Thousands of people crowd the stadium of King's Stronghold as King William VI of Aleros stands up and raises his glass. The crowds join him as the King speaks. "We gather here today in thanks for the bounty blessed upon the Kingdom of Aleros, and in gratitude to the gods for our peace, I hereby begin this tourney!" Then, a door opened below the King's pavilion and a hundred great knights rode out, each accompanied by their squires and raising their banner-laid lances to the people. The tournament is on!
- Of course, no profanity or vulgarity.
- You can have any weapon the average English or French knight would wield, but nothing that he wouldn't (like, no guns of any sort or non-European weapons).
- You can have up to four characters.
- If the Master of Ceremonies (me) says that you fell off your horse or somethin like that, THAT'S WHAT HAPPENED.
- No suicides or assassination attempts. These tourneys are mostly fought until one player submits.
- Have fun!
Make sure your character has the following format:
Name: Something more European-ish. Keep a surname too.
Gender: Most of you might be male, but there have been tales of females going to tournaments disguised as men!
Age: Don't be too old or too young. The minimal knightly age is 22.
Personality: Be descriptive.
Appearance: Be descriptive.
Weapons: You cannot have an extreme amount (and Silverfalcon, I want you to LISTEN to that).
Clothing: Both non-armour and armour clothing must be in here and in a descriptive form.
Squires: Give names and appearances/clothing. They will not participate in tourneys except to aid masters noncombatantly, although a squires-only joust is allowed. You can have up to 3 squires.
Horses: Give names and appearances. You can have up to 4 horses.
Background: Be descriptive enough.
In the joust, two knights go head-on on horseback with lances. The goal is to gain as many points as possible. Each knight has a total of seven lances. When one knight has used up all these lances (they break easily), they both will dismount and continue the fight on foot with infantry weapons, which will only end when one knight submits. If a knight is unhorsed, he may either submit or continue to fight the other knight, who will remain on horseback. Breaking your lance will not change anything, except that it usually means that you have hit a knight and have gained points for that, but not necessarily for breaking the lance. If a knight submits but still has gained more points than the other, he shall still win. Knights require a lance, sword, and shield for this contest.
- You gain 10 points for hitting a knight on the shield.
- You gain 20 points for hitting a knight on the body.
- You gain 30 poins for hitting a knight on the head.
- You lose 10 points for injuring another knight's horse.
- You gain 50 points for unhorsing a knight.
In the melee, all available knights start out on horseback and fight each other as if in a real battle. A knight may submit and be removed from the melee. If unhorsed, a knight will continue to fight on foot. The last knight standing is declared the winner. Knights are required a sword, dagger, and shield for this contest.
The Tri-Weapon Battle
In the Tri-Weapon battle, two knights start off on foot facing each other with an axe each. Each is permitted to try five blows at the other knight. Once both knights have used up five blows, a judge shall cry "Ho!" and the knights will drop their axes and take out sword, in which case they each try five blows, and after that the judge cries "Ho!" again and the knights take up daggers, and strike each other five times each, and the knight with the most points after this shall win. Knights require an axe, sword, dagger, and shield for this contest.
- 10 points for striking a knight on the shield.
- 15 points for striking a knight on the body.
- 20 points for striking a knight on the arm or leg.
- 30 points for striking a knight on the head.
The Polearm Battle
In the polearm battle, two knights face off on foot on either side of a dividing post, each carrying a halberd. They will battle each other until one submits. Strikes below the knee-length barrier are forbidden. If a knight submits but still has more points than the other, he still wins. Shields are forbidden, Knights require a halberd for this contest.
- 10 points for striking a knight on the body.
- 15 points for striking a knight on the arm.
- 15 points are lost for striking a knight below the thigh.
- 20 points for striking a knight on the head.
- 25 points for striking a knight between the legs.
The Swordsman Duel
In the swordsman duel, two knights battle on foot with a sword each, and fight without stopping until one submits. Points are not part of this contest. Knights require a sword for this contest.
The Squire's Joust
In the squire's joust, two squires with leather armour face off on horseback with the same jousting rules as the main joust, except that this is for squires only.
The Sword-and-Club Melee
In the sword-and-club melee, many knights face off on horseback in the same form as a melee, but with only a sword and a blunt bludgeoning weapon. When a knight is unhorsed, he may continue fighting on foot. A knight may submit and be removed from the melee. The winner is the last knight standing. Knights require a sword and a blunt bludgeoning weapon (mace, war hammer, club, ect.) for this contest.
The Archery Contest
In the archery contest, marksmen square off and see who can gain the most points in firing an arrow at a target. Contestants require any form of a bow for this contest.
- 10 points for hitting the outer circle.
- 20 points for hitting the middle circle.
- 30 points for hitting the inner circle.
- 50 points for bullseye.
- 100 points for splitting another archer's bullseye arrow.
Personality: Skilled warrior with a cocky attitude and a mysterious way of expecting an enemy's move.
Appearance: Is extremely tall (about 7"5). Has long dark-brown hair, long beard and a walrus mustache.
Weapons: 7-foot greatsword (NEVER uses it on horseback), quillon dagger, lances, war hammer, Danish greataxe, longbow, and a large upside-down triangle-shaped shield with the Vastran coat-of-arms: A silver greatsword flanked by two golden dragons on a red background and a silver outline.
Clothing: Wears red tunic, brown leggings and purple fur-lined cloak in peace, and in war wears war-hardened steel armour and crested helmet, as well as a purple cloak.
Squires: Henry Walson, a 19-year-old squire with grey hair and a goatee, and a yellow tunic, doublet, and leggings; Edward de Grenger, a 14-year-old newbie squire with a red buzz-cut and a green tunic, doublet, and leggings. Both squires are armed with a rondel dagger, but borrow weapons from the armoury for the squire's joust.
Horses: Zaldi, a large chestnut with a white star on the forehead; Loriaren, a large bay horse with a long scar on the left leg; Arryutsaraspan, a black horse riddled in scars and used most commonly by Charles; Omisledi, a chesnut mare (mother of Zaldi) who is a courser and not ridden by Charles outside of peace.
Background: Born into a tall family and given the family greatsword at his father's death. Charles was knighted by King William VI's father and served with him during a civil war which dragged on into William's reign. After the war, which was ended in William's fifth year of power, Charles was named Lord Marshal, the commander of the King's armies. Now, ten years later, Charles joins this year's tournament after winning each one for seven years in a row (he has a total of nine tournament champion victor's swords), having gained the political places of Lord Chancellor, High Steward, Royal Hand, Constable of King's Stronghold, and Warden of the South to accompany his place as Lord Marshal. He has two sons and a daughter (his wife died giving birth to the daughter): William, 24; John, 20; Eleanor, 16. He is in possession of the Castle Vastran, barely an hour away from King's Stronghold.