Rule

The Way of the Blade

How a fight is run in Uaellaen’s Chronicles — the round, the stat table, and why a hit is a wound, not a number.

What This Page Is

A fight in this world is not a contest of numbers. It is a siege problem run at the speed of a breath: two people, ten people, a line and a wall, and the question of who is still standing when the ground stops moving. The Way of the Blade is the standing rule for every fight in the series — the round, the stats, the wounds — so that a skirmish on the The Shattered Coast and a battle in the The Nameless Tundra are run by the same hand.

The machine-enforced stat blocks live in the stat system spec; the size of the thing standing across from the party is a question for Scale Anchors. This page is the fight itself.

The Round

A round is a breath, not a menu.

  • Initiative is AGI, tie broken by DEX. The fighter who acts last in a round acts first in the next — the order turns, like a wheel.
  • A fighter may take one move and one action in a round, or two weak actions — two short attacks, a throw and a grab, a step and a parry. You get more, or you get better. Never both.
  • Moving is a full ten paces. More than that is a running round, and a running fighter cannot parry.
  • A round that ends in nobody hitting is a valid round. Fear, ground, and distance are tactics.

The Stat Table (Combat Roles)

Every number on the sheet has exactly one job in a fight:

stat combat role
STR weapon damage. The ogre's whole argument.
DEX to hit. The hand finds the gap.
AGI initiative and dodge. The first word of the round.
WIS fear threshold (with LUK). What you refuse to see.
CHA the line behind you holds (or breaks) by this.
LUK criticals and fumbles — and half your fear threshold.
INT arcane spell attack (with casting, see The Veil).
WIS divine spell attack — the oath, not the school.
CHA enchantment spell attack — the voice, the price, the promise.

Resistances are damage reduction, one point for one point, on the matching damage type. A being with 300 dark resistance does not resist dark — it bargains with it.

Hit → Wound, Not Number

A hit is not a damage figure. A hit lands in a zone — head, torso, or limb — and the zone decides the wound, and the wound decides what the fighter can still do:

  • Head — the wound that ends the argument.
  • Torso — bleeding; the fighter loses a little every round until it is dressed, and the dressing is a scene, not a tick.
  • Limb — broken or bound; the fighter loses the move or the second action for as long as the limb is gone.

Wounds persist. There is no regen in the wild — a wound that kills is a body, and the body goes in the ground or on the fire, and the story knows which. The cure for a wound is time, a healer, a spell — or a choice someone makes about who gets carried.

The Three Stances

Every fighter in a fight is in one of three stances at a time:

  • Parry — for slashing and piercing. The blade meets the blade; the fighter who wins the DEX check takes the gap, and the loser takes the parry's price — a step back, always.
  • Brace — for blunt. The body is the wall; the ogre's doctrine is that you do not dodge a mace, you out-stand it. A braced fighter takes half the blunt wound — and cannot move that round.
  • Dodge — the free move. The fighter spends the round not being hit, and pays for it with initiative next round: the dodge was the loan.

The Shield Doctrine

Rumzuck Umbatsch does not parry. Rumzuck holds.

A fighter bracing behind a shield — or behind Rumzuck — gives the allies behind it +stance: they may parry or brace for free this round, because the person in front is the one who is hit. The shield is not armor. The shield is a refusal to let go, and it is the single most reliable mechanic in the world, because it is the ogre's whole personality, and the ogre's whole personality is load-bearing.

The Floor

Medieval is the floor, not the ceiling:

  • Nobody gets back up from a wound that kills.
  • A mage in a battle is the first target — magic is a target, not a force multiplier, and everyone who has ever seen a spell land knows the shape of it.
  • When the fight is ten against ten it is a battle. When it is a hundred against a hundred it is a siege, and formations, ground, and supply outrank individuals — see Blood and Nerve for the siege register, and Scale Anchors for which register a fight is in.
Inscribed Sep 09, 2026 at 09:09 PM Revised Sep 09, 2026 at 09:09 PM