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By Bill Gant

INTRODUCTION
Kaldors 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.
ATHELREN (Sheriff of Vemion) 31
BASETA 30
BIDOW (Sheriff of Neph) 31
ESENOR (Baron Tesla) 47
FISEN 18
GARDIREN (Earl Curo) 50
GETHA (Baron Indama) 24
HERU 36
HUTOP (Sheriff of Osel) 54
JEDES 30
KIBAN (Earl Dariune) 67
KOBING (Baron Firith) 37
KOLORN (Baron Bastune) 47
KYG 31
MINARSIS (Earl Caldeth) 89
NENDA (Baron Hirnen) 25
NUBETH (Baron Elorieth) 43
OLOKAND (Sheriff of Meselyne) 96
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PENDETH 28
QUALDRIS (Earl Meleken) 73
QUERINA (Sheriff of Semeth) 82
SETREW (Baron Ethasiel) 50
SHEBRA (Sheriff of Balim) 66
SIRENDEL (Sheriff of Thel) 94
TASHAL (King Miginath) 6
TERNUA (Baron Verdreth) 48
TONOT 29
ULDIEN (Baron Ubael) 23
YEGED (Baron Londel) 27
ZOBEN 26
ABRIEL (Church of Larani) 19
BRYND (Church of Larani) 32
CALEME (Church of Larani) 24
CHOLAS (Church of Larani) 24
LEDYNE (Church of Larani) 28
THE ROYAL HIGH GUARD 40
TOTAL: 1,505 |
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 Kings
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
Hosts 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 ladys 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 ladys favour to inspire them and guide
them safely through a tourneys perils. The usual token is a scarf
or sleeve, which is tied to the knights upper arm or the tip of
a lance.
Most knights stay in their pavilion tents, which are erected in the Ostlers
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 years 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 Kings 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 opponents 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 participants coat of arms; and armour (preferably with
a great helm). 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.
THE ARCHERY CONTEST
The Archery Contest is a popular event for both the nobility and the common
folk. It is not available on windy or rainy days, and is restricted to
the use of the longbow and target arrows. All participants must provide
their own bow and arrows, and commoners must pay 1d to the clerks of the
Exchequer. The contest is typically held on the morning of the 15th (one
day after the Jousts, and a day before the Grand Melee), and is officiated
by a pair of Marshals.
The contest involves shooting a target 3 times at 3 different ranges.
The target is a 2-foot diameter circle of coiled straw rope stitched together
and covered with thin leather bearing painted rings. The target is raised
and tilted by a wooden tripod, so that the centre - the Bullseye - is
about four feet above the ground. There are three concentric rings painted
on the target, known as the Outer Ring (the diameter of which equals that
of the target), the Inner Ring, and the Bullseye. An arrow that hits within
the Outer Ring scores 1 point; one that hits within the Inner Ring scores
3 points, and hitting the Bullseye scores 9 points. The archer with the
highest aggregate score at the end of all nine arrows is the winner of
a prize (a brooch valued at about 300d); ties must be broken by another
round of nine arrows.
The target is placed on the North Common first at 100 yards, then 50
yards, and finally at 20 yards. No more than 3 arrows may be used per
target for each of the three ranges. Because of the number of participants,
several targets (perhaps 20) are lined up on the Common (about 10 feet
apart).
THE GRAND MELEE
The
Grand Melee is the most important event of the tournament. It is held
on the 16th, from noon till dusk. It is essentially a mock battle between
the Hosts team and the visiting team, taking place on the vast North
Common. All participants must join one team or the other, with the division
being approximately equal. At the end of the day, one team will be declared
the winner, and one knight (from either team) will be declared the Grand
Champion of the Melee.
Each team officially has a Team Commander (typically the highest-ranking
knight), who declares his teams tactics and strategy after conferring
with the other earls and barons on his side. The Team Commander is also
responsible for deciding who should be named Grand Champion of the Melee.
The Melee takes place between Lists, which are roped refuges set up at
either end of the North Common, dotted about with further areas designated
for recuperation. The Lists also have containment areas to hold captured
knights.
The two teams assemble opposite each other, organised into units, and
await their Commanders signal. Once it is given, the Melee begins,
and the units begin to move and countermove to give themselves the best
advantage. The excitement heightens when massed units of cavalry clash
with each other, attacking with blunt whalebone broadswords. As the day
wears on, the fighting becomes more chaotic and indecisive as units are
broken and new ones formed, and the trickle of captured and wounded knights
coming off the field becomes a steady stream. The fighting continues until
the horns are blown at dusk.
Meanwhile, squires ride about with fresh horses and swords for their
knights, and to administer first aid or lead off prisoners captured by
their lords. Knots of reserve knights wait patiently for their opportunity,
sipping wine and critically observing the battle. Leaders hold conferences
to decide where their reserves should be sent.
Marshals of the Lists ride about the field in heraldic garb shouting
announcements and judgments, and separating combatants whose passions
overcome their chivalry. The Marshals decisions are final. Sometimes,
as the Melee rages and boils, the sight of the Marshals is the only evidence
that the Melee is only a mock battle.
There are several rules that must be adhered to during the Melee:
1. No participant may have more than three attendants wearing their
masters badge on the field.
2. An attendant might only assist the participant whose device he wears.
3. Only rebated broadswords are permitted on the field, unless the host
decrees that Arms of War are to be used, in which case any chivalric
weapon other than the lance may be used.
4. No striking un-helmeted opponents; bare-headed participants must
retire from the field.
5. No striking horses; injury to a mans steed warrants instant
dismissal from the tourney.
6. No striking or disobeying Marshals of the List; offenders can be
dismissed as cowards and be required to pay a severe fine (£20)
or be imprisoned for up to 1 year.
Although the combatants normally fight for honour or a lady, many take
part in the event to seize booty. Capturing knights for ransoming is not
uncommon and so the details for the disposal of prisoners and equipment
are worked out beforehand. The Team Commander always makes the final decisions.
Prisoners are taken off-field and placed in a team prison compound (a
fenced area) where they are guarded by a Marshal until the end of the
Melee. It is considered unchivalrous for a captured knight to escape from
the compound.
The trading of captured knights between the teams is very common. One
earl or wealthy baron is worth three knights, and barons and wealthy manorial
lords are worth two knights each.
Ransoms are lighter than those in war, but they are still taken quite
seriously. The ransom is usually one war-horse, perhaps with a riding
mount and a baggage mount or two, or the defeated partys favourite
weapon and armour, depending on the prisoners wealth. Sometimes,
the ransom is paid in equivalent silver, ranging from £2 (480d)
to £10 (2,400d).
At dusk, horns are blown, signalling the end of the Grand Melee (and
the tournament). Marshals loudly declare which team won the tourney (followed
by cheers of victory and wails of disapproval). The North Common is cleared
of debris and bodies. The Team Commanders, after conferring with the Unit
Commanders and Marshals, decide on who should be declared Grand Champion
of the Melee andawarded the prize (a fine brooch valued at about 1,200d).
Exchanges of prisoners are made (or ransoms demanded). Finally, the weary
knights crawl out of their reeking armour and head for the Great Feast,
to wind down and rest.
WRESTLING CONTEST
The Wrestling Contest is an unofficial event held by the common folk (the
nobility would never participatein such a barbaric sport). It is held
unannounced at any time and just about any place during the 11th to 16th
of Larane. There is no prize, except perhaps winnings from bets (betting
is common, usually courtesy of the Lia-Kavair). The rules are simple:
two bare-chested opponents must wrestle without weapons or armour in a
20-foot diameter ring. The first man to make the other prone or hurl him
out of the ring is declared the winner.
Although this event is nominally called wrestling, nearly
any kind of unarmed combat is acceptable within the confines of ring,
including kicks, punches, hair-pulling, scratching, biting and head-butting.
But for the presence of a ring (which may be simply drawn in the dirt
or an actual circle of rope), it would be hard to distinguish this event
from a common brawl. The only rules are that spectators must not assist
or inhibit the combatants, and attacking prone wrestlers is forbidden.
THE QUINTAIN
The Quintain is a target against which fighters can practice and improve
their techniques. The Quintain ismore a pastime than a contest, and there
is no prize. There are two types of Quintain, one for mounted knights,
and the other for commoners. People are often found practicing on the
Quintain on the North Common between the 11th and 15th Larane.

The Quintain for knights
For mounted warriors the Quintain consists of a wooden post with a revolving
arm on top. To the shorter end of the arm is affixed a knight or round
shield, and to the longer end is a heavy weight such as a sand bag. The
arm is designed to swing easily when the shield is struck. Usually, the
Quintain is dressed with a coat of mail and helmet, giving it a scarecrow-like
appearance. The object is to charge at the target and strike the shield
with a blunted lance and pass by quickly, avoiding the sand bag that will
swing rapidly in response. The rider must spur his horse into a canter.
If the rider is hit by the sand bag, he loses the contest. Should he be
unhorsed, the rider may sustain potentially fatal falling injuries.
The Quintain for common folk
For commoners the Quintain is designed to be attacked by a person running
at the shield with a blunted spear. This Quintain looks similar to that
used by knights, except the sand bag is lighter than the one for mounted
knights and the swing is just as fast. The footmans Quintain is
usually unadorned or crudely dressed in an old tunic and cap. Participants
in this pastime must provide their own weapon, which is usually a staff
that is held and used like a spear.
The attacker must run at the target full pelt with the blunt spear. If
the footman is hit by the sand bag, he loses the contest.
THE RING
Running at the Ring is more of a practice session than an actual contest.
It entails a mounted knight charging at a metal-and-leather ring hanging
from an upright structure resembling a miniature gallows, with the object
of carrying it off on his lance. This pastime is indulged in by knights
awaiting their turn at the Joust or whenever they find themselves sitting
idle. Knights are often seen Running at the Ring on the North Common between
the 11th and 15th.
LOG-HURLING
This quasi-official event is popular with the common folk, and it involves
hurling a large log as far as possible. Log-hurling offers no prize, although
the winner of the contest may proudly proclaim to be the strongest man
around (and perhaps win some money through betting). Log-hurling is performed
on the North Common, usually on the 15th.
The object of this contest is to throw a fairly heavy (about 15 lbs)
log as far as he can from a throwing line. Each thrower is allowed 3 tries.
The winner is the one who can hurl the log the farthest.
THE FEAST OF SAINT AMBRATHAS
A grand feast is held on the night of the 16th, and this continues through
into the morning of the 17th. There are two feasts: one within the castle
grounds for the gentle folk, and one within and around Mycepris Square
for the simple folk. The banquet begins late (9 pm), but continues unabated
through to about 8 am the next day (which is also a national holiday).
The food and ale are free and generally plentiful. Of the nobilitys
banquet, the winners of the Grand Melee are served the choicest portions
of food and fine wine.
The 17th of Larane is the single most important day for all Laranians.
Known as the Feast of Saint Ambrathas, it symbolises the legendary events
of the capture of Alamire and the foundation of the church. Later in the
morning and throughout the afternoon there are various religious activities,
including a special extended lay mass. No work is done on this day.
The Royal Chelebin Tournament of Chivalry is declared over on the night
of the 17th.
OTHER SPECIAL DAYS
Apart from the 17th of Larane, there are two other days of religious significance
that are officially
recognised: the 12th, which is a day of worship for Peonians (Lesser Sapeleh,
to celebrate Saint Imuythils Day), and the 15th, which is a holy
day for Laranians (Soratir). The tournament acknowledges the 15th as a
day of rest, so no combat events such as the Joust or Grand Melee are
scheduled for this day.
THE PEOPLE
During the month of Larane the population of Olokand swells enormously
from a mere 800 to often in excess of 3,000. Knights, squires, ladies,
guards, merchants, entertainers, priests and craftsmen converge on the
royal castle from all over Kaldor. The presence of thousands of rowdy
and free-spending spectators promotes considerable economic activity.
Needless to say, a great number of tents sprout up everywhere around Olokand.
Feeding this increased population can be a problem. The bonding house
and some of Caer Olokands grounds are used to stock as much food
as possible. Nearby manors are often required to assist, and sometimes
barges are used to ship in foodstuffs from Tashal.
OTHER NOTES
The tournaments main raison dêtre is to show religious
devotion to Larani. As such, there is a very strong Laranian theme to
the tourney, with daily open-air lay masses and ubiquitous decorations
that make much use of the colours red and white (colours that are significant
to the Laranian church). One can hardly walk for ten yards without seeing
images of Hyvrik, Laranis red-and-white checkered shield, and Mendiz,
the great crimson winged lion. Merchants peddle all manner of religious
relics, and even the occasional shard of Protector, the Spear
of Shattered Sorrow, has been offered for sale.
The Royal Chelebin Tournament of Chivalry is a very expensive event,
and the revenue gained from visiting knights is usually not enough to
cover costs. Some 10% of the gross revenue is donated to the church of
Larani, and 5% is given to the church of Peoni in appreciation of their
services in caring for the wounded. However, the King is not interested
in making a profit from the tournament; more importantly, by staging a
tourney he can survey his baronage, promote the crowns splendour
to the masses, and recruit exceptional fighting men.

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