By Bill Gant

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.

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
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 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.

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). 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 Host’s 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 team’s 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 Commander’s 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 master’s 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 man’s 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 party’s favourite weapon and armour, depending on the prisoner’s 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 footman’s 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 nobility’s 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 Imuythil’s 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 Olokand’s 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 tournament’s main raison d’être 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, Larani’s 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 crown’s splendour to the masses, and recruit exceptional fighting men.

 

WarFlail's Armoury