range of enemies with a wide range of techniques. There
all parts of the blade are sharpened and the outer edge
follows a slightly serpentshaped form first bending backwards and then forward
thinning out to a sharp tip. The inner shape resembles that of a sickle but
bends inward after two thirds of the length where it turns into the
axeshaped portion of the blade which is sometimes
interrupted by a thorn to enable puncturing heavy armour.
The hilt of the original Bladeaxes are usually for singlehanded use only as the
Murmillions always fought with a
round shield in their off-hand. Sometimes a simple circular metal protects the
weapon
hand.
Often the side of the blade is heavily ornamented with
scriptures or symbols from their religious texts or supposedly
magical runes. Aside from the mythical and
artistic effect this also serves a practical purpose: The
Murmillions are not above using
poison in war and a rough surface makes it stick better to the
blade. For this purpose
they use various gelee like mixtures among the most common are contact poisons
that have as the most prominent side effect to inflict heavy pain on the victim
to distract it. The reasoning being to win the melee or have the enemy die if
one loses. While stories about this habit are widespread however the limiting
factor about it is that those poisons are expensive and thus not accessible by
everyone.
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Usage.
While the blows with their slashing and bashing mostly resemble that of any
other axe or sabre the special shape enables multiple
different ways to approach an enemy. with the hook-like part of the
weapon one can grab a shield, a
weapon or even a person by digging it into his armour or body to manhandle
the opponent to one's content, ridding him off his weapon,
his shield or his balance. - This is especially important to break up the dense
formations of tightly packed soldiers that try to avoid the kind of individual
combat the
Murmillions
thrive on.
In one move ,which is known as the "Drakkar's Embrace" a
Murmillion
would trap an opponent in such a way that he has the inner
blade against his foe's throat. But it is not just the cutting that would
kill the enemy, because of its form the hook of the Bladeaxe would brutally rip
his whole throat out drenching the Drakkar and all his surrounding in blood.
This and other terror tactics are meant to turn the battlefield into a nightmare
for their opponent and thus demoralize them.
While not the best weapon for thrusting when having
opened up or trapped the enemy for a moment often enough a vulnerable spot can
be found to drive the tip of the weapon into it.
Similarily while the forward part of the blade excels
at piercing armour the backside edge is enough to deliver brutal backhand
slashes against unarmoured or only lightly armoured spots.
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Fighting Style.
This weapon was invented by the
Murmillions
for a reason. They are legendary and feared as the best individual fighters of
Nybelmar (at least by the accounts of the
most eastern realms) and their name is even known in
Santharia to some degree. Their martial
arts mainly consist of armoured combat that combines wrestling with holds and
grabs using their weapon to bring their foe into a
position where he can be ruthlessly killed with one lethal blow. Their style is
open and demands space which is in contrast to the closed, mutual supporting
formations that pride the Santerrans
and Korweynites who - though
grudgingly - would admit that outside the assuring protection of comrades anyone
would be more prey than hunter to fully trained and motivated
Murmillion
Drakkar.
While the described fanatism of
Murmillions
often portrays them as berserks on the battlefield - and their behaviour and the
habit to wear intimidating masks resembling
demons and monsters - in truth their fighting style is extremely methodical,
calculating and coldblooded using brutal force and cunning tricks in perfect
conjunction. In this regard the Bladeaxe esspecially enables them to take on and
defeat armoured foes. In many ways the
Murmillions
are as much masters in psychological warfare as in actual combat. Thus they like
to support and occasionally live up to rumours that are spread among the enemy
for the simple sake of frightening him. Similarily the occasional usage of
poison has a great effect even beyond its actual use as anyone is afraid of
being even lightly wounded by a Drakkar.
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Origin/History. The
Draskovaer is as old as are reports of
Murmillion
warfare which places its existence well into the time of the Second Shadow War
where the
Murmillions
and the Korweynites were
entrapped in a brutal struggle of supremacy in Eastern
Nybelmar. Given the sectlike nature of the
Murmillion
society and pointing out that their clerics use sickles in some of their rituals or as status symbols scholars
believe that this special weapon developed out of a
combination of this traditon and the formerly common usage of
axes in battle when the tribal based
Murmillion
developed the professional warrior caste of the Drakkar and blended their
political and spiritual leadership.
Knowledge about the
Murmillions
and their weapon arrived in
Santharia when in the wars of the Age of
Havoc the city of Thalambath managed to
hire a band of mercenaries from beyond the Crimson Islands who turnt out to be
exiled Drakkar warriors. These mercenaries called themselves the "Hands of
Mari". The meaning of the name was unknown
to the Santharians of the time but after a
few encounters they were quick to realize that
Mari must be either Queprur in her
less socialable moods or the bad stepsister of the
Goddess of Death. These Drakkar
mercenaries did not only bring much bloodshed to
Santharia but also the knowledge of the
fearsome reputation of the
Murmillion
warriors, their complete disregard of chilvaric rules and their marvelous
expertise in the handling of this exotic weapon. It
was told that the dissolution of these mercenaries was even an explicit
condition of the peace treaties that were to restore order.
In Nybelmar new variations were derived
from the original Draskovaer. Among them a short slashing
sword, which is mainly used by
Santerran sailors in contrast to the cutlass-like
weapons preferred by Santharian
seamen, as well as versions with elongated hilts which allows it to be handled
like a polearm.
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