In This Corner Arena Opponents (CGH)

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Knowing about a partner or opponent is important to anyone undertaking arena combat. The arena is deadly, and every bit of knowledge is helpful in staying alive. The indigenous races of Athas all have particular weapons and styles. This may vary from combatant to combatant.
In this section, each character race is described concerning general tendencies in arena combat. The information consists of the following elements:
* Strengths: The inherent advantages the race possesses for arena combat. This includes any unique elements of the class and how to take advantage of them.
* As Partners: How does this race function in tandem with others in the arena? That question and other cautionary notes are addressed.
* Weaknesses: The only way to defeat a superior foe is to know his weaknesses (and even that doesn't help sometimes!).
* Weapon Choice: Some races prefer and perform better with certain weapons. This list suggests the weapons a PC or NPC may choose if considering (or forced into) gladiatorial combat.
* Armor Choice: Some races are better suited for some types of armor than others. Armor is by no means required in the arena.
* Tactics: Half-giants and elves use totally different strategies in the arena. This is a primer in racial tactics designed to take advantage of the natural strengths of the race.
==Dwarves==
Strengths: Weighing in around 200 pounds on a compact, muscular 4- to 5-foot frame, the dwarf makes a great arena fighter. A dwarf is at his best when he is a willing fighter or the dwarfs focus is targeted toward gladiatorial combat. Nothing pleases a dwarf more than a good fight (if for a worthy cause (such as money or the dwarfs life). Dwarves have two beneficial racial traits—high resistance to magic and poison.
As Partners: Dwarves generally make good fighting partners because of their loyalty and tenacity. If the partners' goals are in line with the dwarfs focus, a lifelong bond may develop. If the goals are in conflict, a bitter rivalry could erupt. Caution must be taken when the dwarf's focus is on winning or possessing a particular match or prize. A dwarf will seldom let friendship or anything else stand between him and the completion of his focus.
Weaknesses: The dwarfs greatest disadvantage is linked to his greatest advantage. The dwarfs powerful, compact frame is not well suited for speedy movement. Although possessing tremendous stamina, dwarves are slow of foot and may have difficulty against long-legged or mounted opponents.
Weapon Choice: Dwarves seldom use polearms or staff weapons unless they are specifically crafted for dwarven use. Two-handed bludgeoning weapons are used less than bladed weapons. Dwarves typically fight Thracian style with short, curved knives or short swords. When missile weapons are allowed, stout, powerful crossbows are their distance weapon of preference. Crossbows are very accurate and are able to fire from one side of an arena to the other, maintaining enough force to penetrate light armor.
Armor Choice: Dwarves will wear piecemeal armor even when fighting in the hot midday sun. A single piece of armor to protect a leg, the head, or a sword arm could mean the difference in a match. Small round shields or bucklers are preferred over larger shields, which can be cumbersome and awkward to the shorter dwarf.
Favored Tactics: "The quickest route is the best route," an old dwarven saying goes, and it applies here. Although long in stamina, dwarves tend to be short in patience with regard to combat. Dwarves do not waste energy on fancy footwork or elaborate feigns. It is not unusual for opposing dwarven gladiators to walk straight up to one another and strike blows until one gladiator falls.
Accidents occasionally occur when dwarven focus is involved. If the focus is to kill an individual (possibly for crime or atrocities committed) or win a particular game, and an opposing foe begs mercy, the dwarf will often kill the downed combatant before anyone can intercede on his behalf.
==Elves==
Strengths: The tall, lean elf is a study in stamina and agility. Running where ever they go, the elf is the quickest of the gladiatorial foes. Their long arms and legs provide a welcome reach advantage against those of the shorter races.
As Partners: Elves make excellent partners if the partners are members of the same original tribe. Otherwise, until a bond is developed, a elven partner is as dangerous as a foe. Nomadic elves especially hate confinement in the arena. That fact, coupled with their general lack of trust, makes elves extremely dangerous.
Weaknesses: Elves lack the brute strength of the other races. If allowed to run in the arena, they are dangerous foes. When cornered, they are at great disadvantage and more easily slain.
Weapon Choice: The long bow and long sword are the weapons of choice. Elves take pride in their thin, sharp sword blades. The measure of quality for an elven bow is its length and the strength required to pull the string to full extension. Elven staff-masters are especially good draws at arena games.
Armor Choice: None. Elves disdain anything that will slow them down or hinder them in any way. On rare occasions, leather armor is worn, but never heavier armor. (Note: Some arena managers take great glee in dressing two opposing elven combatants in full armor. This is done more for comic relief than anything else.)
Favored Tactics: Move and strike, move and strike; a single but effective tactic. As long as elves are free to strike and retreat, they are terrible foes. If missile weapons are allowed, an elf will attempt to distance himself from a foe and use his bow. The bow is used to weaken the opponent at range before closing for the kill. The elf can quickly change weapons and continue the offensive if the opponent shows signs of being hurt or if the opponent moves into melee range.
==Half-Elves==
Strengths: Sturdier than an elf and quicker than most human counterparts, the half-elf is a good arena combatant. Societal loners, they are better prepared psychologically for death in the arena (whether death is to the foe, partner, or their own life).
As Partners: Paradoxical. On one hand, some half-elves consider themselves totally self-reliant, and resent being paired with another individual. On the other, some welcome the opportunity to gain acceptance and develop friendship with another individual. A gladiator should always know his half-elf partner s motives before entering the ring.
Weaknesses: The half-elf s weakness is its lack of a particularly strong racial ability. A half-giant can count on brute force, a elf on quickness, but a half-elf has no one strength.
Weapon Choice: Unlimited. Weapon of choice varies as much as their moods. Bladed weapons are generally preferred over bludgeoning ones. Spears are popular, due to their versatility. Half-elves make excellent piscatorial gladiators, fighting with trident, net, and dagger.
Armor Choice: Half-elves are known to use shields and nets for protection, but rarely wear armor. When t\\ey do, it is usually a single piece to protect the sword arm. A detachable buckler (small shield) is sometimes worn on the sword arm as an extra measure of protection.
Favored Tactics: Cautious best describes their fighting style. Half-elves tend to circle and watch their opponents, hoping to learn as much about their fighting style as possible. The half-elf may wait and counter the opponent's first attack before committing to the battle.
==Half-Giants==
Strengths: Raw power coupled with incredible endurance makes the half-giant a powerful combatant. Half-giants are quick to learn and seldom repeat previous arena mistakes. Their size gives them the greatest reach and range of any of the Athasian races.
As Partners: A half-giant may become a life-long friend and partner, but their sometimes drastic mood swings must be addressed every morning. A half-giant whose alignment swings back and forth from "good" to "evil" is more predictable than one whose swings from "lawful" to "chaotic." Either way, fighting style must be adjusted to take advantage of the half-giant's size and strength.
Weaknesses: Two: First, alignment shift must be considered. If a particular strategy has been planned and the alignment conflicts with team work, it will create problems. Second, half-giants are not known for innovative thinking or quick wits. A moment of indecision in the arena could mean the difference between life and death.
Weapon Choice: Because of their size, not all weapons are available to half-giants. Single handed bludgeoning weapons (club, hammer, mace) are preferred. A half-giant swinging a giant-sized polearm is as deadly as things get in the arena.
Armor Choice: In the arena, half-giants always wear protective piecemeal armor on their legs. Since most of the creatures they fight are shorter than they are, these areas are most vulnerable. Caution must be taken in not wearing too much armor, due to sweating and dehydration. Half-giants need a tremendous amount of water and will dehydrate quickly if wearing armor in the hot arena.
Favored Tactics: Waiting and cornering. Half-giants take advantage of their long reach. Conserving energy, the^ will let the opposing combatant close, then strike as soon as the opposition is in range. Another favorite tactic is to force the opponent into the corner of the arena. This lowers the opponent's mobility and makes him an easier target. Half-giants are like b'rohg in one aspect. Both may strike an extra blow to a fallen opponent just to make sure they are dead. For this reason, is not advisable to "play dead" when fighting a half-giant.
==Halflings==
Strengths: Amazing quickness and dexterity? are the hallmark of the halfling. A strong resistance to poisons and magic are a definite plus in the arena. Their lack of stature often works to their advantage by creating over-confidence in their foes.
As Partners: Once you have convinced a halfling that you have no interest in eating him ana that you should not be eaten by him or his friends, a halfling is an adequate fighting partner. Advantage should be taken of the halfling special abilities with slings and thrown objects.
Weaknesses: Lack of size and physical strength are the halfling's two greatest weaknesses. If they are recently captured or unfamiliar with the arena, their lack of knowledge of procedure and rules could also hinder their performance.
Weapon Choice: Halflings are seldom without a sling, since they can be fashioned from almost any supple material. Spears and daggers are first choice, followed closely by short bladed weapons. Halflings are unable to use polearms because of their size.
Armor Choice: Greaves and leather are the armor worn most often by halflings. If a shield is desired, a spiked buckler is first choice. Their lack of strength and endurance prohibits them from most armor.
Favored Tactics: Halflings fight a protracted battle. They prefer to strike, move away, then strike again. They always use slings first, unless there is no way to move out of range of the foe's melee weapon. When forced into melee (especially against a taller opponent) they will strike the legs of the opponent, hoping to reduce the foe's movement. If they succeed, they can move out of range of the combatant's melee weapon and resume fire with the sling.
Halflings always refuse to fight other halflings in the arena. Smart arena managers keep them together and use halflings in groups.
==Humans==
Strengths: Intelligence combined with strength and speed are a human's greatest gifts. Their bloodthirsty rages and flagrant disregard for the well being of others is also a benefit in the arena.
As Partners: Humans can be good or bad partners. Humans possess an overwhelming desire for personal gain regardless of its cost to others. Humans lack a compunction to lying, cheating, stealing, or killing one another. If those things can be overcome, then and only then do humans make good partners.
Weaknesses: Humans are probably most susceptible of all the races to take a bribe or throw a match as for personal profit or capital gain.
Weapon Choice: Any. Most weapons were designed to be used by humans, so a choice must be made regarding the style of fighting preferred by the individual.
Armor Choice: Any. Again, since most of the armor available was designed for human warriors, the individual must decide the extent of the protection needed versus the possibility of heat stroke and/or dehydration the armor will cause.
Favored Tactics: Humans use a varied and wide range of strategies in the arena. Combat against humans is as unpredictable as the race itself. More humans ask for mercy at the end of a gladiatorial fight than any other race.
==Muls==
Strengths: Muls fight harder and with more purpose than any other race. Born of dwarven and human parents, the mul has received the best traits from each race. Muls are stronger and stockier than humans and are bigger than their dwarven counterparts. Their ability to work or fight for many days is renowned.
As Partners: Muls make great figkting partners. Strong and dependable, they are the quintessential warriors.
Weaknesses: If muls have any weakness, it would be a lack of patience and a desire to act before thinking through the options of a given situation.
Weapon Choice: Muls use weapons that take advantage of their greater-than-human strength. Large swords or clubs are popular. Bladed pole arms and axes are also used with great frequency. Muls often fight with two weapons.
Armor Choice: Some muls prefer to fight without the restrictions that armor (or clothes, for that matter) cause in the heat. But because of their tremendous endurance, some muls wear piecemeal or full nonmetal armor. They are the only race that can fight all afternoon without collapsing from exhaustion.
Favored Tactics: Mul tactics vary as much as human tactics. Many muls were born into slavery and raised in the arena all their lives. They can be cunning tacticians, developing elaborate feigns and memorizing hundreds of fighting styles. Or, they can be simple brutes who attack first and quibble over strategy later.
==Thri-Kreen==
Strengths: The thri-kreen is a natural hunter, associating all things with the hunting pack. They have a litany of natural gifts that make them great hunters. Thri-kreen can leap incredible distances. They have four claw attacks and one bite attack per round. Older thri-kreen have venomous (paralyzation) saliva and have a chance to dodge incoming missile fire. They are formidable opponents—even unarmed.
As Partners: If accepted as a hunting "pack" member, a thri-kreen makes a great partner. Since they do not require sleep, they are able to protect other (non-thrikreen) members of the "pack" while asleep—with the exception of elves. Thri-kreen are known to possess a fondness for elf flesh, and a thri-kreen could be expected to keep his desire in check for only so long if locked in a slave pen with an elf.
Weaknesses: Due to their pack hunting background, thri-kreen usually prefer an organized attack rather than free-for-all battles. When fighting alone or with strangers, thri-kreen fight as well as humans, but not up to their ultimate organized potential.
Weapon Choice: Thri-kreen prefer the weapons of their race: the gythka and the chatkcha. They are masters with the large double-bladed pole arm. At higher levels, the chatkcha throwing wedge can be made to return to the thrower if the target is missed.
Armor Choice: Thri-kreen do not wear armor. Their hard chitinous shell provides a natural armor class of 5.
Favored Tactics: Coming from a hunting background, thri-kreen would rather stalk their prey than face it in a fight on the arena floor. Methods remain the same, circling, watching, probing for weaknesses. If fighting in tandem, they encircle the victim(s) and make a multipoint attack. Thri-kreen are masters of the feint and respond. With the ability to make multiple attacks (they have four arms), they are a match for any race in one-to-one combat.