The Joust

The joust is a big part of almost any tournament. Two knights on horse back each with one lance and one shield equipped. They ride at each other from either end of a stretch of dirt with a wooden rail median called the tilt. The objective is to solidly hit the lance on the opponent. The more the lance shatters, the more points are awarded. If the opponent is unhorsed the maximum points are awarded and the exchange is over and the next pair of challengers take to the field.

Joust System

Below is the step by step process of a Round of Jousting. To be repeated three times or if an opponent is unhorsed. Luck may be used for a +3 bonus or to reroll one of your results. You may only reroll your own attack rolls, not other people's. The attacker is always the first person in the syntax.

Each person separately rolls for Attack:

+roll <Your Name>=Blades vs <Opponent's name>=Riding

On an Opposed Roll:

  • DRAW: 0 points. Deflection.
  • Marginal Victory: 1 Point. No broken lance.
  • Solid Victory: 2 Points. Slightly broken lance.
  • Crushing Victory: 3 Points. Shattered lance. Opponent Unhorsed.

Compare results. Most things are pretty easy to work out with the above tables. For the odder results:

*Both draw=Mutual Deflection.
*Embarrassing failure=Pose something fun and terrible.
*Both failed=Both pose something even funnier and terrible.
*Both unhorsed=Either both lose or sword fight on foot to determine winner.

**The Defender (Second name in the code string), can't win points. All points assigned for offense.

Archery Competition

Unlike the Joust, the Archer Competition is for smallfolk and nobles alike.

The first part of the Archery Competition is very simple. Everyone participating stands in a row, takes aim with a bow and arrow and fires three shots, one after the other at a target.

Missing/Failing three times means elimination from the contest.

  • Success: 1 Point.
  • Good Success: 2 Points.
  • Great Success: 3 Points.
  • Amazing Success: 5 Points. Bullseye!

+roll Marksmanship
+roll Marksmanship
+roll Marksmanship

There is a pause so the targets can be moved back.

+roll Marksmanship-2
+roll Marksmanship-2
+roll Marksmanship-2

There is a pause so the targets can be moved back for the final round.

+roll Marksmanship-4
+roll Marksmanship-4
+roll Marksmanship-4

The archer with the most points at the end of the last round is declared the winner. Ties are settled in another round of shooting at -4.

Grand Melee

A competition of arms. The target grouping is teams of seven. But so long as teams are even count of people versus each other, that is all that is required. Grand Melees in many tournaments are orchestrated to reenact a historical event. But when push comes to shove, it's really just about men proving themselves in arms.

+Combat rules are used in this event. Scenes often have some prep-time or wait time. If you are planning on being in the Grand Melee please have most of the below Prep work done before the scene even starts.


Gear is selected. Type: +gear/weapons and +gear/armor for lists of what you can use. Grand Melee allows for all bladed and bludgeoning weapons and shields. No ranged weapons are allowed in a Grand Melee.
+combat/weapon <Weapon Name> - will arm you with said weapon.
+combat/armor <Armor Name> - will equip you with said armor.

Select a stance that you are in:
+combat/stance <stance> - Sets stance of banzai, normal, evade or cautious.

Type: +combat/all this will list the combats going on in the game. Get the # for the Grand Melee and use it below.

+combat/join #—-/soldier


When the Master of Ceremonies and or the Storyteller/Admin running the scene says to begin, the following commands are available for use.

+combat/attack <Victim> - Your average attack.

If you wish to strategize a bit more and wish to aim for a certain spot on an opponent that is termed a 'Called Shot' and the command is:
+combat/hitlocs <Victim> - For a list of available locations to aim for.
+combat/attack <Victim>/called=<location>

If you have nothing to do, or want to keep out of the fight for a round type:

If/when you are ever damaged in the Grand Melee immediately type:

For more detailed help of how the combat system works please see: +help combat in game.

The Equestrian Competition

Even though the primary riding competition at any tourney is the joust this competition is more focused on riding than it is on combat. It involves jumping over pickets, hay bales and mud puddles, as well as demonstrations of walking, cantering and galloping along the track. This competition is open to the smallfolk as well and is often used by horse breeders as a way of advertising their stock. The winning horse of a Tourney competition can fetch amazing stud and brood mare fees.

Equestrian System

Participants go one at a time. Everyone does Round 1. Then Round 2. Then Round 3. A parade of horseflesh.

  • Success: 1 Point.
  • Good Success: 2 Points.
  • Great Success: 3 Points.
  • Amazing Success: 5 Points.

Failures are eliminations and Embarrassing Failures mean the rider is unhorsed as well.
It is progressively more difficult to make rider and horse both look good the faster they go.

Round 1: Walking

+roll riding

Round 2: Cantering

+roll riding-1

Round 3: Galloping

+roll riding-2

Round 4: Puddle Jumping

+roll riding-3

Round 5: Bale and Picket Jumping

+roll riding-4

If there are ties, each tie is handled in a race between those who are locked in said tie.

+roll Rider1=Riding vs Rider2=Riding

On an Opposed Roll:

  • DRAW: Nose and Nose. Another lap is added, reroll.
  • Marginal Victory: Winner beats the loser in a good close race.
  • Solid Victory: Winner leaves loser in the dust.
  • Crushing Victory: Loser Unhorsed.

The winner that's left in saddle with the most points gets the prize and bragging rights and breeding esteem.

Horse Archery

This is a new event held first as part of the challenge between Ser Daevon Targaryen and Ser Loryn Tyrell. It was so popular it has become a new fashion and the rules are still evolving. Three Jumps are set up, along with three targets on pendulums, matched to the jumps. There are points awarded for speed and for marksmanship.

The race starts.

Players +roll Riding.
Success= 1 pt.
Good Success=2 pts.
Great Sucess=3 pts.
Amazing Success= 4 pts.

Failure= A fall and out of the race
Any failures worse than that result in injuries.

Cumulative points in Riding represent the horses speeds, so whoever has earned the most points in riding rolls is first etc.. The individual round roll also represents skill at the jump.

Whoever has the best riding roll that round (ties count): +roll Marksmanship
One degree of success less = +roll Marksmanship-1
Two degrees of success less = +roll Marksmanship-2

Roll Marksmanship
Success= 1 pt.
Good Success=2 pts.
Great Sucess=3 pts.
Amazing Success= 4 pts.

Failure= Miss the target

Players pose and roll Riding and Marksmanship again for round Two. Add riding points to figure out relative speed. Repeat for round Three. Do one last riding roll for the homestretch. The one with the most points in riding crosses the finishline first. Add Riding and Marksmanship points together and the one with the most total points wins the contest.

The Maester Conclave

What tournament in Oldtown wouldn't be complete with a Maester Conclave. A chance for all the Maesters that come with their Houses to participate in the Tournament to gather and compare notes, discuss and debate. The Conclave provides something for Maester's to do while their wards are busy doing the tourney. Of course the Tourney also presents plenty for those with the Healer's Silver Chain Link to practice their healing arts. But beyond that a tournament doesn't provide the scholarly sect much to do. Many outside of the Citadel would dispute that the Conclave is much of a tournament event. But that is only because they lack the understanding of the subtle academic infighting that goes on within. Now the Citadel is usually a place for such debates and discussions. But a Conclave in Oldtown ramps up the usual goings-ons. After all a Conclave sees Maesters from the far corners of Westeros coming in along with their Lords and Ladies who wish to participate in an Oldtown Tournament.

A conclave is a perfect time for ceremonies of Novice's becoming Acolytes and Acolytes becoming Maesters and Maesters becoming Archmaesters.

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