5e3eVarious depictions of Open Hand monks.Way of the Open Hand
(Way of the Empty Hand)RegionKara-Tur,[1] Luiren[2]Class Statistics5e5th Edition Statistics[3]Monastic TraditionSubclass ofMonkMagic UseMagic typeKiList of known Open Hand monks
The Way of the Open Hand,[1] also known as the Way of the Empty Hand,[4] and commonly called simply kung fu, was a branch of martial arts[1][5] and a discipline followed by various monastic orders of Faern[3] and Kara-Tur.[1][6] It was based around the use of martial arts and ki for defensive and healing purposes,[3][6] but was the monastic tradition most dedicated to martial arts mastery.[3]
The core martial art first originated among the Shou people of Shou Lung,[1] among the Shou-ling priests of the Path of Enlightenment. They eschewed the use of edged weapons, believing it wrong for one of faith to shed blood. Thus the monks elected to use only the weapons of their own body. Each monastery and temple developed its own form, inspired by animals, the elements, or a master's abilities.[7] From these, a myriad of martial arts termed "kung fu" became common across Shou Lung. These kung fu styles were favored by the Shou and many knew a little of one style or another.[1]
Three early masters of the Open Hand were the Ren Brothers, who developed its martial arts techniques into tools for attaining immortality. They compiled their experiences and secrets in The Book of Inner Alchemy, but feared the chaos it would cause in the world. Thus they hid it away in the Candlekeep library.[6]
The Way of the Open Hand was not a single martial art, but a whole family of unarmed martial arts styles. There were thousands of such styles, all with their own names and techniques but sharing its overall concept.[1] Despite the name, it was applicable to both armed and unarmed combat.[3]
As the name suggested, these kung fu styles focused on attacking with the hands. There were a number of hard and soft maneuvers a practitioner could learn. Techniques could include iron fists to strike with additional force and crushing blows to damage objects; a flying kick to leap into combat; and locks such as choke holds, locking blocks, and grips that incapacitated body parts.[5] These struck at lines of nerves known as meridians to debilitate foes.[4] Some practitioners could also learn to deflect incoming missiles such as arrows if aware of them, while others trained to harden their muscles as strong as iron, known as "ironskin".[5]
The highest-ranked masters of this tradition learned the technique of the "quivering palm". This unarmed strike used their ki to trigger unnoticeable vibrations within a foe's body, lasting up to seventeen days or more. Within this time, whenever the monk willed it, these vibrations turned lethal, seriously harming or even killing them. They could also choose to dismiss it harmlessly. The monk could have one quivering palm effect active at a time.[3]
Hi all, just a reminder that pack opening order matters! I have a handful of Standard packs saved up, and will be buying many Whizbang packs using gold. I plan to open my Standard packs first, as I believe they are more likely to give me Whizbang cards (since I already own most of the cards from last year's sets).
Each Command Deck includes the character, rules for the character (almost all have higher life totals, and draw more cards than the typical 5), two Gambit cards unique to that character, and a unique starting deck. Additionally, each Commansder is tied to a combination of two specific colors, and a multicolor 8-cost ship of that combination is added to the trade deck when you use the corresponding Commander.
Hey Wesley! I just have the one that I want to keep, but your best places to ask are either the Facebook fan page, A Star Realms Fan Created Community Page, or the Galactic Summit discord server. Let me know if you need help finding either place.
Good news for those wanting Crisis sets! In a recent designers livestream I was able to find out that they have been having some shipping issues for that product but it is getting reprinted and should be sent out soon! ?
The first star realms set vanilla vs frontiers. The decks themselves the original is a far superior and more fun deck. The only thing frontiers has going is a better rule setup and boss cards out of the gate. But in siko challenges I have lost more times to the planet swallowing space beast with a frontiers deck vs original and that can be frustrating for players.
In the Forgotten Realms campaign setting, the years are typically expressed as a number followed by DR, such as 1385 DR. There are many other calendars used by different Faerunian cultures, both current and ancient. For example, Waterdeep and areas in the North sometimes use NR (Northreckoning), while the people of Shou Lung use the Shou Year. Later in this article we will run through notable years.
Notes on Dagult Neverember and Waterdeep: In 1488 DR, Neverember is an Open Lord of Waterdeep, but he spends almost the entire year in Neverwinter rebuilding the city. He is Ousted by the Masked Lords of Waterdeep in 1489. His ouster is mentioned as a recent event in Rise of Tiamat, which helps date it. Laeral Silverhand is named to replace him as Lord in 1490. The novel Death Masks takes place in 1491 and says Storm Silverhand is treating Mordenkainen for bouts of madness. This suggests Curse of Strahd takes place before 1491.
Notes on Avernus: The Companion, the second sun of Elturel, appears in 1444 DR. The deal is for the sun to remain for 50 years, meaning Elturel descends and the adventure takes place in 1494. However, the Gazeteer is dated 1492.
One last excellent resource is the Forgotten Realms Wiki. It covers all manner of FR subjects, including articles about the naming of years, the Calendar of Harptos, Years by Name, and coverage of nearly every single year!
The best source for the FR Timeline is the incredible hardback tome, The Grand History of the Realms, by Brian R. James and Ed Greenwood. The work is all the more incredible because it began as Brian, under the online name Iakhovas, compiling a 100-page pdf of the timeline. Richard Baker and Chris Perkins worked with Brian and Ed and others to turn the fan work into the book. Richard Baker calls it a revolutionary product and process for Wizards of the Coast. The book covers from -35,000 DR to 1375 DR!
However, for historic purposes the years in official sources go back as far as -35,000 DR, when the progenitor race of the sarrukh rose. This was an ice age during a time when humans existed, but only in primitive form. Few recognizable species existed back then. I mention it just for a sense of scale. FR has an incredibly detailed history!
-31,000 DR: The Tearfall, related to the Sunderings, when Abeir and Toril were first separated. Meteors (perhaps dragon eggs from which the first dragons were born) fall and natural disasters change continents. One of the Tears of Selune may also have fallen. Or, one of the creator races may have freed several primordials from ancient prisons, creating catastrophes and throwing an ice moon at Toril.
-17,600 is the First Sundering. Elven high mages create/summon the island of Evermeet to be their elven homeland. The cost is unexpectedly high. The magic stretches across time and space, altering the landscape with natural disasters on Toril and the mirror-world Abeir and killing thousands.
-3,533 DR: The nether scrolls are discovered. These scrolls (two sets of them) were created by one of the creator races and anyone reading them learns incredible secrets dealing with magic, including crafting mythals. The netherese use these to become supremely powerful. The elves steal one set in -3,095 DR and hide them in Windsong Tower, the school of magic in Myth Drannor. One of the gnomes stealing them glances at the scrolls and learns powerful illusion magic, spreading this knowledge throughout gnome kind. The first mythal is created in -3,014. The scrolls are stolen several times, changing hands.
-1,365 DR: The Shou emperor, who gained the throne through assassination, tricks Pao Hu Jen the guardian dragon, who is thousands of kilometers long, into flying to the lands of the horse barbarians. Using an artifact known as the jade mirror, they turn the dragon into the Great Dragonwall.
-1,080 DR: After much upheaval (including battles with dragons and beholder nations), Calimshan now rules from the Sword Coast to Mintar. Calimport doubles in size, roughly equal to Waterdeep in the 1300s.
-1,076 to -1,069 DR: The orcgate wars, as wizards open a portal to an orc world and hundreds of thousands of orcs appear in Thay, Mulhorand, and Unther. The orc god Grummsh kills the Mulhorandi deity Ra, in the first known deicide. Other deities are killed by orc deities. Tiamat is killed in battle. Finally the orcgate is closed and their deities defeated.
-700 DR: The Roll of Years begins, with each year receiving a name derived from two prophecies from different eras. The first is Augathra the Mad around -400 DR, the second is Alaundo the Seer (of Candlekeep fame) around 75 DR. Their prophesies also rely upon elven lore and prophesy.
-461 DR: The phaerimms (slug-shaped highly intelligent evil aberrations) had been driven underground in ancient times (-33,800). Spellcasting from the Netherese was unwittingly changing the nature of magic underground, harming the phaerimms. In retaliation, the phaerimms begin casting spells that drain the life out of all living things on the surface. This eventually creates the Great Desert of Anauroch.
-339 DR: The Netherese wizard Karsus casts a spell to steal divinity. He chooses Mystryl, goddess of magic and thus triggers the fall of Netheril, as nearly all Netherese floating cities fall to the ground. This also causes Netherese mages in what would become Undermountain to be twisted into the Skulls of Skullport.
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