Ancient1
Novice
Please find below both His Grace's Traditional Tournament rules as held August 414 and Her Grace's Tournament rules as will be held this September 415.
The Acarthian Ducal Tournament
History
When Duchess Ilianna decided to resume the tournaments in 414, the idea was not only to encourage friendly competition with noble and commoner, but also to just have a bit of fun and make some money in the process. The tournaments always draw crowds and help the economy.
Before the War of a Thousand Skirmishes, there were two tournaments: one for nobles and one for commoners. Duchess Ilianna said she preferred that the nobles participate with and against commoners in a show of solidarity and unity. There are still two tournaments, but both nobles and commoners may participate in both. The more formal of the two tournaments is held on even numbered years. The less formal tournament and faire is held on the odd numbered years.
The date of these competitions usually falls around the date that commemorates the victory over Dargok and the passing of the late Duke, His Grace Sir Jonathan Tiberion. This happens in either late August or early September.
Overview
The more formal tournament (even numbered years) allows only for team competition. The less formal tournament and faire (odd numbered years) allows for both teams and individual participants.
Teams are a minimum of four participants and a maximum of six. A team member does not have to be a citizen of Acarthia to be on a team. Foreign visitors are encouraged to participate.
FORMAL TOURNAMENT (Even Numbered Years)
The teams are awarded points, and each point is worth 2 silver pieces. Thus, if a team scored 25 points, they would receive fifty (50) silver pieces. In addition, the winning team may also receive extra prizes such as magic items, scrolls, or other rewards.
The tournament is broken down into seven separate events. Each event is worth five (5) points to the winning team, four (4) to the team in second place, three (3) for the team in third place, two (2) for fourth place, and one (1) for fifth place. It is possible for a team to receive no points even if there are less than five teams competing. A team who puts no effort, or only a half-hearted effort, into a competition doesn’t really deserve a point simply because they attended.
This point system was devised to balance out the teams as much as possible: a team that is excellent in one or two events but terrible in the others will not do as well as a team which is well rounded in all of the events. In fact, some tournaments in the past have been won by teams which never won any of the individual events, but placed well in each.
The whole purpose of the tournament, aside from entertainment, is to stress and teach teamwork and cooperation, for a group that works together will accomplish much more than a group that is dominated by a single hero. Make sure your team has a good balance.
Your team must devise a Team Name to be used to identify you during the tournament. The noble teams are of course identified by their respective Baronies, but the commoner teams are encouraged to come up with a unique name. Please keep in mind that silly team names or those that disparage nobles or prominent individuals will be taken in a poor light by the Tournament judge and the team may be disqualified.
Let us now discuss the rules for each event and some strategies for doing well.
Events
Colors
The Tournament begins on Saturday morning with a festive opening ceremony in which each of the teams presents themselves to the Duchess. You will begin at one end of the field and when your team’s name is called, you will march to Her Grace and present yourselves.
Teams are judged on their overall presentation with a specific eye towards matching finery, banners, shields, and other decorations. Attitude and bearing can play a key role in the decision-making process. It is considered impolite to turn your back on Her Grace when you are close to her during your exit from the presentation area. March in sequence if you are marching; make your presentation, and then remember the competition isn’t over until the decision is made. When you turn around and head back to your starting position, stand proudly don’t lay on the grass waiting for Her Grace to make a decision. As she examines the teams trying to finalize the decision, you want her to see you as sharp and poised as when you began.
Teams are allowed to hire extra people (such as drummers or dancers) to help with the presentation; however, it is more important to parade in splendor than to try to overwhelm with numbers. A small group with matching tabards carrying a nice banner is more impressive than a large unmatching unkempt horde.
When you appear before Her Grace, the team should kneel (obviously), and the leader should rise and introduce the members of the team. Don’t wait for her grace to acknowledge your kneel before rising; she is aware of the procedure for Colors. Upon being introduced, each member can then rise. The idea that each member rises upon his or her introduction is a suggestion. You may think of something more creative if you like. If the team is an established one, the leader may want to explain the team’s purpose or perhaps list its accomplishments. Pomp and circumstance are not only acceptable in this case but it is expected.
Don’t forget to speak up! You want not only Her Grace to hear you, but all onlookers. If your team leader does not have the proper voice for this, perhaps you should hire a herald specifically for this important function.
Some teams like to give a present to Her Grace at this point, but it is not required, and of course, it is better to have no present at all, than an awkward one. The important thing to remember is to maintain respect towards Her Grace and the collected judges during this event and throughout the entirety of the tournament as well.
Combat
For this competition, each team sends three representatives to the field to compete against another team of three. The combats are arranged so that every team will compete against every other team. Afterwards, the team that has won the most competitions will be judged the winner and so on.
Extra battles are often required for tie breakers, but this just adds to the excitement of the competition.
You are allowed to change your participants between battles if you so choose.
Competitors’ weapons are padded and will do no real damage. You will attempt to hit your opponents three times to eliminate them. (OOG: You will swing “padded” and will be eliminated when you receive blows worth 30 points. This is so that it isn’t entirely about out-of-game skill and allows for proficiencies and back stabs.)
Competitors may have no protective spells active and cannot cast any during the competition.
Magic items and weapons are not allowed, nor are ritual effects, whether spellcrafted or not.
The key to winning this battle is through teamwork. This is not a battle of individual heroes; it is a test of how well your fighters can attack while still protecting each other.
The Hero’s Battle
This battle uses the same rules for the Combat competition, except in this fight, each team sends but one fighter to the list. Every team’s fighter will meet every other team’s fighter to narrow down the competition, and tie breakers may be needed. The same person must participate in all rounds of this competition. In the case of a grievous injury, a replacement from the team may enter.
Archery
The archery competition is for one team member only. Each team’s archer is allowed three arrows per match. There are three matches, each from a progressively longer distance.
The archers must aim for a standard archery target, with points allocated accordingly; usually 10 points for a bullseye, 7 for the next ring, 5 for the next ring, 3 for the next ring, and 1 for the outer ring. The bow and arrows are provided by Her Grace so that no one is given an advantage. If there is a tie in any place, the competition will continue until the tie is broken.
Being trained in the skill of archery is very helpful for this competition.
The Spellcaster’s Battle
In this competition, each team will send one spellcaster onto the field to meet the other spellcasters from each of the other teams. The spellcaster who last remains alive/mobile/awake/conscious at the end of the competition is the winner.
Once you are incapacitated to the point where you cannot cast any more spells (by being Prisoned, for instance), you are eliminated, even if another participant releases you.
If you are bleeding out from damage, you are automatically eliminated, even if another caster heals you.
Competitors who are bleeding out will be healed by the judges and referees and removed from the field of battle. This is not a battle to the death. No 9th level spells are allowed and (obviously) no necromantic spells. Magic items and scrolls are not allowed to be used, but the spellcaster may begin the competition with as many defensive spells and protectives as possible, even if cast by others. However, once the competition begins, no one is allowed to interfere or assist in any way.
If a tie happens to occur, then either Her Grace will score it as a tie or allow two other members of those teams to replace their casters.
Citizens placing themselves in golems or those with unusual powers and abilities, curses, or similar magics will not be allowed to participate. If you are unsure of your status, please bring it to the attention of Her Grace and the appropriate judges.
The Race
This is a relay race in which four members run a specific route and hand off their team’s baton. The route is not very long, so it is definitely a race of speed and not stamina. This is very exciting for the townsfolk who usually bet heavily on this competition.
Entertainment
The entertainment competition is usually held after the feast on Saturday night. Each team has approximately five minutes to tell a story, act out a play, dance, sing, juggle, tell jokes, or otherwise entertain the crowd.
It is allowable to use outside help such as musicians, but if too much of your entry is based upon the work of non-team members, it will count against you even if the performance was excellent.
Always remember that Her Grace is your ultimate audience here. Doing a skit that insults the nobility might go over well with the crowd, but not with the one who will decide how many points you receive.
Riddles
The Riddles event usually follows Entertainment straightaway and the rules are simple. Be the last team standing by answering the riddles correctly. This event begins by asking the riddle, and waiting roughly a minute, at which time the event coordinator will state, “I need an answer.” It is recommended that your team pick one person to be the one who gives the answers (only to prevent confusion). Failure to provide an immediate answer at this time will cost you an incorrect submission. Each team is allowed two incorrect answers. The third gets you eliminated. When an incorrect answer is given, the next team will attempt to answer it and so on until it is answered, or until no teams answer and it comes back to the original team who couldn’t answer it when first given. At this time, all teams will receive an incorrect response, and this team will be given the next riddle to answer and so on. The order of teams to give an answer will be purposefully varied so your team needs to be ready to answer any of the riddles at any time.
The Hunt
The Hunt is basically a scavenger hunt with a twist. Before you can find some of the objects, first you have to figure out what the objects are.
Each team is given a list of approximately 30 items to find and return. The list is usually handed out immediately after the Colors Competition and teams have until the last day to locate as many of the items as they can.
The team that produces the item first gets five (5) points, the second gets four (4), the third gets three (3), the fourth gets two (2), and the fifth gets one (1). Therefore, it is to the team’s advantage to find as many items as possible even if someone has beat them to it.
Sometimes the items will be hidden in a specific place, and there will be more than one of the item at that place so that every team that finds it can have one. It is against the rules of the tournament to take all of the items that are hidden there in order to prevent the other teams from recovering them. The people who run the tournament for Her Grace will periodically check to make sure that if the items are not there and not turned in, that they strike that item from the overall hunt list tally and no one will receive that item’s points.
These rules apply to non-participants as well. Many times people not on teams will try to find the items to sell to the teams or give to the teams they are supporting. This is allowed, but these people must also abide by the rules. If items are missing, it does not matter who took them.
Teams are allowed to use others who are not on the team to search for these items, but only team members may produce points for credit.
Each team member is allowed to submit on each item only once. In other words, each team is allowed 6 “guesses” per item. If you turn in an item thinking it is one of the puzzles of the Hunt and it is not, you are no longer allowed to submit another item for that particular entry.
Items on the list are divided into three categories:
Random items
These may or may not be out there. Some will be planted but most are just waiting to be discovered and the trick is for your team to run and find it first and then return it before another team does. For instance, past hunt items in this category included a four leaf clover, an hourglass, the word “Goblin,” in the Acarthian Times, an apple, a joker from a deck of cards, and a silver dagger.
Puzzled items
In order to find this object, you must first figure out the puzzle. Puzzled items are usually planted and are prefaced with the word “THE”, indicating that it is a specific item you are looking for (as opposed to a Random Item which is identified with the word “A”).
Imagination in coming up with an alternative is not part of the puzzle. For instance, if there is a hunt item called “The Light Rock” then they are looking for a specific item that solves the puzzle, and not merely a rock that you have tried to cast a light spell onto.
Expect word searches, anagrams, paid actors from Three Spires with clues, and strange objects, words, or letters strung up around trees nearby. If you see something strange in the woods, it is most likely attached to the hunt list in some way.
Superlative items
These are judged at the very end of the Hunt competition at the very end of the tournament. Each team produces something for each item and their submissions are compared. The team with the best (or most, or worst) gets first place for that item.
Part of the fun of the superlatives is seeing who can come up with the most creative answers. You never
know what will happen or what will be submitted. The bottom line of the superlatives is to use your imagination and be creative; especially if you have no idea what it is you are supposed to be turning in.
TOURNAMENT AND FAIRE (Odd Numbered Years)
Overview
Attendees will notice a difference in the types of competitions, the rules, additional competitions, and the inclusion of arts. Her Grace would like to encourage vendors to make arrangements with her Seneschal if they would like to set up a booth to offer food or games in exchange for coin.
For the odd numbered Tournament and Faire, teams must compete in at least four events including one of each category. Individuals not part of a team may compete in no more than four events and the four must include one of each of the categories. The restriction on the number of events is to encourage individuals to band together just as Her Grace feels must happen within the Duchy and the Kingdom to ensure mutual protection and prosperity for all. There are team events and there are individual events. The competitors must be exclusive to one or the other. Events are listed as restricted to teams, individuals or open to both.
Her Grace's Tournament and Faire has three areas of competition. Combat, Games, and Entertainment. Registration for all events opens two weeks before the tournament and ends at 10pm the night before the tournament.
Opening Ceremony – Participants Parade
On the opening morning of the tournament, Her Grace will await participants in the Field of Glory. Her Graces' Parade Marshall will lead participants through the town and to the Field. The position of Parade Marshall is open each year. Those interested should see her Grace at least two months prior to the event. It is expected that all participating in the competitions will join the Participants Parade. Team members should march as a group. Those who have contributed arts and crafts should also join the Parade.
Once at the Field of Glory, the Parade Marshall will lead the participants past Her Grace. Individuals and/or Teams may offer a few moments of performance (no more than one minute) if desired. This is not mandatory - please see opening performance rules herein. Teams should be identifiable by color and/or banner and should have a team name as per the formal tournament. Those wishing to announce their team name during their few moments of performance should remember to speak loudly and clearly. Remember to maintain respect towards Her Grace and the collected judges during this event and throughout the entirety of the tournament as well.
Opening Performance (Entertainment / Both)
Parade participants may offer a few moments of entertainment as they pass Her Grace (no more than one minute). This competition is optional and does not contribute nor diminish from the competition counts for individuals and teams. Her Grace typically awards coin or other favor items to those who impress her during this introductory event.
Arts and Crafts (Entertainment / Individuals)
The Arts and Crafts pavilion will open at sunrise the opening day of the tournament. Participants may set their submissions at that time or may bring them along during the Participants Parade and place them into the pavilion at the end of the opening ceremonies.
Professional Category: These items have been created by individuals who are considered professionals in their craft. Out of game this is for those characters who have a craftsman skill and wish to purchase an item appropriate to the level of given craftsman skill. For instance, Janine's character Jasmine has ten levels of knitting and makes coin at each logistics for her skill. If desired, Janine may purchase a knitted item and present it as Jasmine's creation. Be mindful that the entry needs to match the purchased skill level or it will be disqualified. Contact one of the plot team members for assistance at least two weeks in advance of the tournament weekend if you are unsure of your entry.
Amateur Category: These items have been created by individuals who do not make a regular income from their creation/s. All crafts must have been made by the hands of the character entering it in the competition. Out of game this is for those players who wish to enter an item of their own making.
Arts and Crafts are judged on workmanship and originality. Place awards are given to First, Second, Third, and Best of Show in each of the two categories.
Weapon Events
A few notes first. All weapons will be padded so that even if real intent is used, no damage will be dealt. All weapons will be inspected for appropriate padding before participating in the tournament OOG - regular weapon calls may be used. No magical protections may be used. The participant successfully delivering 30 dagger blows of non-damage will win the bout. Conversely, for team events, participants taking 30 dagger blows of damage will immediately cease all actions. Competitors may have no protectives active and cannot cast any during the competition. Magic items or effects from magic items, nor alchemies, are not allowed, nor are ritual effects, whether spellcrafted or not.
Company Combat (Combat / Teams)
Three members of a team will take the field with three other members of another team. Each team will fight one another. The goal is to be the last team/member standing in the least amount of time. Times will be ranked for the single elimination portion of the tournament. The full battle field will be utilized for this event.
Lone Legend (Combat / Individuals)
For this event, Her Grace has drawn on her upbringing in Tasis. A traditional fighting circle will be used. Participants will set their weapons about one and a half man-lengths apart in the center of the circle (about 10 feet). Participants will move to the outside edge of the circle and wait for the competition judge to sound the whistle. Participants must retrieve their weapon/s from the center of the circle. At no time during the competition may one combatant take possession of the other combatant's weapon/s. If a participant steps from the circle, they will forfeit the bout. This event will be random draw / direct elimination.
Archery Allies (Combat / Teams)
Teams will send in three of their members for this event. Each team member of all teams will send four arrows to the target. Ten points will be awarded for a bulls-eye, seven for the next ring, five for the next ring, Three for the next ring, and a single for the outer ring. The top three scoring arrows will be recorded. Each member's score will be total toward the team scores. Archery warm-up will be allowed ahead of the Participants Parade on the opening day of the tournament. OOG – this will take place using the on-site archery targets and actual bows and arrows.
Archery Aces (Combat / Individuals)
Individuals will participate in this event. Each individual will send four arrows to the target. Ten points will be awarded for a bulls-eye, seven for the next ring, five for the next ring, Three for the next ring, and a single for the outer ring. The top three scoring arrows will be recorded. Archery warm-up will be allowed ahead of the Participants Parade on the opening day of the tournament. OOG – this will take place using the on-site archery targets and actual bows and arrows.
Spells for Sport (Combat / Both)
Participants will submit to the judges their list of “memorized” spells before the event begins. No memorization takes place of this list as no actual magic is used during this competition. Names will be drawn at random for the first round of combat. Combat is single elimination. No ninth level spells, nor alchemy, are allowed. Participants will throw their “spells” at one another until one or the other participant would be incapacitated.
Participants will throw false energy at one another. This false magical energy will be represented by small packets of cloth filled with bird seed. Participants are expected to react as if they were hit by the actual spell cast at them. Since real magic is not being used, if the effect of protectives are desired, participants will have to put up “memorized” protectives once they enter the arena. The judges will supply each participant with a uniform set of seed packets.
Relay Race (Game / Teams)
Teams will compete in a race of both wits and stamina. Race batons will be at distanced locations veiled behind clues. Tournament judges will be at each of the locations waiting for teams to arrive. All clues will be given at the start of the race. Teams may wish to send their team members in all directions at once or may wish to proceed as a group or partial group to each location in the event the location clue was misinterpreted. The race will run for a set period of time and will only be extended if no teams have returned at the end of that time. The teams returning with the most batons at the end of the race time will be ranked accordingly. The teams who returned prior to others with the same number of batons will place higher.
Amazing Adventures (Game / Teams)
An adventurer's course will be set up on the Field of Glory. Teams will be sequestered during this competition until they have run through the course. The course is a timed event. The course will be scored in one of two ways. Ideally, teams would be ranked in order of the least time taken to complete the course. If no teams complete the course or if too few teams complete it to get a full ranking of places, the team completing the most elements of the course will score the higher placement. Skills and spells used during this event of the competition are real, the damage is real. Healers will be on hand to ensure no participants resurrect from their injuries. If a judge is called to aid one of the participants during this event, the group will halted at that point and will not be allowed to proceed further.
Lucky Legerdemainer (Games / Individual)
The goal is to retrieve the hidden prize from within a locked structure in the least amount of time. The building is general trapped and has obstacles. The top three participants will be rewarded.
Wrestling
(Entertainment / Both)
The goal of this event is to entertain tournament goers. Wrestlers will have three minutes to work toward pinning one another. A tournament judge will keep track of the number of pins for each participant. The bout will continue through to the end of the timer. The judge will call the pin when a participant has had both shoulders pinned to the ground for a full three count.
Individuals may meet ahead of this event to coordinate their bout and put their names in together or may allow the judges to match them up randomly at the beginning of the event.
Teams partaking in this event will have two team members participate. Teams may connect with one other and sign-up together or may be matched up randomly at the beginning of the event.
Bardic Competition (Entertainment / Both)
This event will be held immediately following dinner on the first night of the tournament. Those requiring daylight may be allowed special dispensation to proceed first upon request. Participants may do any manner of entertaining including but not limited to: song, dance, comedy, a skit, a poem, play an instrument, and others. As this is a bardic competition, the emphasis will be on making the presentation bring forward emotions and making it memorable. Other elements that will increase the score of the participant is if the presented material has a story as part of it or a story behind it. Another element that will increase the score is if the presented material teaches something.
Teams entering this event need to have two of their members partake in the event. If they chose to present individually, their scores will be averaged together.
Scavenger Hunt (Game / Teams)
An two hours is allotted to this hunt. The list is not straightforward and each item is open to a broad range of interpretations. Submissions must be received by the end of the hour. Each element of the team submission is judged based on how easily the item can be matched to the request on the list.
Riddle Ruler (Game / Individuals)
Individuals may compete for the tournament title of Riddle Ruler. If a participant cannot read or write they need to arrange in advance to have a tournament official assist them. The first half of the tournament will be done by having participants answer as many written riddles as they are able in a short allotted time. A timer will be set and only the registered submissions received when the time runs out will be considered. The four submissions with the most correct answers will proceed to the elimination round. The second half of the tournament is the elimination round. Participants will be asked to answer a riddle. The riddle may be repeated just once more. After that a one minute timer is started. The participant must provide the correct answer to the riddle within that minute. Two missed riddles will eliminate the participant but only if there is still a remaining participant who has successfully answered their riddle.
Closing Ceremonies
Naming the Tournament Team Champions
Naming the Tournament Individual Champion
Summation
In conclusion, the tournament is a lot of fun for both participants and observers. It’s also a great way to make a name for yourself and a bit of coin as well.
Don’t wait until the last minute to organize your team; start early and practice and you’re sure to be the winning team one year.
The Acarthian Ducal Tournament
History
When Duchess Ilianna decided to resume the tournaments in 414, the idea was not only to encourage friendly competition with noble and commoner, but also to just have a bit of fun and make some money in the process. The tournaments always draw crowds and help the economy.
Before the War of a Thousand Skirmishes, there were two tournaments: one for nobles and one for commoners. Duchess Ilianna said she preferred that the nobles participate with and against commoners in a show of solidarity and unity. There are still two tournaments, but both nobles and commoners may participate in both. The more formal of the two tournaments is held on even numbered years. The less formal tournament and faire is held on the odd numbered years.
The date of these competitions usually falls around the date that commemorates the victory over Dargok and the passing of the late Duke, His Grace Sir Jonathan Tiberion. This happens in either late August or early September.
Overview
The more formal tournament (even numbered years) allows only for team competition. The less formal tournament and faire (odd numbered years) allows for both teams and individual participants.
Teams are a minimum of four participants and a maximum of six. A team member does not have to be a citizen of Acarthia to be on a team. Foreign visitors are encouraged to participate.
FORMAL TOURNAMENT (Even Numbered Years)
The teams are awarded points, and each point is worth 2 silver pieces. Thus, if a team scored 25 points, they would receive fifty (50) silver pieces. In addition, the winning team may also receive extra prizes such as magic items, scrolls, or other rewards.
The tournament is broken down into seven separate events. Each event is worth five (5) points to the winning team, four (4) to the team in second place, three (3) for the team in third place, two (2) for fourth place, and one (1) for fifth place. It is possible for a team to receive no points even if there are less than five teams competing. A team who puts no effort, or only a half-hearted effort, into a competition doesn’t really deserve a point simply because they attended.
This point system was devised to balance out the teams as much as possible: a team that is excellent in one or two events but terrible in the others will not do as well as a team which is well rounded in all of the events. In fact, some tournaments in the past have been won by teams which never won any of the individual events, but placed well in each.
The whole purpose of the tournament, aside from entertainment, is to stress and teach teamwork and cooperation, for a group that works together will accomplish much more than a group that is dominated by a single hero. Make sure your team has a good balance.
Your team must devise a Team Name to be used to identify you during the tournament. The noble teams are of course identified by their respective Baronies, but the commoner teams are encouraged to come up with a unique name. Please keep in mind that silly team names or those that disparage nobles or prominent individuals will be taken in a poor light by the Tournament judge and the team may be disqualified.
Let us now discuss the rules for each event and some strategies for doing well.
Events
Colors
The Tournament begins on Saturday morning with a festive opening ceremony in which each of the teams presents themselves to the Duchess. You will begin at one end of the field and when your team’s name is called, you will march to Her Grace and present yourselves.
Teams are judged on their overall presentation with a specific eye towards matching finery, banners, shields, and other decorations. Attitude and bearing can play a key role in the decision-making process. It is considered impolite to turn your back on Her Grace when you are close to her during your exit from the presentation area. March in sequence if you are marching; make your presentation, and then remember the competition isn’t over until the decision is made. When you turn around and head back to your starting position, stand proudly don’t lay on the grass waiting for Her Grace to make a decision. As she examines the teams trying to finalize the decision, you want her to see you as sharp and poised as when you began.
Teams are allowed to hire extra people (such as drummers or dancers) to help with the presentation; however, it is more important to parade in splendor than to try to overwhelm with numbers. A small group with matching tabards carrying a nice banner is more impressive than a large unmatching unkempt horde.
When you appear before Her Grace, the team should kneel (obviously), and the leader should rise and introduce the members of the team. Don’t wait for her grace to acknowledge your kneel before rising; she is aware of the procedure for Colors. Upon being introduced, each member can then rise. The idea that each member rises upon his or her introduction is a suggestion. You may think of something more creative if you like. If the team is an established one, the leader may want to explain the team’s purpose or perhaps list its accomplishments. Pomp and circumstance are not only acceptable in this case but it is expected.
Don’t forget to speak up! You want not only Her Grace to hear you, but all onlookers. If your team leader does not have the proper voice for this, perhaps you should hire a herald specifically for this important function.
Some teams like to give a present to Her Grace at this point, but it is not required, and of course, it is better to have no present at all, than an awkward one. The important thing to remember is to maintain respect towards Her Grace and the collected judges during this event and throughout the entirety of the tournament as well.
Combat
For this competition, each team sends three representatives to the field to compete against another team of three. The combats are arranged so that every team will compete against every other team. Afterwards, the team that has won the most competitions will be judged the winner and so on.
Extra battles are often required for tie breakers, but this just adds to the excitement of the competition.
You are allowed to change your participants between battles if you so choose.
Competitors’ weapons are padded and will do no real damage. You will attempt to hit your opponents three times to eliminate them. (OOG: You will swing “padded” and will be eliminated when you receive blows worth 30 points. This is so that it isn’t entirely about out-of-game skill and allows for proficiencies and back stabs.)
Competitors may have no protective spells active and cannot cast any during the competition.
Magic items and weapons are not allowed, nor are ritual effects, whether spellcrafted or not.
The key to winning this battle is through teamwork. This is not a battle of individual heroes; it is a test of how well your fighters can attack while still protecting each other.
The Hero’s Battle
This battle uses the same rules for the Combat competition, except in this fight, each team sends but one fighter to the list. Every team’s fighter will meet every other team’s fighter to narrow down the competition, and tie breakers may be needed. The same person must participate in all rounds of this competition. In the case of a grievous injury, a replacement from the team may enter.
Archery
The archery competition is for one team member only. Each team’s archer is allowed three arrows per match. There are three matches, each from a progressively longer distance.
The archers must aim for a standard archery target, with points allocated accordingly; usually 10 points for a bullseye, 7 for the next ring, 5 for the next ring, 3 for the next ring, and 1 for the outer ring. The bow and arrows are provided by Her Grace so that no one is given an advantage. If there is a tie in any place, the competition will continue until the tie is broken.
Being trained in the skill of archery is very helpful for this competition.
The Spellcaster’s Battle
In this competition, each team will send one spellcaster onto the field to meet the other spellcasters from each of the other teams. The spellcaster who last remains alive/mobile/awake/conscious at the end of the competition is the winner.
Once you are incapacitated to the point where you cannot cast any more spells (by being Prisoned, for instance), you are eliminated, even if another participant releases you.
If you are bleeding out from damage, you are automatically eliminated, even if another caster heals you.
Competitors who are bleeding out will be healed by the judges and referees and removed from the field of battle. This is not a battle to the death. No 9th level spells are allowed and (obviously) no necromantic spells. Magic items and scrolls are not allowed to be used, but the spellcaster may begin the competition with as many defensive spells and protectives as possible, even if cast by others. However, once the competition begins, no one is allowed to interfere or assist in any way.
If a tie happens to occur, then either Her Grace will score it as a tie or allow two other members of those teams to replace their casters.
Citizens placing themselves in golems or those with unusual powers and abilities, curses, or similar magics will not be allowed to participate. If you are unsure of your status, please bring it to the attention of Her Grace and the appropriate judges.
The Race
This is a relay race in which four members run a specific route and hand off their team’s baton. The route is not very long, so it is definitely a race of speed and not stamina. This is very exciting for the townsfolk who usually bet heavily on this competition.
Entertainment
The entertainment competition is usually held after the feast on Saturday night. Each team has approximately five minutes to tell a story, act out a play, dance, sing, juggle, tell jokes, or otherwise entertain the crowd.
It is allowable to use outside help such as musicians, but if too much of your entry is based upon the work of non-team members, it will count against you even if the performance was excellent.
Always remember that Her Grace is your ultimate audience here. Doing a skit that insults the nobility might go over well with the crowd, but not with the one who will decide how many points you receive.
Riddles
The Riddles event usually follows Entertainment straightaway and the rules are simple. Be the last team standing by answering the riddles correctly. This event begins by asking the riddle, and waiting roughly a minute, at which time the event coordinator will state, “I need an answer.” It is recommended that your team pick one person to be the one who gives the answers (only to prevent confusion). Failure to provide an immediate answer at this time will cost you an incorrect submission. Each team is allowed two incorrect answers. The third gets you eliminated. When an incorrect answer is given, the next team will attempt to answer it and so on until it is answered, or until no teams answer and it comes back to the original team who couldn’t answer it when first given. At this time, all teams will receive an incorrect response, and this team will be given the next riddle to answer and so on. The order of teams to give an answer will be purposefully varied so your team needs to be ready to answer any of the riddles at any time.
The Hunt
The Hunt is basically a scavenger hunt with a twist. Before you can find some of the objects, first you have to figure out what the objects are.
Each team is given a list of approximately 30 items to find and return. The list is usually handed out immediately after the Colors Competition and teams have until the last day to locate as many of the items as they can.
The team that produces the item first gets five (5) points, the second gets four (4), the third gets three (3), the fourth gets two (2), and the fifth gets one (1). Therefore, it is to the team’s advantage to find as many items as possible even if someone has beat them to it.
Sometimes the items will be hidden in a specific place, and there will be more than one of the item at that place so that every team that finds it can have one. It is against the rules of the tournament to take all of the items that are hidden there in order to prevent the other teams from recovering them. The people who run the tournament for Her Grace will periodically check to make sure that if the items are not there and not turned in, that they strike that item from the overall hunt list tally and no one will receive that item’s points.
These rules apply to non-participants as well. Many times people not on teams will try to find the items to sell to the teams or give to the teams they are supporting. This is allowed, but these people must also abide by the rules. If items are missing, it does not matter who took them.
Teams are allowed to use others who are not on the team to search for these items, but only team members may produce points for credit.
Each team member is allowed to submit on each item only once. In other words, each team is allowed 6 “guesses” per item. If you turn in an item thinking it is one of the puzzles of the Hunt and it is not, you are no longer allowed to submit another item for that particular entry.
Items on the list are divided into three categories:
Random items
These may or may not be out there. Some will be planted but most are just waiting to be discovered and the trick is for your team to run and find it first and then return it before another team does. For instance, past hunt items in this category included a four leaf clover, an hourglass, the word “Goblin,” in the Acarthian Times, an apple, a joker from a deck of cards, and a silver dagger.
Puzzled items
In order to find this object, you must first figure out the puzzle. Puzzled items are usually planted and are prefaced with the word “THE”, indicating that it is a specific item you are looking for (as opposed to a Random Item which is identified with the word “A”).
Imagination in coming up with an alternative is not part of the puzzle. For instance, if there is a hunt item called “The Light Rock” then they are looking for a specific item that solves the puzzle, and not merely a rock that you have tried to cast a light spell onto.
Expect word searches, anagrams, paid actors from Three Spires with clues, and strange objects, words, or letters strung up around trees nearby. If you see something strange in the woods, it is most likely attached to the hunt list in some way.
Superlative items
These are judged at the very end of the Hunt competition at the very end of the tournament. Each team produces something for each item and their submissions are compared. The team with the best (or most, or worst) gets first place for that item.
Part of the fun of the superlatives is seeing who can come up with the most creative answers. You never
know what will happen or what will be submitted. The bottom line of the superlatives is to use your imagination and be creative; especially if you have no idea what it is you are supposed to be turning in.
TOURNAMENT AND FAIRE (Odd Numbered Years)
Overview
Attendees will notice a difference in the types of competitions, the rules, additional competitions, and the inclusion of arts. Her Grace would like to encourage vendors to make arrangements with her Seneschal if they would like to set up a booth to offer food or games in exchange for coin.
For the odd numbered Tournament and Faire, teams must compete in at least four events including one of each category. Individuals not part of a team may compete in no more than four events and the four must include one of each of the categories. The restriction on the number of events is to encourage individuals to band together just as Her Grace feels must happen within the Duchy and the Kingdom to ensure mutual protection and prosperity for all. There are team events and there are individual events. The competitors must be exclusive to one or the other. Events are listed as restricted to teams, individuals or open to both.
Her Grace's Tournament and Faire has three areas of competition. Combat, Games, and Entertainment. Registration for all events opens two weeks before the tournament and ends at 10pm the night before the tournament.
Opening Ceremony – Participants Parade
On the opening morning of the tournament, Her Grace will await participants in the Field of Glory. Her Graces' Parade Marshall will lead participants through the town and to the Field. The position of Parade Marshall is open each year. Those interested should see her Grace at least two months prior to the event. It is expected that all participating in the competitions will join the Participants Parade. Team members should march as a group. Those who have contributed arts and crafts should also join the Parade.
Once at the Field of Glory, the Parade Marshall will lead the participants past Her Grace. Individuals and/or Teams may offer a few moments of performance (no more than one minute) if desired. This is not mandatory - please see opening performance rules herein. Teams should be identifiable by color and/or banner and should have a team name as per the formal tournament. Those wishing to announce their team name during their few moments of performance should remember to speak loudly and clearly. Remember to maintain respect towards Her Grace and the collected judges during this event and throughout the entirety of the tournament as well.
Opening Performance (Entertainment / Both)
Parade participants may offer a few moments of entertainment as they pass Her Grace (no more than one minute). This competition is optional and does not contribute nor diminish from the competition counts for individuals and teams. Her Grace typically awards coin or other favor items to those who impress her during this introductory event.
Arts and Crafts (Entertainment / Individuals)
The Arts and Crafts pavilion will open at sunrise the opening day of the tournament. Participants may set their submissions at that time or may bring them along during the Participants Parade and place them into the pavilion at the end of the opening ceremonies.
Professional Category: These items have been created by individuals who are considered professionals in their craft. Out of game this is for those characters who have a craftsman skill and wish to purchase an item appropriate to the level of given craftsman skill. For instance, Janine's character Jasmine has ten levels of knitting and makes coin at each logistics for her skill. If desired, Janine may purchase a knitted item and present it as Jasmine's creation. Be mindful that the entry needs to match the purchased skill level or it will be disqualified. Contact one of the plot team members for assistance at least two weeks in advance of the tournament weekend if you are unsure of your entry.
Amateur Category: These items have been created by individuals who do not make a regular income from their creation/s. All crafts must have been made by the hands of the character entering it in the competition. Out of game this is for those players who wish to enter an item of their own making.
Arts and Crafts are judged on workmanship and originality. Place awards are given to First, Second, Third, and Best of Show in each of the two categories.
Weapon Events
A few notes first. All weapons will be padded so that even if real intent is used, no damage will be dealt. All weapons will be inspected for appropriate padding before participating in the tournament OOG - regular weapon calls may be used. No magical protections may be used. The participant successfully delivering 30 dagger blows of non-damage will win the bout. Conversely, for team events, participants taking 30 dagger blows of damage will immediately cease all actions. Competitors may have no protectives active and cannot cast any during the competition. Magic items or effects from magic items, nor alchemies, are not allowed, nor are ritual effects, whether spellcrafted or not.
Company Combat (Combat / Teams)
Three members of a team will take the field with three other members of another team. Each team will fight one another. The goal is to be the last team/member standing in the least amount of time. Times will be ranked for the single elimination portion of the tournament. The full battle field will be utilized for this event.
Lone Legend (Combat / Individuals)
For this event, Her Grace has drawn on her upbringing in Tasis. A traditional fighting circle will be used. Participants will set their weapons about one and a half man-lengths apart in the center of the circle (about 10 feet). Participants will move to the outside edge of the circle and wait for the competition judge to sound the whistle. Participants must retrieve their weapon/s from the center of the circle. At no time during the competition may one combatant take possession of the other combatant's weapon/s. If a participant steps from the circle, they will forfeit the bout. This event will be random draw / direct elimination.
Archery Allies (Combat / Teams)
Teams will send in three of their members for this event. Each team member of all teams will send four arrows to the target. Ten points will be awarded for a bulls-eye, seven for the next ring, five for the next ring, Three for the next ring, and a single for the outer ring. The top three scoring arrows will be recorded. Each member's score will be total toward the team scores. Archery warm-up will be allowed ahead of the Participants Parade on the opening day of the tournament. OOG – this will take place using the on-site archery targets and actual bows and arrows.
Archery Aces (Combat / Individuals)
Individuals will participate in this event. Each individual will send four arrows to the target. Ten points will be awarded for a bulls-eye, seven for the next ring, five for the next ring, Three for the next ring, and a single for the outer ring. The top three scoring arrows will be recorded. Archery warm-up will be allowed ahead of the Participants Parade on the opening day of the tournament. OOG – this will take place using the on-site archery targets and actual bows and arrows.
Spells for Sport (Combat / Both)
Participants will submit to the judges their list of “memorized” spells before the event begins. No memorization takes place of this list as no actual magic is used during this competition. Names will be drawn at random for the first round of combat. Combat is single elimination. No ninth level spells, nor alchemy, are allowed. Participants will throw their “spells” at one another until one or the other participant would be incapacitated.
Participants will throw false energy at one another. This false magical energy will be represented by small packets of cloth filled with bird seed. Participants are expected to react as if they were hit by the actual spell cast at them. Since real magic is not being used, if the effect of protectives are desired, participants will have to put up “memorized” protectives once they enter the arena. The judges will supply each participant with a uniform set of seed packets.
Relay Race (Game / Teams)
Teams will compete in a race of both wits and stamina. Race batons will be at distanced locations veiled behind clues. Tournament judges will be at each of the locations waiting for teams to arrive. All clues will be given at the start of the race. Teams may wish to send their team members in all directions at once or may wish to proceed as a group or partial group to each location in the event the location clue was misinterpreted. The race will run for a set period of time and will only be extended if no teams have returned at the end of that time. The teams returning with the most batons at the end of the race time will be ranked accordingly. The teams who returned prior to others with the same number of batons will place higher.
Amazing Adventures (Game / Teams)
An adventurer's course will be set up on the Field of Glory. Teams will be sequestered during this competition until they have run through the course. The course is a timed event. The course will be scored in one of two ways. Ideally, teams would be ranked in order of the least time taken to complete the course. If no teams complete the course or if too few teams complete it to get a full ranking of places, the team completing the most elements of the course will score the higher placement. Skills and spells used during this event of the competition are real, the damage is real. Healers will be on hand to ensure no participants resurrect from their injuries. If a judge is called to aid one of the participants during this event, the group will halted at that point and will not be allowed to proceed further.
Lucky Legerdemainer (Games / Individual)
The goal is to retrieve the hidden prize from within a locked structure in the least amount of time. The building is general trapped and has obstacles. The top three participants will be rewarded.
Wrestling
(Entertainment / Both)
The goal of this event is to entertain tournament goers. Wrestlers will have three minutes to work toward pinning one another. A tournament judge will keep track of the number of pins for each participant. The bout will continue through to the end of the timer. The judge will call the pin when a participant has had both shoulders pinned to the ground for a full three count.
Individuals may meet ahead of this event to coordinate their bout and put their names in together or may allow the judges to match them up randomly at the beginning of the event.
Teams partaking in this event will have two team members participate. Teams may connect with one other and sign-up together or may be matched up randomly at the beginning of the event.
Bardic Competition (Entertainment / Both)
This event will be held immediately following dinner on the first night of the tournament. Those requiring daylight may be allowed special dispensation to proceed first upon request. Participants may do any manner of entertaining including but not limited to: song, dance, comedy, a skit, a poem, play an instrument, and others. As this is a bardic competition, the emphasis will be on making the presentation bring forward emotions and making it memorable. Other elements that will increase the score of the participant is if the presented material has a story as part of it or a story behind it. Another element that will increase the score is if the presented material teaches something.
Teams entering this event need to have two of their members partake in the event. If they chose to present individually, their scores will be averaged together.
Scavenger Hunt (Game / Teams)
An two hours is allotted to this hunt. The list is not straightforward and each item is open to a broad range of interpretations. Submissions must be received by the end of the hour. Each element of the team submission is judged based on how easily the item can be matched to the request on the list.
Riddle Ruler (Game / Individuals)
Individuals may compete for the tournament title of Riddle Ruler. If a participant cannot read or write they need to arrange in advance to have a tournament official assist them. The first half of the tournament will be done by having participants answer as many written riddles as they are able in a short allotted time. A timer will be set and only the registered submissions received when the time runs out will be considered. The four submissions with the most correct answers will proceed to the elimination round. The second half of the tournament is the elimination round. Participants will be asked to answer a riddle. The riddle may be repeated just once more. After that a one minute timer is started. The participant must provide the correct answer to the riddle within that minute. Two missed riddles will eliminate the participant but only if there is still a remaining participant who has successfully answered their riddle.
Closing Ceremonies
Naming the Tournament Team Champions
Naming the Tournament Individual Champion
Summation
In conclusion, the tournament is a lot of fun for both participants and observers. It’s also a great way to make a name for yourself and a bit of coin as well.
Don’t wait until the last minute to organize your team; start early and practice and you’re sure to be the winning team one year.