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Date Posted: 22:32:35 02/08/01 Thu
Author: Sven
Subject: NEXT FIGHT WILL KICK ASS

Aratari Champions' Tournament

Friends in War: As Winter's icy chill grips our land, and Ragnarok seems far away, do not despair! Whet your blades, strap on your shield, and pick your straightest shafts, for the time has come to determine the Champions of the Aratari!

You are invited to the First-Annual Dagorhir Aratari Champions' Tournament. Even though this will be a tournament event, there will be two team and pick-up fights going on throughout the day. Camp stoves for warm drinks are encouraged and warm drinks may be provided throughout the day.


The tournament will be held at Hammond Park in Howard County, MD on Saturday, February 17, 2001.
The cost for the event will be the standard battle cost of three dollars.
Check-in starts at 11:00 and lasts for one hour. Tournament events will start at 12:30 sharp!
Each event is planned to take 30 minutes max to complete. Signup for each event may be done until event start.

Next year, this event will be held in conjunction with a feast. The location will include a heated hall, where we can stay warm in between bouts and feast afterwards. Ideally, this annual event will always be held in February. The goal is to continue interest and attendance in Dagorhir through the leanest months of the year.


Titles, Events and Awards:
Champion Titles will be awarded in seven weapons and armor classes.
There will also be a "Four-Horsemen of the Apocalypse" team event, time permitting.

The events are as follows:
- Weapon and Shield
- Red Weapon
- Two Weapon
- Archer
- Blue Weapon
- Green Weapon
- Unlimited (Almighty)
- Four-Man Unlimited Team Event
- Rookie Armorless Unlimited


The winner of each event becomes the Aratari Champion of that weapons class, for one year.
Titles will include: Aratari Weapon and Shield Champion, Aratari Red Weapon Champion, Aratari Two Weapon Champion, Aratari Archer Champion, Aratari Blue Champion, Aratari Green Champion and THE Aratari Champion. (Also, the Aratari Four-Man Team Champions.) All titles will be valid, until the next annual tournament.

You may enter as many Weapons Classes as you wish; but if you win one class, you must drop out of all other classes except Unlimited/Almighty and Four-Man Team. Example: You enter all weapons classes, you lose Weapon and Shield, you lose Red Weapon, then you win Two Weapon. You must then drop out of all other contests until Unlimited/Almighty and the Four-Man Team. Thus, you might reign for the next year as both the Aratari Two Weapon Champion and The Champion of the Aratari. (Also possibly as a member of the winning Four-Man Team event.)

Let's face it - who DOESN'T want to be The Champion of the Aratari at next Ragnarok?

J'tai will be awarded to the winners, and awards will be given for best characterization and best death in the tournament.
Rules:
- Each Champion will be decided by single-elimination events. If you lose once, you are out of that class.
- In each class, warriors will be allowed one weapon of that class (no backup), except Two Weapon (any two hand-held melee weapons - no projectile weapons, shields, or slung weapons allowed) and Unlimited (anything goes, including armor and missile weapons).
- Weapons used in class-specific events may only be used for their "classification". (i.e. If you enter the Green weapon class carrying a thrusting axe, hacks are not permitted. Only the pokey-tip would count.)
- In the Weapon and Shield category, any weapon may be used in conjunction with any type of shield.
- If a weapon breaks or becomes unsafe during a bout, the warrior may exchange it for a comparable weapon, from the sidelines. (Otherwise, the fighter forfeits the duel.)
- Archers may carry as many arrows as they wish, and may re-use arrows from the field.
- Armor will only count in the Unlimited and Four-Man Team Categories.
- In the event of a simultaneous "kill," both fighters will start over (healed of all wounds and damage to armor and shields) and re-fight the duel.
- Any fighter that does not appear when a round starts, forfeits that round.
- We will use multiple fighting "rings", until the semi and final rounds.
- The Archer duels will also be fought to the death.
- Contestants may move about their "ring" as they fight.
- Stepping out of the defined fighting area will result in a forfeit for that round.
- Failure to engage a legged opponent for twenty seconds total will result in a forfeit for that round.


Duel Selection and Progression:
- In all events, duels will be fought simultaneously, until the semi and final rounds. Individual duels will not have specific heralds assigned.
- Pairs will be randomly selected for each duel. Each fighter will have equal chance of facing any other fighter. No exceptions for re-selecting pairs will be made.
- In the event there are an "uneven" number of fighters, one or more fighters will get a "bye" for the first round. (Example: Round one will narrow the field down to a multiple of 2. {2, 4, 8, 16, 32, 64, etc} This will be done by selecting 2 * the number of fighters above the multiple of two. Hence, one or many fighters may get a round one bye. Regardless, the selection for all rounds will be random.)
- The winners of each round will continue to the next round.


Heralds:
- Heralds will be on hand to observe the duels.
- In the semi-final and final rounds, ideally at least one herald will be from a different unit then both contestants.
- The Heralds will only intercede if a dispute occurs. If your opponent does not acknowledge a hit that you feel was legitimate, ask the Heralds to call it. EXAMPLE: Erekose hits Graymael in the leg with a morningstar but Graymael does not drop to a knee. If Erekose says nothing, the Heralds will assume both fighters agree that the shot does not count because it was too light or other legitimate reason. If Erekose says, "I hit Graymael's leg," the Heralds will call the shot as they saw it, either: "It glanced," "We didn't see it, so keep fighting," or "Graymael, lose your leg, you rhino-hiding, cheating, son-of-a-hobbit."


The Erekose Random Selection Process:
1. Use coins numbered and colored as follows:
1-4 Red, 5-8 Orange, 9-16 Yellow, 17-32 Green, 33-64 Blue, 65-128 Purple, etc.
2. Initially, participants will sign up, with numbers beside their names.
Each round thereafter, numbers will be assigned for those remaining in the event.
3. Place coins numbered 1-N in a bag/box, where N is the total number of participants.
Select two coins at a time. Each pair of coins selected will duel.
4. Winners will advance to the next round, losers are out for that event.

Round one will narrow the field down to a multiple of 2. {2, 4, 8, 16, 32, 64, ..., 2^N}
This will be done by selecting 2 * the number of fighters above the multiple of two.
This may result in one or many fighters receiving a round one bye.

In addition to the tournament fighting which General Erekose has covered so well...
Dagorhir Aratari’s newest Unit, the Guard, will set up and run their portable tavern, the Wheel and Rose, where participants can get out of the weather when they wish to.

Since this is a winter event, warm drinks (cider, hot chocolate, tea), hot dogs, and burgers will be available throughout the day. Be sure to bring a mug, money to procure drinks and food (at cost), and coin or other barter
with which to tip the bar-maids.

The Wheel and Rose Tavern welcomes all manner of non-fighters, too: bards, singers, musicians, drummers, dancers, mystics, and other riff-raff will be
cluttering the joint, so keep a hand close to your money-pouch.

Gambling on the outcome of Tournament fights is not only
allowed, it’s practically mandatory! Bring your baubles to bet on the bouts.

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