Showing posts with label Contests. Show all posts
Showing posts with label Contests. Show all posts

The Games of Northrun

The Games of Northrun occur every year around the week of the Summer Solstice. Every spectator and contestant arrives and drives their spear in the ground, creating a tournament ground. They then place their token in the barrel. A witch is invited to pull the token which starts the festivities and also indicates which clan will host the next year's games.

No combat can occur during the games. Feuds are forgotten for the tournament week. The referees for each event are composed of the clan Druids.

The first night is given to feasting and revelry as the clan leaders, their bards and druids meet to propose marriages, negotiate treaties, and sue for peace. The contests begin the following morning.

A trophy is given for each of the events. The clansman of a winning contest with garnish their spears with laurels to indicate their pride.

The six events that occur during the games are: 
  • The Axe Throw
    Contestants attempt to throw a traditional stone axe with the greatest accuracy.

  • The Spear Throw
    Contestants attempt to throw a spear the farthest.

  • The Stone Throw
    Contestants attempt to throw a heavy rock over a line suspended one staff height in the air. The line is raised in one foot increments until there is only one contestant left.

  • The Pit
    A mass event in which all contestants attempt to be the last man standing in the center of the pit. All others are evicted if any part of their body leaves the boundary of the sand pit.

  • The Run
    A mass speed event in which all contestants attempt to run a certain distance and ring the bell first.

  • The Barrel
    A mass endurance event in which all contestants push a leaking one-wheeled barrel around a track. The cart is refilled with water on every lap. If the contestant either spills his water, or runs out of water before completing a lap. He is disqualified from continuing. The contestant with the greatest lap count will win.




Typical Events at the Tournaments of Knights

Joust

Melee

    Man to man

    Group

Archery

    Roving

    Bulls Eye

    On the Wing

    Fixed

    Crossbow

Pugilism

 

The Tournament of Knights

The grand pageantry of the civilized world is the tournament between knights. All of its gaudy accessories and ornamental trappings, and chivalrous nature began in imitation of the contests recalled from the Age of the Vyrum. 

Tournaments have been repeatedly frowned upon by the Church of Westrun, on account of injury and maiming as well as the feuds that sometimes result. Moreover the evenings often begin with great feasts which descend into drunken brawls or displays of open debauchery. Additionally, the tradition of Ludusoren comes from the time of Vyrum and is seen as undermining the bounds of marriage. 

While the Church does not have the power to make them illegal, no member of the clergy is permitted to bless the participants, nor to heal their wounds. This element of increased danger has regrettably only led to the tournaments proliferation. Especially in time of peace, young men and restless knights will find a way to test their mettle and prove themselves. 

A tournament usually consists of the joust and at least one other contest. Typically, only a member of the gentry may fight in a tournament, though knighted nobility have done so, and it is known that more than one commoner who was able to find horse, armor and lance has participated. The tradition of the Hedge Knight makes this possible because not every knight's pedigree can be known. 

Tournaments are fought under specific rules which may vary. Universally, it is forbidden to wound a mount, to use the point of a sword, or strike a combatant who has raised his hand, unlaced his helmet or been knocked unconscious. 

Women especially encourage knights in these exercises; they bestow prizes, and the conqueror’s feats become the themes of romance and song. Every combatant is required to proclaim the name of his Ludusora -- the lady in whose name he fights. It is her duty to bring favors to her Luduson. These consist of scarfs, veils, sleeves, bracelets, clasps, attached to their helmets, shields, or armor during the contest. And sometimes worn from his belt or around his neck at the feast. If any of these appendages were dropped or lost the Ludusora would sometimes send her knight new ones, especially if she were pleased with his efforts. 

The viewing stands overlook all tournaments, of course. Seating is usually arranged by denomination of the coin used to enter. Their composition is varied. Some are ad hoc towers and terraces. Others are galleries, and gardens. All are decorated with tapestry, pavilions, and banners. All boast ales, beers and wine whose quality often varies with seating. No one can deny the financial benefit to public houses, taverns and inns for such contests. Also bowyers, fletchers, weaponsmiths, armorers, silk merchants, caterers, vintners, and butchers all profit by these displays. 

While the cost to the host is often considerable, they tend to support the reputation of the lords which host them, as well as give proof of their legitimacy.

The Fighting Pit of Harmony

"Two will enter, one will leave," comes the cry of the spectators of the Fighting Pit of Harmony. The Outlanders have no belief in offering quarter, nor in accepting it. When two combatants escape the pit, at least one of them will be carried out dead. Hesitation may result in both dying -- there is no shortage of disgruntled gamblers in attendance who will want revenge.

The fights are held each Moonsday, with an hour between fights. Betting on the outcome of the contests is a well-established pastime and odds are given for each. Combatants fight with whatever weapons can be found in the pit, in a ceremonial shift of well-stained wool, and belted with a knotted rope. The local wizard is used to make sure no magic items are secreted by the gladiators. 

All combatants are sequestered on Sunsday morning and offered the services of the Temple of Harmony. The shamans of which will agree to pray for any combatant who pays their exorbitant fee. They will do so with some surface deference to the faith of the customer, though their rites seldom seem to be more than crude apery of what they have seen (or heard about) in other lands.


Rules for Resolving Dispute Among the Nobility and Gentry and All Common Men of Honor

His Majesty Beram, High King of Westrun
by the Gift of the Gods and Faithful to the Grand Temple and its High Priest Verco.


We decree that the following norms are henceforth recognized as having been established from all antiquity and attested to by the unanimous record of all civilized peoples everywhere.

In every grievance between two individuals a proper form ought be followed to avoid the unnecessary shedding of blood and to identify the participants should judicial notice be taken.

When a man finds himself insulted by another man on a matter concerning murder, treason, heresy, desertion of one's lord, abduction, perjury, fraud or rape it is customary to announce the insult and to give the speaker the opportunity to ransom his words with an apology taking careful note of the station of the aggrieved.

"Good man (or sir or lord), no offense was intended."

or

"Good man (or sir or lord), I see that I have offended you and withdraw my words."

If the aggrieved should accept the apology it is a matter ended, but if he accept it not, or if no apology is forthcoming, then the man insulted may demand that the ransom his words with iron. 

But if the offender does not attempt to ransom his words (either by an apology or by iron) he will be considered a Neivarin and such a man will lose the right to swear oaths and to bear witness on any matter concerning man or woman, rich or poor, contract or property.

Ransom by Iron

The matter will be settled wherever a cloak is thrown, or a spear is buried to the haft, or a line is drawn or three roads meet. The matter shall be settled no sooner than within an hour, but in no case longer than 7 days and this shall be at the option of he who was challenged. Or else the challenged may decide to leave the date and time to the aggrieved and instead opt to exercise the right to appoint a champion.

Among men of unequal station, it shall be the right of the higher station to have a champion presumed without losing the right to set terms.

If either the aggrieved or the challenged should fail to meet at the date and time they shall be considered a Neivarin and such a man will lose the right to swear oaths and to bear witness on any matter concerning man or woman, rich or poor, contract or property.

Both aggrieved and challenged shall have the right to a second. The second will negotiate and arrange on behalf of their patron and may provide assistance or medical aid at the conclusion of the affair.

Additional Terms

Terms, which may be insisted first by the challenged, but then by the aggrieved and alternating back and forth. A first term may be countered by a second or accepted outright. If accepted, no other terms may be insisted, but if a term is demanded in reply, then another term may be set in response and so on. If no further terms are insisted the matter will be resolved with whatever has been determined.

Choice of Weapon or fists
Choice of personal weapons or weapons generic
Choice of Armor or None
Choice of personal armor or armor generic
To consider the matter ended at first blood, at three falls, at unconsciousness or death.
To allow magic or not

If the aggrieved shall lose, he will bear the weight of judgment of he who has spoken and all may take note as to the truth of the matter. But if he who was challenged to ransom his words is unable to do so, it shall be accorded to the aggrieved an apology and all men will take note of the falsehood.

The least trophy that might be demanded at combat's end is dependent on the station of the defeated. A platinum coin may be demanded of a King, a gold coin of a nobleman, a silver coin of a gentleman, or a copper of a commoner. If such a ransom is not able to be collected, then the combatant's arms, armor, horse, spurs, glove, or the scarf of his lady may be demanded, instead.

Rules for the Contest of Arms within the Bounds of Chivalry

His Majesty Beram, High King of Westrun by the Gift of the Gods and Faithful to the Grand Temple and its High Priest Verco.

To all the lords and ladies, knights and gentry of the Eight Kingdoms and the Free Provinces.

We decree that the following norms be observed in all Westrun wheresoever such contests be held.
  • Every contest of arms will appoint a Tournament Queen with title embellishment.
  • Only knights may serve as contestants and each knight must own horse and armor as they will be forfeit to the winner by the vanquished. Those things may be kept as a trophy or ransomed to their previous owner under agreed terms.
  • Each contestant may be attended to by one squire only. Only a squire shall re-arm a contestant, help him regain his feet, tend to his wounds, or else conduct him from the field. In the case of severe wounds, unconsciousness, or delirium, only the squire may forfeit the contest on behalf of his knight.
  •  If a bloom is spotted upon a contestant, quarter will be offered by him striking the blow. If the wounded should continue to fight, the contest will continue until a fresh wound is struck, or until a combatant is begged for quarter, or by the granted mercy of the Tournament Queen.
  • For total contestants, only the even numbers shall be observed: two, four, six, and so on.
  • Combat is to commence with a loud cry, a blown horn, a struck cymbal, or else by dropped scarf. 
At the Joust 
  • Contestants will try at three passes, or until a rider is unhorsed.
  • Unhorsing a rider will score four points, breaking a lance upon a shield will score one point and breaking a lance upon the chest will score two points.
  • Deliberately striking the helm or steed shall not score, but shall disqualify.
  • A contestant may yield without loss of honor at the end of three passes, but must surrender his horse and armor.
  • An unhorsed or unlanced contestant may opt to continue in close combat with only one shield, and will keep all previously earned points intact. 
 At Close Combat 
  • Contestants will have recourse to three shields.
  • In lieu of shield, contestants may carry a second or use a weapon which requires two hands.
  • A broken shield will score one point.
  • Ejection or retreat from the square will score one point.
  • A contestant who yields, is disarmed, or knocked senseless shall have lost.
  • A contestant may yield without loss of honor, but must surrender horse and armor.
It is common that ten percent of all the silver gained by ransoming men, horses, arms and armor will be paid to the Tournament Queen.

The Memorial

by Artemor the Wise

The Memorial is an annual 3,000 mile race into the Khard desert of Southrun which has been held for nearly 200 years. It is sponsored by the Sultan of Byza and held to commemorate the giving of the Law Which Cannot Change. It occurs during the first week of the third moon of Winter, without fail.

This is a great time to be traveling abroad in Southrun. For the Southruner, who is normally given to hospitality and kindness to strangers, is even more effusive in his courtesies. There is feasting and merriment for the week leading up to the race. Many subsidiary contests are held in anticipation of the event and more than one merchant has won or lost a fortune wagering at those events alone.

As for the race itself, the rules are simplistic. A rider and his horse must enter the Khard from the coastal city of Byza and retrieve a rare flower said to grow only at that expanses Southern end. Both the rider and his horse must return with the flower to be considered a winner. Neither must necessarily be alive.

In 5801, Ibn Farzad won the race though he had died somewhere in the sandy wastes. He apparently had the foresight to lash himself to his exceptional steed, which carried him faithfully for the last leg of his journey. The Prize Flower was found crushed against his breast. For its faithfulness, the Steed, Azalti, was knighted after the manner of that people and turned out to stud, becoming the Sire of a great line.

Legends also tell of one rider whose name is lost to the shifting sands of antiquity who returned with the Prize Flower and only his horse's head. He was declared the winner.