Olokand: The Royal Chelebin Tournament Of Chivalry

Bill Gant
24 April, 1995

Table Of Contents

Introduction

Kaldor's greatest tourney since 662 TR takes place every year in the North Common of Olokand, during the second tenday of Larane (5th month of the year, in midsummer). The Royal Chelebin Tournament of Chivalry is a regional affair with over 300 knights competing.

Invitations are sent by messengers to all vassals of the King about two tendays prior to the event. This is merely a formality, since the tournament is famous throughout Kaldor.

Entry to the tournament costs the participants silver according to their rank:

	Earls:		   20 shillings (240d, or £1)
	Barons:		   10s
	Landed knights:	   4s
	Landless knights:  2s
Commoners may participate in general events for free, except for the Archery Contest, where a nominal fee of 1d is charged. The fees are collected by two clerks of the Exchequer, assisted by two knights from the Royal High Guard.

Required to be present at the tournament are the following: the King of Kaldor (the Host); heralds (official announcers for the events); and Marshals of the List (heralds chosen to act as judges, arbiters and overseers of the events).

The main events at the tournament (open only to gentlefolk) are the Joust and the Grand Melee. Knights normally expect to participate in both events. Other events are the Archery Contest, wrestling, log-hurling, the Quintain, and the Ring; all of these except the Ring are open to common folk.

Where Do The Knights Come From?

The following is the absolute maximum number of Kaldoric knights coming from all keeps and castles. Knights from manors have been grouped with their respective major settlement.

Click here for Picture

Knights from as far away as Chybisa often travel to the tourney to test their skill at arms. The usual number of participants ranges from 250 to 500 knights, although numbers have occasionally swelled to 1,000 in the past.

Not all knights present participate, of course. Most of the King's Royal High Guard are involved in organising security, for example.

Before The Tournament

Upon arrival at the tournament site, a knight must present himself to the Host (i.e. the King). Then he must present himself to the Chief Marshal of the List to sign up for the events. He pays his fee to the clerks of the Exchequer, then decides whether he will join the Grand Melee on the Host's team or on the visiting team. Following this, the knight may enter the rest of the social activity.

All participants are expected to provide their own horse, armour, blunted lances (at least three), a rebated sword and another chivalric weapon. Otherwise, they will not be permitted to enter the main events.

Before the competition begins the noble participants are inspected to make sure that they qualify. Also prior to the tourney, participants engage in activities aimed at obtaining a lady's support for the main events.

Banners of participants are hung from battlements and windows so that the viewers can check to see who is participating.

If necessary, a participant of the Joust or Grand Melee must prove beyond reasonable doubt that he is a knight. No commoner may ever participate in the main events.

Any knight who is any of the following is refused entrance to the tournament, and is turned away (or more likely attacked):

  1. Violators of the Church of Larani or Peoni.

  2. Hardened excommunicants.

  3. Slanderers of womankind, or men who have done ladies dishonour.

  4. Murderers of malice prepense.

  5. Men false to their oaths or sealed pledges.

  6. Fugitives guilty of cowardice on the field.

  7. Men who have been defeated in the duel on an issue of honour.

  8. Arsonists.

  9. Leaders of free companies.

  10. Pirates of the sea.

  11. Robber knights.

  12. Usurers and any other interest-charging moneylenders.

A Favour is a conspicuously-worn token given by a lady to a knight in a tournament. Knights seek a lady's favour to inspire them and guide them safely through a tourney's perils. The usual token is a scarf or sleeve, which is tied to the knight's upper arm or the tip of a lance. Favoured knights may receive a +5 EML bonus (+10 if there is true love) to any one skill for the duration of an event or until the favour is removed, whichever comes first. (If the knight acted in an unchaste manner, however, he will probably be spurned and suffer a -10 EML penalty for the duration!) The seeking of a lady's favour should be role-played.

Most knights stay in their pavilion tents, which are erected in the Ostler's Common, although some are fortunate enough to stay at the local inns (The Standing Bear and The Kald and Castle, but not The Amber Inn), and others are invited to stay in Caer Olokand (depending on their status). Knights sleep little the night before the events, praying to Larani, attending to their harness and equipment, and rolling their mail hauberks in barrels of sand to polish them.

The Commencements

At dawn on the 11th, a procession opens the proceedings from the Mesel Gate, with much fanfare. All participants of the main events ride forth unarmed and without their helmets, passing the cheering spectators on the way to the North Common. Each knight is accompanied by his squire, who carries his helmet and banner, and his attendants (varlets), who are on foot. The procession is led by the previous year's Grand Champion of the Melee and the Champion of the Joust, followed by (in order of title and wealth): Earl Dariune (Kiban), Earl Caldeth (Minarsis), Earl Curo (Gardiren), Earl Meleken if present (Qualdris), the sheriffs, barons, constables, lords of the manor, bailiffs and finally the knights-bachelor. This gives the viewers not only a chance to review them, but also the opportunity to name those who are found guilty of reproach.

The bare-headed participants, in their gleaming mail armour and bright-coloured surcoats, riding their powerful steeds, complete their procession by gathering before the King's balcony in the North Common to receive a sermon from the Serekela (Laranian Archbishop) of Kaldor.

Following the sermon (which mostly deals with the principle of the chivalric code), the participants swear to obey the rules of tournament, and shout a quick prayer to Larani for glory and honour, then ride off to prepare for the first event - the Joust.

The Joust

The Joust (also known as the Tilt) is a single-elimination contest where two mounted knights charge at one another, and attempt to unhorse each other with blunted lances. It is a chance to show off individual martial skill in single combat. It lasts for four days - with about 90 runs per day or more - from the 11th to the 14th of Larane.

The knights charge from opposite ends of a Jousting Run. Because they must gallop their horses, the Run tends to be quite lengthy (about 100 yards). On the final part of the Run, as the blindfolded horses thunder closer together, each knight (ideally) swings his lance to the left, aiming for the opponent's shield, the top of his helm, or his throat. If he strikes and unseats his opponent, he wins the contest.

If neither knight is eliminated in the first pass, they may try again, with fresh lances if the first ones have broken (jousting lances are designed to break easily). If a knight breaks three lances and the opponent remains seated, or if both knights are unhorsed, the matter is settled with chivalric weapons (usually maces) on foot. The winner is the first man to knock the other to the ground. This foot combat can be very dangerous, as the weapons used are not rebated.

A knight may withdraw from the contest by removing his helm. This signifies a wish to end the Joust. It is not considered cowardly if he does so because he is seriously injured.

A knight who defeats an opponent in the Joust remains in the competition, and goes on to meet another opponent. This continues until no more opponents are left, in which case he gains the title Champion of the Joust, and wins a prize (a brooch worth about 600d).

Requirements for this contest are: a horse; at least three jousting lances; a chivalric weapon for foot combat; a knight or kite shield and surcoat bearing the participant's coat of arms; and armour (preferably with a great helm; the usual -5 Special Penalty is negated in a joust). Many participants wear a metal collar to protect the neck. The lances must be inspected by the judges, to ensure that they are blunted and hollow (maximum WQ = 10).

A Joust is resolved in game terms by one knight Attacking and the other Counterstriking with the lance. Shields are not normally used to actively Block, but are instead held in position to give passive defence to the left Sh Ua El Fo Ha Tx Ab Hp (Knight Shields), or the left Sh Ua El Fo Ha Tx Ab Hp Th (Kite Shields). Note that the right side of the Thorax and Abdomen are not protected by the shield. The shield's AP is equal to its WQ.

The total of the knight's (Initiative Rating - Physical Penalty) + (Horse's Initiative Rating - Horse's Physical Penalty) + Riding SI + Lance SI is used to determine who Attacks and who Counterstrikes. The horse's Physical Penalty is equal to the mass (in pounds) of rider and equipment beyond its maximum load (220 lbs for a riding horse, 300 lbs for a war-horse), divided by half its Endurance (typically 8). Whoever has the highest total Initiative is the Attacker.

For example: Sir Ulrich, Chybisa's finest knight, is about to joust an opponent. His personal Initiative Rating is 102, and his current Physical Penalty is 20, including minor injuries. His steed's Initiative Rating is 43, and it is carrying nothing over its maximum load of 300 lbs, so its current Initiative is 43. Sir Ulrich's effective Initiative is therefore (82+43=) 125. His total Initiative is 125 plus 9 for his Riding Skill Index (his Riding ML is 97), and 10 for Lance SI (his Lance ML is 102), for a total of 144. (A typical knight would only rate between 110 and 125.) Sir Ulrich would be very hard-pressed to lose the initiative in a Joust.

At the moment the two jousters are about to clash, weapon skill rolls are made. However, the Jousting EML is dependent on riding skill as well as lancing skill. Therefore, the Attack and Counterstrike EMLs are equal to the average of Riding EML and Lance EML. (It is recommended that the average of Riding EML and weapon skill always be used for mounted combat.)

For example: Sir Ulrich has a Riding Mastery Level of 97, reduced by 10 (half his Physical Penalty), to give an Effective Mastery Level of 87. His Lance ML is 102, reduced by 20 (weapon skills suffer the full Physical Penalty), to give an EML of 82. The average of the two EMLs rounds off to 85, and this is his Jousting EML. He must roll 85 or less on 1d100 to successfully strike his opponent.

If a successful strike occurs, the lance must make a 3d6 Weapon Damage Check. In addition, the knight must make a 2d6 Fumble Roll if the lance breaks or if the opponent is unhorsed, 3d6 if otherwise - failure results in the lance being dropped.

(Optional): If a lance shatters, there is a small chance that the splinters may cause injury. Historically, more than one knight has been killed by a large splinter of wood from his opponent's lance entering his vision slit. To simulate this, if the Weapon Damage Check of the opponent's lance rolls 16, 17 or 18, a potentially lethal shard of wood flies at the knight's head. Roll on the Head Aiming Zone table to determine the location struck. The splinter will inflict 2d6 Point Impact (Note: Great helms do not protect the eyes from Point Impact).

If a strike is achieved, the chance of striking the left side of the opponent's body is 75% instead of 50%, because of the angle of attack. If the attacker sacrifices 5 points from Jousting EML, the chance to hit the left side becomes automatic. (If 10 points are put into attacking the right side instead, the chance to hit the right side increases from 25% to 75%.) However, there have been instances of riders charging to the right of their opponents, in which case the chance of striking the left or right side of the body is reversed.

(Optional): The attacker may make Called Shots by sacrificing points off his Jousting EML to increase the chance of striking a particular location, such as the neck. For each point sacrificed, the strike location roll is adjusted by one point so as to be closer to the intended location. The strike location roll is adjusted by exactly the points sacrificed; less than this value may only be applied if less is required to hit the desired location. When aiming specifically for the Sk Ey Fa Nk or Sh locations, a Head Aiming Zone penalty (-10 EML) must first be applied.

If a strike is achieved, the Strike Impact is generated. This equals the base Blunt Impact of the lance (between 3 and 5) plus a 1d6 (A*1), 2d6 (A*2), 3d6 (A*3), or 4d6 (A*4) roll, depending on the level of success obtained. Because the knight is charging, add an extra 1d6 Impact to the total. Note that if the lance strikes the shield and the Impact exceeds the shield's AP (which equals its WQ), reduce the shield's WQ by 1 and make a 2d6 Weapon Damage Check for it.

There are two minor modifications to the standard Melee Attack Table, as described below:

1. If the Attacker achieves CF and the Counterstriker attains MF, instead of an AF4 result, the two riders narrowly miss each other and accidentally collide with their knees - Blunt Impact to each knight's left knee is 1+2d6.

2. If both riders achieve CF, then instead of a BF3 result, the blindfolded horses crash into each other, with each horse suffering 6+2d6 Blunt Impact to a random location (use the Head Aiming Zone), and the riders probably being thrown (see Knockback, below).

Knockback can occur whenever the lance's total Impact to the upper body locations (Ab and above) exceeds the target's Effective Strength, or if the horses collide. Effective Strength is equal to the knight's Strength attribute, less his Endurance Index. Reduce the effective Strength by 1d6 if the target is struck on the head or neck (Sk Ey Fa Nk), or if his shield breaks. The effect of knockback is that the knight must make a Riding EML roll:

CS:    Rider makes a 3d6 Stumble roll or is       
       unhorsed.                                  
MS:    Rider makes a 4d6 Stumble roll or is       
       unhorsed.                                  
MF:    Rider makes a 5d6 Stumble roll or is       
       unhorsed.                                  
CF:    Rider is automatically unhorsed.           
The Stumble roll is adjusted by +2 in the rider's favour if he is in a war-saddle. An unhorsed knight suffers Blunt Impact to 1d3 random body locations: 5d6 Impact to the first location, (5d6)/2 to the second location, and (5d6)/4 to the third location (round fractions down). Armour provides only limited protection from a fall: every 6 points of Armour Protection will reduce the base Impact by one die (e.g. from 5d6 to 4d6). Total Impact can also be modified by a second roll against Riding EML (CS: -7; MS: -3; MF: +0; CF: +3).

Below is an assortment of specialised equipment that has been developed for the Joust: