Plotnik
The notice had been posted throughout:
The Jousting Guild were copying their rules for distribution, and voting among themselves who would be Judge of the Match.
Squires were being hired by new riders. Coats of Arms and personal crests were being painted or sewn into liveries and shields.
The estates of the von Liechensteins was quite active, with Lady Anyamariee or Lord Plotnik rushing about the countryside, or stopping to answer letters upon travel desks that were always near. The most pressing detail was the amount of the entrance fee, and the size of the prize purse. And the security of the purse, due to the size.
-
Hear Ye.
The Right Honourable
Plotnik von Liechenstein
Earl of Chilham the Mallet of Dover
announces the
Earl's Joust
to commence
1 December 1459
until the feast of Saint Noël
on the grounds of
Chilham Castle
on the
River Stour
Details to follow. Please start assembling your 4-person teams
The Jousting Guild were copying their rules for distribution, and voting among themselves who would be Judge of the Match.
Squires were being hired by new riders. Coats of Arms and personal crests were being painted or sewn into liveries and shields.
The estates of the von Liechensteins was quite active, with Lady Anyamariee or Lord Plotnik rushing about the countryside, or stopping to answer letters upon travel desks that were always near. The most pressing detail was the amount of the entrance fee, and the size of the prize purse. And the security of the purse, due to the size.
Jewbeard wrote:
RULES OF THE JOUSE
1) Honor and Chivalry are most important. Cheaters will be disqualified - and thrown to the tender mercies of the Ymps.
2) All are welcome to prove themselves. Differences of opinion based on war, breeding, or simple feuds will be resolved in the lists, or not at all.
3) Individuals will joust for their own sakes, and they may announce any persons, places, or deities in whose honour they ride.
ROUNDS
- There will be several days of jousting (depending on how many riders there are). Every rider will ride 3 times the first day.
- After the first day, the riders with the best records of Win-Loss-Draw will advance to the next day. (The goal is to cut the field neatly in half for each new round. We'll do our best to keep it even).
- We will try to pair jousters against competitors with similar abilities [Str/Int stats]. In later rounds, this may not be possible. All riders acknowledge that the tournament organizers make a good-faith effort to keep the tournament fair, staking the organizers' own personal honour on it.
- In case there is not an even number of competitors, the organizers will ask for "guest" riders, not eligible to win the tourney. These will be well-matched, and suited to provide drama to the tournament. [They will also be given identical stats to the competing jousters.]
Terms/Definitions/Other
Each faceoff between a pair of jousters is called a "Lance." They make 3 passes at each other, called "tilts".
Points
The goal is to strike your opponent as precisely as possible, and to gain points by it. Those who are more cunning [higher Intel] are more likely to gain points.
Points Chart:
This is not a sport to be entered lightly. Many are injured - some are killed! Depending on your strength, you may seriously injure your opponent, or even blast him clean off his horse! (Unhorsing your opponent in this manner will result in a bonus point for you).
Remember - you are not immortal! There is a limit to how much damage you can take. [OOC: If you take 9 or more damage during one joust, you are considered INJURED, and should RP as such. You are not required to miss your next Lance, but you can if you think that matches your character's ability to get beat up.]
Damage Chart:
Note that you can be unhorsed by either an expert strike, or a crushing blow of damage.
RULES OF THE JOUSE
1) Honor and Chivalry are most important. Cheaters will be disqualified - and thrown to the tender mercies of the Ymps.
2) All are welcome to prove themselves. Differences of opinion based on war, breeding, or simple feuds will be resolved in the lists, or not at all.
3) Individuals will joust for their own sakes, and they may announce any persons, places, or deities in whose honour they ride.
ROUNDS
- There will be several days of jousting (depending on how many riders there are). Every rider will ride 3 times the first day.
- After the first day, the riders with the best records of Win-Loss-Draw will advance to the next day. (The goal is to cut the field neatly in half for each new round. We'll do our best to keep it even).
- We will try to pair jousters against competitors with similar abilities [Str/Int stats]. In later rounds, this may not be possible. All riders acknowledge that the tournament organizers make a good-faith effort to keep the tournament fair, staking the organizers' own personal honour on it.
- In case there is not an even number of competitors, the organizers will ask for "guest" riders, not eligible to win the tourney. These will be well-matched, and suited to provide drama to the tournament. [They will also be given identical stats to the competing jousters.]
Terms/Definitions/Other
Each faceoff between a pair of jousters is called a "Lance." They make 3 passes at each other, called "tilts".
Points
The goal is to strike your opponent as precisely as possible, and to gain points by it. Those who are more cunning [higher Intel] are more likely to gain points.
Points Chart:
- Miss = 0 pts.
Shield hit = 1 pt.
Body blow = 2 pt.
Helm strike = 3 pts.
"Expert Strike" Unhorses Opponent = 4 pts.
This is not a sport to be entered lightly. Many are injured - some are killed! Depending on your strength, you may seriously injure your opponent, or even blast him clean off his horse! (Unhorsing your opponent in this manner will result in a bonus point for you).
Remember - you are not immortal! There is a limit to how much damage you can take. [OOC: If you take 9 or more damage during one joust, you are considered INJURED, and should RP as such. You are not required to miss your next Lance, but you can if you think that matches your character's ability to get beat up.]
Damage Chart:
- Brush: 0 dmg.
Glance: 1 dmg.
Firm strike: 2 dmg.
Bruising hit: 3 dmg.
Crushing blow!: 4 damage, Unhorse opponent, +1 point.
Note that you can be unhorsed by either an expert strike, or a crushing blow of damage.
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