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Drakenfjord Yule Revel

Date December 18 - 20, 2009

Autocrat:

Mokavu Dramas
Location The Oaks of Drakenfjord

Feast'o'crat:

Hanako
Site Fee $3.00 per person

Feast Fee:

$5.00 per person 

Schedule of Planed Activities:

Friday 12pm - 3pm Garb Workshop & Event/Camp Set Up
Friday 3pm - 5pm Weapon-smithing Workshop
Friday 5pm - 7pm Battlegames: Battle Chess &  Axe Game
Friday 7pm - 8:30 pm Pot-Luck Feast
Friday 8:30pm - 10pm Period Games & Iron Man Tournament
Friday 10pm - 12am Fireside persona Play & Preliminary Revel
Saturday 9am - 10am  Period Games
Saturday 10am - 11am Period Games & Arts and Sciences Tournament Set Up
Saturday 11am - 12pm A&S Judging & Batlegames: Bounty Hunt & Bridge Battle
Saturday 12pm - 1pm Warskill Tournament & Sidelines Stitch 'n' Gritch
Saturday 1pm - 2pm Archery Tournament & Battlegame: Daggerball
Saturday 2pm -3pm Tournament of the Mask
Saturday 3pm - 4pm Period Games & Battlegame: Dragons Eggs and Orcs
Saturday 4pm - 5pm Crafts Display & Battlegame:  Gladiatorial Arena
Saturday 5pm - 6pm Period Games & Battlegames: Goblin Feetsball & Greed
Saturday 6pm - 7pm Insult/Compliment Tournament Match & Garb Contest
Saturday 7pm - 8:30 pm Formal Feast
Saturday 8:30pm - 9:30pm Feast Clean Up & Period Games
Saturday 9:30pm - 12am Battlegame: Night Hunter & Yule Revel
Sunday 9am - 10am Break Camp & Load Up
Sunday 10am - 11am Site Clean Up & Departure
Sunday 11am - 12pm Traditional After Event Luncheon (Off Site - usually at a restaurant)

Descriptions of Planed Activities:

Archery Tournament (Yeoman's Activity)

Standard Combat Archery Tournament.  Contestants will serve as both archers and targets.  All bows will be tested for pull weight and all arrows inspected before use.  (All participants must be in at least minimal garb.)

The prize will be a wooden feast gear bowl.

Arts & Sciences Tournament 

Categories will include (but are not necessarily limited to): 2-D Art, 3-D Art, Beverages, Bardic Performance, Cooking, Dancing, Engineering, Field Legal Armor, Field Legal Weapons, Garbing, Herbal,  Jewelry,  Leatherworking,  Metalworking, Needlework, and Writing.  (All entrants present must be in at least minimal garb.)

The prize will be a Nine Man Morris Game Set.

Battlegame: Axe Game (ditch)

All players form up into teams of two. One person alone is acceptable if you are playing with odd numbers. Each player should be armed with a single on handed weapon (no shields). There is also one legal throwing ax total in play. The teams start out in a big circle. The odd man out or just anyone, if playing with an even number, throws the ax into the middle of the Circle. Once the ax hits the ground the game starts and it is a legal throwing weapon for any team to pick up and use. Fight as a free for all until only one team survives. They are the winners. Then go ahead and reform teams for the next round. People should try to fight with different partners each round to learn teamwork. The most unwounded player on the winning team starts as the odd man out and throws the axe in to start the next round or is declare the overall winner.

Battlegame: Battle Chess (ditch with High Persona RolePlay))

Battle Chess is a timed game, with 10 rounds of 60 count each. “Checkmating” the opposing king (see below) scores one point and ends the current round. After a checkmate, a new round begins and the two teams change directions. Best of 10 rounds wins, unless the score is tied at the end by means of one or more stalemates; in such cases, a “sudden death” round is played where the first team to simply kill the enemy king once, wins the game.  (All participants must be in at least minimal garb.)

THE BOARD The “board” or playing field is a square 80 feet on a side (for smaller teams a square of 40 feet on a side may be used). The two teams begin each round with the “pawns” in front in a straight line, and everyone else behind them in the appropriate order: Rook, Knight, Bishop, royalty, Bishop, Knight, Rook. The “white” or “light” Queen stands to the “light” King’s left, and the “black” or “dark” Queen stands to the “dark” King’s right.

The Pieces -  Each team has the following “pieces”. Each piece that is not a pawn or king requires a colored sash. As well, both kings must wear an easily-visible crown or similar device at all times.

One King (wearing a crown), wielding a single shortsword. His range is pretty short and he’s not very powerful, except against the other king. The two “king” players may never under any circumstances fight each other, nor come close enough that their weapons could touch. This rule does mean that a king can “push” against another king to make him retreat, but a king cannot be pushed off the board. However, a king could certainly “defend” one of his own men from the opposing king by standing next to him. Also, once per round the king can call “Castling!” Everyone goes into a hold, and the king trades positions on the field with one of the rooks on his team. The king cannot call “Castling” if he is in check or if no rooks are still alive. (The additional rules of never having moved and moving through check don’t really apply here).

One Queen (yellow sash), wielding any combination of melee weapon (except flails), shield, and throwing weapons he/she likes. The queen is the most powerful piece on the board and can do anything the other pieces on the board can do, except for the knights.

Two Rooks (gray sashes), wielding a shortsword and any size shield. Optionally, a polearm may be substituted.

Two Bishops (red sashes), wielding a single shortsword and throwing weapons. Bishops have a long range and when they team up, they can do some major damage.

Two Knights (purple sashes), wielding any combination of shortswords and flails. The knight has a knack for “forking” (attacking two pieces at once) and for attacking around other pieces.

At least four Pawns wielding a single shortsword (if there aren’t enough players to fill the minimum of four positions, then eliminate the positions of knight, bishop, and rook in that order). The pawns are the weakest pieces in chess (and technically aren’t considered “pieces” at all). But their strength is in their numbers and their ability to keep the enemy from getting too close to their king. Unlike the board game version, a pawn can retreat, and they can attack someone directly in front of them. :) Also, if a pawn can reach the opposite side of the field and stand there without fighting for 10 stones, they get “promoted”: they change into a knight, bishop, rook, or queen, and can change their weapons appropriately. Extra gear should be available at both ends of the field for this purpose. There is no limit to the number of pawns a team can have.

Every player in the game should have a light- or dark-colored armband or headband indicating their team affiliation. It is recommended (but not required) to use sashes for each Queen, Rook, Bishop, and Knight (and of course, a crown for each king). Using headbands or crowns for non-pawn players would necessarily limit the number of promoted pawns that can simultaneously exist in the game since you can make only so many headbands available. Optionally, a pawn can only promote and take over the position (and headband) of a teammate that had already been killed (so for example, if a team’s Queen and Bishops are still alive, no pawns can promote to a Queen or Bishop).  

The Rules Each player has one life per round, except for the kings which have an infinite number. When anyone (except a king) is killed, they are removed from the board. Healing a wound is done the same way as in jugging. When a king is killed, he is not removed from the board. Instead, he remains where he died and returns to life after 5 stones. Any enemy player may “check” a king by pinning him (as in jugging, all pinning rules apply)  to prevent him from returning to life. To “checkmate” a king, at least two enemy players** must “check” the king simultaneously for a total of 7 stones. If only pawns are putting the king in “check”, there must be 3 of  them pinning him. If, at any time, there are not enough players on either side to deliver checkmate, the round is considered a stalemate, and the side with the most number of players (including the kings) scores 1/2 point. If the two sides have an equal number of players, then no points are scored. There aren’t enough players on a team to deliver checkmate whenever both sides have less than 2 pawns, and have no other pieces besides the kings. (Two pawns can always get promoted, and change into knights, bishops, rooks, or queens, of which only two are needed to checkmate.)

Battlegame: Bounty Hunt (full class)

Materials: Monster garb and “point-value” tokens.

Choose and garb the Monsters, set them loose in the playing area. Divide the remaining populace into two or more equal teams.

Object: Capture or kill as many Monsters as possible before the rival teams do or time runs out. Each Monster should be worth a predetermined number of points based on power and ability.  When a Monster is slain, it gives the slaying team a number of point-tokens equal to their value. The game is over when all the Monsters have been shattered or a pre-set time ends. The final points are totaled and the team with the highest number of points wins the game.    (All entrants must be in at least minimal garb.)

Options:

1)Establish alternate goals that are worth points as well: recover an artifact for 10 points, bring a live Monster back for double the normal points, etc.

2)Use water and Aquatic Monsters to shake things up a little bit, or mark off an area as Lava and populate it with flame-dwelling creatures. This makes for a deadly variation for the unprepared!

3)Turn the tables on the Questors and assign a point value to them. Monsters then compete to accumulate points too.

4)Use the Hunt as a springboard for a series of Quests, with the results of each successive Hunt setting the stage for the next weeks game. Example: Week One is a simple Bear Hunt where the Questors collect fur “tails” for points. Week Two: a team of renegade Ursunids seek revenge against the populace for killing their pet Bears. Week Three: the Baron forms a Hunting party to enter the woods to root out the Ursunids and any other Monsters living therein (like a tribe of Lepus, or a pair of White Rabbits).

Battlegame: Bridge Battle (full class)

Materials: Something to denote the sides of a “bridge”; a trail, ribbon, rope, etc.

Set-Up: Divide the populace into two equal teams. Draw or mark off a section of flat and debris-free land, roughly 30 feet long by 5 feet wide, thus: A team enters at either end of the bridge and must battle their way past the opposition to the other end. Players who die exit the bridge and re-enter after a 20 count from the end the started from. Players who step out of the boundaries are considered to have fallen from the bridge, and must similarly exit and re-enter after a 20 count. The team who reaches the opposite end first, wins. Sides refresh and begin again after each scoring.  (All entrants must be in at least minimal garb.)

Options:

1. Impose some interesting weapon restrictions, such as all players must use a single short sword, or each team is allowed only one polearm, or no shields, etc.

Battlegame: Daggerball (ditch)

The Goblins divide into two equal teams, one team on each side of the center line. Each Goblin is then given one throwing weapon (only!) with which to play. The teams then throw their weapons back and forth across the centerline at members of the opposing team, in no particular order or fashion. A Goblin is “out” when one of two things happen: a) the Goblin is wounded in any way by any weapon thrown through the air or b) if a Goblin on the other team catches a weapon that has been thrown, the thrower is ejected. Goblins may catch weapons without injury so long as the catch is clean and the weapon does not hit the ground. Sides refresh after all the Goblins on one side are dead.

Battlegame: Dragons Eggs and Orcs (full class)

Materials: three or more large "eggs", headbands or other markers to denote teams    (All participants must be in at least minimal garb.)

Set-Up: The Reeve places the dragon's eggs in the woods and then sends the Orc Team into the woods.

Object: In this version, the players are divided into two teams; Orcs and humans. The Orcs are not a team exactly and neither are the humans. The humans are again on their own, and they are supposed to sneak into the woods and steal the eggs and return them to Nirvana. They may also kill other humans to steal their eggs. Each egg returned to Nirvana is worth one point to the person who brings in the egg. The human with the most points wins amongst the humans. The Reeve may return the egg to the forest if he wishes to keep the game going.   The Orcs on the other hand get their points by killing the humans who have invaded their woods to steal the eggs. Orcs may work in pairs. Each Orc or pair has a nest of their own. Only one Orc is allowed within twenty feet of the nest at a time. When an Orc kills a human with an egg, he gets to put the egg in his nest. Humans may attempt to steal the eggs. Orcs may not steal eggs from other Orcs. The pair with the most eggs in their nest at the end of the game wins amongst the Orcs. This game can end at a certain predetermined time or when all the eggs end up in one place.

Battlegame: Gladiatorial Arena (full calss)

Objectives: To rack up the most "win points" in the Arena. All fighters are listed on sheets of paper and dropped into a pouch. When a bout is to be fought, the required number of fighters is drawn from that pouch. Each bout is decided before it is known who will be in the bout.   (All entrants must be in at least minimal garb.)

Materials Pen and Paper for keeping track of bouts. Monster garb for monster battles. (Optional: coin or poker chips for betting)

Types of bouts include:

  • Player vs. Player
  • Team vs. Team
  • Player vs. Monster
  • Team vs. Tough Monster

  After a set number of bouts, the game is over and the winner tabulated. Additional points may be awarded for role-play or exception skill.

Player vs. Player bouts are worth ten points to the winner. No points awarded for a mutual kill.

Team vs. Team bouts are worth ten points per team member divided among surviving team members. Killing your own team member disqualifies a fighter from receiving points.

Player vs. Monster bouts are worth 20 points. Monsters should have some natural armor and one natural ability (natural great weapon for example) but no "magical" abilities (including non-magical death blades.)

Team vs. Tough Monster bouts are worth 40 points. Monsters should have some natural invulnerable armor as well as two or more natural abilities including magical ones. Extremely tough monsters should be worth more than 40 points. Points are divided among surviving team members.

Variations:

Non-fighters (spectators) may be given coins that they can bet among each other. The non-fighter with the most gold wins. Non-fighters may be given coins to award to those they feel deserve extra rewards. They should be separate/different from betting coins and each non-fighter should receive an equal amount. Each coin the fighter receives counts as one point added to their total.  

Battlegame: Goblin Feetsball (ditch)

You can use any number of people; just split them evenly. This battle is best held in an open field (i.e.: no trees or other obstacles). Mark out a rectangular field as large as you have room for, or as appropriate for the number of players participating. As in many informal football games, it is recommended that the defense waits 3-5 seconds before charging the line, and that the number of rushers be limited. Mark the boundaries as clearly as possible, including the outer edges of the end zones. Once a person steps out of bounds, they cannot re-enter that play. (There is no such thing as being “forced out”, since you have a weapon to take care of anyone who approaches, and there is no physical bumping...)  

Rules of Feetsball:  

1.      All participants are members of two goblin clans, which are at war over a most treasured object. (A tub of candy or something similar works well and the team is welcome to do as it pleases with this treasure after the game.) To avoid injury to innocent family members and needless property damage to the villages, the leaders of the goblin tribes have agreed to settle their disputes on the feetsball field.  

2.      Armbands, headbands or war paint will mark membership in the clans (teams). For a football: if you have a foam or stuffed football that would work great. Otherwise, make an elongated spellball or use a normal spellball or throwing dagger or anything that can be thrown and caught easily and safely.

3.      To score a point, a team member must have possession of the football beyond the opponent’s goal line, without having stepped out of the marked boundaries. A “safety” is counted the same number of  points (i.e.: one) as a touchdown. There are no ways to score by kicking.  

4.      More or less regular football rules apply (including things like “offside” and “pass interference”), except that instead of tackling or blocking each other, each player has a single short or long melee weapon (may be hinged), with no armor, shields, magic or projectiles. Any wound kills. Dead players are asked to signal their death clearly and quickly and to do their best to avoid interfering with those who are still alive. Deaths last until the beginning of the next down. (See below.)

5.      After gaining possession of the football, a team has four plays (“downs’) to score. (If the field is large enough, there may be a certain distance they need to go to gain a “first down”). On the fourth down, they may choose to forfeit the ball by throwing or kicking it to the other team (this must be announced in advance). (Initial or post scoring kickoffs are also conducted this way: the ball can be kicked or thrown.)

6.      Both leaders have huge numbers of Goblins at their call. As players die, they are “replaced” on the next play by another family member who looks a lot like them. (In other words, the same Player is now representing a relative of the goblin who just died.) All participants have one life per play for as long as the game lasts.  The game may continue as long as the Reeve or the two captains are willing to let it, but a general guideline of one hour is recommended.  

Battlegame: Greed (full class)

Objectives: rack up the most treasure

Materials Plastic coins, jewelry, and miscellaneous treasure.   (All participants must be in at least minimal garb.)

Description: In this Free for All everyone is trying to amass the most treasure possible before the time limit expires. Each player starts out with some gold coins. Other coins, jewelry, and other miscellaneous treasure may be assigned as appropriate. All jewelry and miscellaneous treasure are assigned a gold piece value. Random monsters may be put into play and given treasure befitting their level of toughness. The players and monsters spread out and the game is started. Players may kill or capture opponents and then pillage them for loot. To pillage the victor must say “I pillage thee” x5.  No more than half of captured/dead player’s treasure may be pillaged at any one time. Jewelry and miscellaneous items each count as one object, regardless of value.  At the end of the time limit treasure is tallied among each player and the player with the most treasure is the winner. Monsters may not pillage and are can not win the game.

Battlegame: Iron Man Tournament / Bear Pit (full class)

Set-up: The Bear Pit is an easy to set-up battlegame that is really little more than a round-robin fight with some tournament-style rules. All players form a ring around a single player in the center. Weapon choice may or may not be restricted, as will be announced decide prior to beginning. (All participants must be in at least minimal garb.)

Object: The player in the center is considered the Bear and squares off against one opponent at a time. All players entering the Pit must declare their entrance and the Bear may never be struck unawares. The Bear wins all ties and regenerates wounds after each successful round. Players who defeat the Bear become the Bear for the next fight. Bears who win remain in the center until they are defeated or they “walk the circle” twice by defeating all other players.

Battlegame: Night Hunter (full class)

  1. Choose a forest with clear trails. Mark the edges of the playing field with white ribbon, so as to be easily seen as players enter and exit. Traditionally the Night Hunter Tournament does not begin until the last traces of sun light have faded into darkness. Once night settles in, the Populace takes up their swords and ventures into the forest to test their mettle against the finest warriors in the Kingdom. The winner of the battle is dubbed “Night Hunter” for the reign.   (All entrants must be in at least minimal garb.)
  2. Place illuminaries (see below) along the trails at regular intervals. Take special care to light up any potential ground hazards and/or slippery spots.  Place a few in the trees and several at the entrance(s) and exit(s).    
What will be needed  
    • A bunch of little brown paper bags or tin cans
    • A bunch of sand or kitty litter
    • A bunch of small votive candles (sometimes called “tea lights”)  
    • Directions:
    1. Open a bag.
    2. Fill it about one inch deep with sand or kitty litter.
    3. Put a candle centered in each one.
    4. When ready, light the candle and place in the
    5. desired location, making sure the flame is not
    6. licking the bag.
    7. Place on open ground or dirt. Do not place on pine
    8. needles, dry leaves, rotten logs, propane tanks or
    9. other flammable or easily burned surfaces.
    10. Be sure to clean up all the bags when the event is over!
    11. All players should be made aware of any special restrictions before the game begins
  1. All weapons must be covered in a white sock, stocking or cover. Bright yellow, neon green and other highly visible colors are acceptable, so long as they afford the same amount of visibility as the white socks.
  2. Each participant is given five index cards upon which to write their name. When a player is slain in fair combat (or by surprise attack) they turn over one and only one of their cards to their killer and return immediately to Nirvana to check in.
  3. Death count is 5 minutes (300 count), to be counted by the Nirvana Reeve. Returning players are to announce “Alive!” loudly before reentering play.
  4. There is no running allowed within the Night Hunter boundaries. Reeves who catch a player running are to give one warning, then the player is expelled from the game.
  5. There is to be no teaming up within the Night Hunter boundaries. All players are on their own for the duration. Reeves who catch players teaming up are to give one warning, then all involved players are expelled from the game.
  6. All battles are considered Honor Duels until resolved. In other words, once a Life Card has exchanged hands and the defeated player has cleared out, the battles may resume anew.
  7. Kills gained from hidden enemies, so long as not gained during a preexisting fight, are legal.  

When a player dies, he/she takes all the cards gained during that life to the Nirvana Reeve. The Reeve will tally your kills and subtract one from your life count. When only one player remains in the forest, the game is over. The player with the highest card tally (plus any lives remaining) is declared the winner. 

Tournament of the Mask (High Persona)

Participants will be asked questions about their selves (in persona) and receive an undisclosed amount of points for their answers to each question. Answers will be scored on a five point scale with regards to how they are phrased, how persona appropriate the seem to be and how long the pause before the answer was.  Extra points may be awarded for anyone how does not break persona at all.   (All participants must be in at least minimal garb.)

The prize will be a feast gear plate

Formal Feast

menu  includes (but is not limited to) Spaghetti with meatballs, garlic bread, tea, fruit punch and desserts.

*Be sure to bring feast gear to eat with!

Fireside Persona Play (High Persona)

A chance for each player to fully develop his/her persona and interact with the other personas present in a non-combat setting.  Individuals should feel free to ask odd questions of their companions. Basically an opportunity to practice for the Contest of the Mask.  (All participants must be in at least minimal garb.)

On Sunday morning, there will be a prize of 3 yards of trim given to the best Role-Player over the course of the entire event.

Garb Contest

Contestants will be judged on how well their garb fits their persona.  It will be assumed that all garb entered is court garb for the persona in question.  (All participants must be in at least minimal garb.)

Garb Workshop

A few pairs of shears, sewing machines, thread, simple pattern guidelines and tables will be available to be used to create garb for players who do not have any.  Each participant may create one item of garb.  Any garb created this way will belong to the player after it has been made.  Some fabric may be up for grabs as well but it is better to bring your own.

Insult/Compliment Tournament Match (High Persona)

This is a war of words!  This is a triple elimination match.  Each bout there will be a token drawn from a pouch to determine if it is an insult or compliment match.  The contestants take their places at a set number of paces away from the center point.  When the match begins the participants attempt to out compliment or insult each other in the most flowery language the can come up with.  Originality counts! The judges will announce who has earned the step forward after each round of comments.  At the center point there is a token. The first person to get to the token wins that bout.   (All participants must be in at least minimal garb.)

The overall prize will be a wooden goblet

Period Games (High Persona)

 Mankala, Pente`, Tablaro, Morgan's Revenge and whatever else we find will be ready for play...

 Pot Luck Feast

 This will serve as Friday Night Dinner.  The Menu will be made up of whatever the populace has brought to contribute.

Sidelines Sticth'n'Gritch

Those who do not wish to partake of other activities may sit on the sidelines and work on various crafts.  There will be an inkle loom on site if anyone wishes to see a weaving demonstration.

Weapon-Smithing Workshop

A weapon making demonstration for those who do not have their own weaponry.  There will be some cores and foam padding available for $2.00 each.  Each person may keep one of the weapons made.  Any weapons built from from supplies purchased are the property of the makers after the workshop. 

Some tape, adhesive spray and tools will be there for use, but it would be wise to bring your own supplies.

Warskill Tournament (Full Class)

A standard points tourney with the following complications: 
  1. All participants must be in at least minimal garb.
  2. Full Class abilities will be allowed and encouraged.  
  3. The Tourney will be double elimination with the caveat that extra "lives" may be allotted for a grand and well role-played death.   
  4. Outstanding roleplay may be awarded points as well.
  5. Each bout will have a point value of five points.
  6. Participants may bet their points on bouts that they are not fighting in.

Largess will be given out for Roleplay, Acts of Service, and and Displays of Skill.

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