TEXT: HÂRNIC TOURNAMENTS
  The tournament is a martial sport that demonstrates a knight’s strength
  and skill in battle. In its present form, it comprises the Melee, in which
  groups of mounted knights engage in battle on a field, and the Joust, which
  is a contest between two mounted knights, armed with lance and shield.
  Tournaments have been held for as long as feudalism has existed.
  Originally, they were simply mock battles between two groups of knights
  during peacetime. Such battles involved weapons of war and lacked any
  specific rules of conduct; hence, they were often difficult to distinguish
  from a real melee.
  With the growing influence of Laranianism and popularity of the
  concept of chivalry, tournaments became more refined. Rules were
  introduced and enforced by Marshals and Judges, and blunted lances and
  swords replaced weapons of war. Tournaments began to focus more on
  pageantry and individual skill and the Joust developed to overtake the
  Melee in popularity.
  Tournaments are commonplace in all feudal kingdoms. On Hârn, they
  are especially popular in the kingdoms of Kaldor, Kanday, Melderyn and
  Chybisa, where the church of Larani is dominant among the nobility.
  However, they are also held in some form in any nation with a mounted
  warrior elite.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  #4721
  TOURNEY 1
  CREDITS
  WRITER
  Bill Gant
  ARTIST
  Richard Luschek
  CONTRIBUTOR
  Patrick Nilsson
  EDITORS
  Tom Dalgliesh
  Grant Dalgliesh
  Earl: 40s (480d, or £2)
  Baron: 20s (240d, or £1)
  Landed knight: 10s (120d)
  Landless knight: 5s (60d)
  Foreign knight: double charge
  Knight of the Lady of Paladins or
  the Checkered Shield: no charge
  Knight of the Royal Guard: 2s (24d)
  TOURNEY FEES
  Tourney Fees
  Tournaments are expensive to organize
  and run. Most hosts charge contestants a
  participation fee to subsidize costs and
  discourage triflers. Fees increase with a
  participant’s rank.
  Occasionally, a magnanimous King will
  host a large tournament without entry fees,
  to celebrate an important event like a royal
  marriage or jubilee. Contestants can attend
  such events by invitation only.
  
  TOURNAMENT HOSTS
  Tournaments can be hosted by any King, great noble
  or religious fighting order. Hosting tournaments is an
  expensive exercise as catering, prizes, entertainment and
  so on must be organized – the high costs usually prohibit
  all but royalty from hosting large tournaments.
  The actual organization of the tournament is not
  managed by the host but by his steward, who is referred
  to as Master of the Tournament. This official is
  responsible for ensuring that all preparations are made
  and that the guests are suitably accommodated, fed and
  entertained.
  KNIGHTS OF THE TOURNAMENT
  At nearly all tournaments, only knights can
  participate in the Joust and Melee. Roughly one quarter
  of Hârnic feudal knights hold land in exchange for
  military service. The rest are knights-bachelor, who hold
  no land and serve as retainers of lords, members of
  fighting orders, or with royal guard units.
  Many landed knights cannot find the time to attend
  tournaments. Knights-bachelor often outnumber landed
  knights by at least 6:1. A typical tournament is attended
  by 30 to 50 knights, most of whom are local.
  The largest tournament in Hârn is the Royal
  Chelebin Tournament of Chivalry, held every midsummer
  at Olokand in Kaldor. This grand event draws as many as
  four hundred contestants, and about five thousand
  spectators.
  Barred From the Tournament
  Tournaments are generally open to all knights,
  regardless of nationality. However, there are often
  specific exceptions, and unwelcome knights may be
  attacked and arrested. In Larani-dominated kingdoms
  such as Kanday or Kaldor, the following exceptions are
  rigorously enforced:
  • Knights who have failed to meet their feudal
  obligations or otherwise shown disloyalty to their
  liege.
  • Worshippers of Agrik, Morgath, or Naveh, or
  harborers of such worshippers.
  • Violators and excommunicants of the Church of
  Peoni or Larani.
  • Knights who have been defeated in a duel of honor.
  • Oath breakers, liars, and bearers of false arms.
  • Robber knights and other outlaws.
  • Cowards.
  • Profiteers.
  • Men who have dishonored ladies.
  TYPES OF KNIGHTS
  The typical knight is male and openly bears his own
  coat of arms. However, there are three other types of
  knights that deserve mention: black knights; champion
  knights; and female knights.
  Black Knights
  Occasionally, a knight will attend a tournament
  incognito, wearing a helm that hides his face, bearing no
  coat of arms and carrying a blank shield. For the purpose
  of charging an entry fee, he would be classed as a
  landless foreign knight.
  The mystery participant is usually referred to as a
  ‘black knight’, although he is not obliged to wear that
  color. Ironically, some black knights are garbed in white!
  The presence of a black knight is often a source of
  intrigue for the other knights and spectators, who can
  only speculate as to his true identity and measure on the
  field. Perhaps the black knight is a prince from another
  kingdom in disguise, or maybe he is a dangerous outlaw.
  The fighting ability of the black knight is unknown, thus
  he tends to attract many challenges, particularly from the
  younger knights.
  It is expected that if a black knight is defeated in
  combat, his identity will be revealed. Once this happens,
  he must bear his heraldry for the remainder of the
  tournament. Alternatively, if the defeated knight refuses
  to reveal his identity, he will be required to leave the
  tourney immediately.
  Champion Knights
  Many important knights are unable or unwilling to
  participate in tournaments. They seek representation to
  bring honor to their name and also to fulfill their
  obligation to support their lords.
  For example, Baron Dwyn Elorieth of Nubeth keep
  in Kaldor is too old and frail to participate in
  tournaments, but always has someone represent him, for
  personal honor and to show support for his lord, Earl
  Sedris Meleken of Qualdris castle. Similarly, the young
  Earl Meleken may not be able to attend tournaments if
  he is away questing, so he may wish to send a proxy to
  represent him and fulfill his duties.
  The proxies are referred to as ‘champion knights’ –
  they participate in tournaments by carrying the banner of
  their lord and fighting under his name. Any entry fee is
  the same as if the lord himself were participating.
  Traditionally, champion knights are the eldest sons of the
  lords, but often they are tough warriors with a reputation
  for tournament prowess, recruited from among the lord’s
  vassal knights.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 2
  
  Champion knights are effectively noble retainers of their lord for the
  duration of the tournament. Hence, they must charge their shields with
  their patron’s arms in the center over their own. They must also bear their
  lord’s emblem on their surcoats. The lord covers all costs associated with
  attending the tournament, and he is also entitled to any prizes won by the
  champion knight.
  A champion knight is bound by duty to behave in a manner befitting a
  knight of his lord’s station. Any misdeeds committed by a champion knight
  reflect poorly on his patron, who may be forced to pay restitution. Hence, a
  lord must choose wisely when selecting a knight to represent him.
  Female Knights
  Most contestants in tournaments are male, although a few female
  knights have been known to attend. The majority of male knights are
  uncomfortable with the presence of female warriors at Laranian
  tournaments, an ironic double standard. Although most knights worship
  Larani, a great female warrior, they also believe that fighting is exclusively
  men’s business and women should stay off the battlefield.
  The challenges of female knights are often politely ignored. Even if a
  contest is accepted, the tendency to “go easy” on the women pleases no
  one. For this reason, many female knights attend tournaments in disguise as
  Black Knights, revealing their true identity only after a contest has been
  settled. Some champion black knights have turned out to be female.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 3
  Retinues
  There is an unspoken expectation in noble
  society that the size of a knight’s retinue is
  proportionate to his rank. It would be
  recalcitrant of an earl to attend with only a
  handful of companions, just as much as it
  would be presumptuous of a simple
  knight-bachelor to arrive with a large
  entourage. The generally accepted retinue
  size is given below:
  Landless knight: 1-2
  Landed knight: 2-12
  Baron: 12-24 
  Earl: 25-50
  An earl’s full retinue typically comprises
  the following:
  Squires
  Valets and pages
  Men-at-arms
  Family members
  Friends and companions
  Heralds and scribes
  Priests of Larani
  Weaponcrafters, Ostlers, etc.
  Physicians and Apothecaries
  Entertainers and fools
  Servants, cooks, laborers, and maids
  Some lords bring hardened criminals in
  chains or caged wagons for public
  punishment or execution, earning them
  prestige among their peers.
  
  STEEDS
  Each knight usually arrives at the tournament on a
  courser (a knight’s preferred riding horse, typically ridden
  for hunting) or possibly a simple rouncy. He is
  accompanied by a squire mounted on a rouncy or
  perhaps a humble cob. The riderless warhorse (generally
  a charger, or a destrier if the knight is very rich) is led by
  the squire or a groom – it normally carries the knight’s
  heavy armour and armaments when traveling. There
  would also be a few pack-horses such as sumpters
  carrying the party’s belongings.
  If a lady travels with the knight, she would ride a
  gentle riding horse such as a palfrey, or in a horse-drawn
  wagon accompanied by handmaidens and servants if the
  knight is particularly wealthy.
  Therefore, each participating knight might bring 4 to
  8 horses with him – feeding and stabling hundreds of
  horses obviously becomes a logistical challenge.
  Feeding the animals is an enormous task, one that
  keeps squires, servants and ostlers very busy during the
  tournament. Tons of grain and a much greater amount of
  fodder are required just for the beasts every day. The
  granaries of the local castle and nearby manors are
  stocked with surplus quantities of grain to support this
  demand – teamsters are kept busy throughout the
  tournament transporting the grain to ostlers for
  distribution to squires and grooms. While the spirited
  warhorses are fed hay and
  grain in the local Ostler’s
  Common, all other horses
  must graze on the grass
  and stacks of hay or straw
  piled by ostlers’
  apprentices in an open
  field – usually the same
  field as the one that hosts
  the Melee.
  Needless to say, the
  horses and other beasts
  leave a considerable
  amount of manure on the
  fields. The dung at the
  stables and near the
  knights’ tents is collected
  daily by peasants called
  ‘gong farmers’, who also
  clear the makeshift cesspits
  at the fringes of the
  Commons. The smelly
  manure, rich in nutrients
  essential for agriculture, is
  carted away for later use in
  plowing.
  TOURNAMENT VENUE
  Accommodating so many visiting knights and their
  retinues in existing structures is usually beyond the
  capacity of any tournament venue. Only the most
  important and wealthiest knights would be invited to stay
  at the local castle.
  After paying their fees and but before formally
  greeting the host of the tournament, the bulk of the
  nobility pitch colorful pavilion tents flying their
  gonfanons (flags) in the designated campgrounds in one
  of the Commons. A single knight may have several tents
  – the largest is for the knight and his family, and the rest
  for the squires, retainers and servants. The knight’s shield
  is hung from the entrance of the main tent. An open area
  – usually roped off – adjacent to the cluster of tents is
  used to keep horses and (if applicable) carts and wagons.
  Tournaments attract great numbers of spectators,
  and with them come those seeking to feed, amuse, or
  exploit the crowd. Merchants set up their stalls wherever
  they can, hawking a bewildering assortment of wares,
  ranging from the mundane to the exotic. Costumed
  acrobats, jesters, jugglers, and thespians entertain the
  crowds. The clergy walk among the people, chanting
  their plainsongs and preaching to potential converts.
  Innkeepers conduct a roaring trade selling cheap ale and
  wine to the masses – drunkenness is common.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 4
  
  Pageantry
  The tournament venue takes on an increasingly
  vibrant and regal atmosphere as the participants arrive.
  There is fine food and entertainment in abundance.
  Shields, tents and flags are erected to announce the
  presence of the participants. Nobles in rich clothes
  congregate in the open and dance gracefully to the music
  of minstrels. Knights resplendent in their polished
  armour take part in grand processions and receive
  blessings en masse from priests. Many would argue that
  it is this pageantry, more than the events themselves, that
  defines the essence of a tournament.
  MARSHALS AND JUDGES
  Marshals at the tournament comprise heralds who
  arrange and meticulously record the events at all
  tournaments. At royal tournaments, the Chief Herald
  from the local College of Heralds is also present, to make
  important proclamations, and to officiate in the selection
  of the Judges. The tasks of the Marshals include:
  • Ensuring that all events take place in due order.
  • Confirming a contestant’s right to bear heraldic arms
  (if necessary).
  • Registering each contestant.
  • Recording all tournament activity, even minute details
  such as how and where a knight strikes an opponent.
  • Acting as proxies for knights when issuing and
  accepting challenges.
  • Announcing the arrival of their masters.
  The Chief Marshal of the Lists (also known simply
  as the Chief Marshal) is the most senior Marshal at the
  tournament. This official’s tasks are to ensure that the
  other Marshals act in accordance with their directives,
  and also to determine which team each participant is to
  join for the Melee.
  At Laranian tournaments, Marshals wear pure white
  tabards to signify their positions. The tabard of the Chief
  Marshal is emblazoned with a gryphon sergeant gules.
  Marshals at Agrikan tournaments wear orange, and the
  Chief Marshal wears orange and black.
  Judges are worthy knights and squires who have the
  power to arbitrate at a tournament. There are always 5
  Judges appointed at Laranian tournaments – other
  tournaments can have as few as three Judges or as many
  as eight. Judges may not compete in the tournament.
  At royal tournaments, the Chief Herald offers a roll
  to the King, upon which are emblazoned the shields of
  hopeful knights and squires. The King must select one
  knight and one squire to act as Judges. The selection is
  supposed to be based solely on their unbiased honesty,
  although political considerations often take precedence.
  The other Judges are then selected at random from a
  group of potential knights and squires. At least three
  Judges must attend any given contest, at least two of
  whom must be knights.
  The Judges’ decisions are final and cannot be
  disputed, although it is possible for an unsatisfied host to
  dissolve the group and call for a new group of Judges to
  be selected.
  At Laranian tournaments, Judges traditionally wear
  bright red capes to differentiate them from the
  participants, and carry long white batons which are used
  to proclaim judgments. The color scheme is different at
  Agrikan tournaments, with the capes being golden and
  the batons orange.
  The crown protects all Marshals and Judges at any
  official tournament. It is a grave offense to assault or
  even disobey a Marshal or Judge during the events – the
  penalty can be as harsh as being labeled a coward and
  banned for life, having to pay a severe fine (£20) and/or
  being imprisoned for one year.
  LADIES AT THE TOURNAMENT
  Tournaments are popular venues for unmarried
  daughters of nobles to seek future husbands and to
  exchange gossip. The heady dreams of true love and
  courtship and the fire of romance encourage damsels to
  dress more extravagantly, preen themselves more
  carefully, and flirt more coquettishly than usual, often to
  the disapproval of their mothers. From the knights’
  viewpoint, the presence of so many lovely and available
  maidens graces the tournament and spurs them to try
  harder than usual to seek their attention and admiration.
  During events, ladies either sit in the galleries or on
  wooden benches that have been carried out to the field
  outside the perimeter of the Lists. Helpful heralds stand
  nearby, describing the actions of the events and offering
  the names and deeds of the contestants.
  Favors
  One of the most important challenges for an
  unmarried male knight at a Laranian tournament is to
  obtain a favor from a lady to whom he is attracted. The
  value of such a token is entirely sentimental, although it
  can inspire some knights to fight more confidently, or
  give rise to furious jealousy in others who had been vying
  for the attention of the same lady.
  Favors typically range from an impersonal Peonian-
  style scarf to a more personal token such as a glove,
  detachable sleeve, veil, lock of hair or even a garter. A
  knight can tie the favor to the end of his lance, helmet or
  arm, or place it under the tunic and close to his heart.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 5
  
  WEAPONS OF THE TOURNAMENT
  Early tournaments used normal weapons of war in
  all contests – the obvious consequence was a high
  casualty and fatality rate. This is still true at most
  tournaments in Rethem. However, since the purpose of
  most Hârnic tournaments is to display martial skill rather
  than to injure people, special rebated (blunted) weapons
  are used in the Joust and Melee.
  Special jousting poles are used in the traditional
  Joust – each participating knight is expected to bring at
  least three to the tournament, although most bring many
  more than this. Jousting poles are fragile lances – they
  are made from soft wood and designed to break easily.
  They are blunted, padded or fitted with a coronel, an iron
  crown-like head to spread the force of impact over a
  wider area.
  Jousting poles at most tournaments are 10-12 feet in
  length, longer than lances of war, which measure 8-10
  feet. However, at the Royal Chelebin Tournament of
  Chivalry and at any tournament hosted by a Laranian
  fighting order, all jousting poles must be exactly 15 feet
  long. It is traditional at Laranian tournaments for jousting
  poles to be painted red and white.
  For the Melee, the contestants fight with headless
  lances and rebated swords. The lances are considerably
  shorter and more resilient than jousting poles. Marshals
  inspect all weapons prior to the event to ensure that they
  are indeed blunt. Such weapons are cheaper than their
  equivalent weapons of war – about one third of the
  normal price. Although the lances and swords are
  rebated, being hit by them can still break bones and may
  even kill by direct blow, or as a result of someone being
  awkwardly unhorsed. Bloodless melees are rare.
  Most participants at tournaments use knights’ shields
  during a Melee, but prefer the longer kite shields for the
  Joust. Other types of shields (such as round shields) are
  generally not permitted, or at best frowned upon.
  Unless they are black knights, all participants have
  their heraldic devices emblazoned on their shields. Most
  knights have their heraldry showing on their surcoats as
  well. However, members of religious fighting orders
  would wear the coat of arms of their order instead, and
  similarly, knights of the Royal Guard would wear their
  King’s arms on their surcoats. Ostentatious knights also
  have caparisons on their steeds that display their devices.
  In addition, there is a growing tendency by great nobles
  to feature a crest or mantle on the great helm at the
  Jousts.
  A fine saddled, fully-trained warhorse can cost over
  £10. Other equipment costs include: three or four dozen
  jousting poles; a few rebated broadswords and lances; a
  bastard sword, mace and dagger; four or five knight’s
  shields; spare clothing for social activities; a riding horse
  with appropriate gear and at least one pack horse;
  possibly a spare warhorse; a pavilion tent and
  miscellaneous equipment. A wealthy knight could be
  facing basic costs of as much as £30 (7200d), and this is
  before considering the costs for his entourage and
  general maintenance! It is therefore not difficult to see
  how an Earl could spend in excess of £100 (24000d) to
  attend a tournament.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 6
  
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 7
  Poor Knight
  Leather hood, providing minimal
  protection to the skull and neck.
  Plate halfhelm with nasal, secured over
  the hood with leather laces tied under
  the chin.
  Linen long-sleeved undershirt, pulled
  on over the head.
  Scale byrnie, extending to the upper
  arms and tops of the thighs.
  Linen surcoat worn over the byrnie,
  displaying the knight’s coat of arms.
  It is slit to the crotch to facilitate
  riding.
  Leather sword belt for the scabbard.
  Linen braies (breeches) extending from
  the waist to just below the knees, tied
  under the undershirt with a
  drawstring.
  Woolen hose, extending from thighs to
  feet and fastened at the front with
  ties to the drawstring of the braies.
  Leather shoes or ankle boots tied with
  thongs, worn over the hose.
  Iron prick spurs.
  BASIC COST: £3 (720d)
  ARMOUR OF THE TOURNAMENT
  The armour worn by contestants is the same as that
  worn into battle, except many knights wear a great
  helm and kurbul breastplate and ailettes for
  additional protection.
  It should be noted that great helms are rare on
  Hârn – they are almost exclusively worn by wealthy knights
  at the Joust, and seldom in battle. The narrow eye slits of great
  helms severely limit peripheral vision, which is essential for survival in actual
  combat.
  The following tables show the typical armour worn at a summer tournament by
  knights of varying degrees of affluence. The cost assumes armour of average
  quality. Wealthy knights often wear more expensive, superior armour that weighs
  less and offers better protection. Extremely rich knights have been known to spend
  as much as £60 on armour.
  Average Knight
  Quilt arming cap, worn under the mail
  cowl to prevent chafing of the scalp
  and ears.
  Mail cowl, fastened at the jaw with a
  ventail.
  Plate halfhelm with nasal, secured over
  the mail cowl with leather laces tied
  under the chin. For the Joust, the
  helmet has a steel facemask.
  Linen long-sleeved undershirt, pulled
  on over the head.
  Quilt gambeson, extending to the
  wrists and thighs. It has a high collar
  to help protect the neck. It is slit up
  to the crotch front and rear to allow
  the armour to hang naturally over the
  thigh when mounted.
  Mail hauberk, extending to the upper
  arms and thighs. It is pulled on over
  the head. Also slit to the crotch to
  facilitate riding.
  Linen surcoat worn over the hauberk,
  displaying the knight’s heraldry. Also
  slit to the crotch to facilitate riding.
  Leather sword belt for the scabbard.
  Linen breeches covering the waist to
  just below the knees, tied under the
  undershirt with a drawstring.
  Woolen hose, covering thighs to feet
  and fastened at the front with ties.
  Kurbul kneecops.
  Leather shoes or ankle boots tied with
  thongs, worn over the hose.
  Iron prick spurs.
  BASIC COST: £7 (1,680d)
  Wealthy Knight
  Quilt arming cap, worn under the mail
  cowl to prevent chafing.
  Mail cowl, fastened at the jaw with a
  ventail.
  Plate halfhelm with nasal, secured over
  the mail cowl with leather laces tied
  under the chin. For the Joust, the
  helmet is replaced by a plate great
  helm.
  Linen long-sleeved undershirt, pulled
  on over the head.
  Quilt gambeson, extending to the
  wrists and thighs. It has a high collar
  to help protect the neck. It is slit up
  to the crotch front and rear to allow
  the armour to hang naturally over the
  thigh when mounted.
  Mail hauberk, extending to the upper
  arms and thighs. It is pulled on over
  the head. Also slit to the crotch to
  facilitate riding.
  Linen surcoat worn over the hauberk,
  displaying the knight’s heraldry. Also
  slit to the crotch to facilitate riding.
  Kurbul ailettes laced at the shoulders,
  displaying the knight’s arms.
  Leather sword belt for the scabbard.
  Mail leather-lined mittens, tied at the
  wrists. The mittens have slits in the
  palms to allow the hands to be freed
  as necessary.
  Linen braies (breeches) extending from
  the waist to just below the knees, tied
  under the undershirt with a
  drawstring.
  Woolen hose, extending from thighs to
  feet and fastened at the front with
  ties to the drawstring of the braies.
  Leather shoes or ankle boots tied with
  thongs, worn over the hose but under
  the mail chausses.
  Mail chausses extending from thighs to
  feet and fastened with ties to a girdle.
  They are also tied with laces below
  the knees to further support them.
  Quilt cuisses, worn over the thighs and
  knees over the mail chausses and tied
  to the girdle.
  Plate kneecops worn over the cuisses.
  Iron prick spurs.
  BASIC COST: £12 (2,880d)
  
  RELIGIOUS INFLUENCES
  The churches of Larani and Peoni have been heavily
  involved in the development of tournaments in the
  majority of Hârnic kingdoms, influencing their form with
  religious ideals.
  CHURCH OF LARANI
  Laranianism is the official religion of the royal
  households in Melderyn, Kaldor, Kanday and Chybisa -
  this ensures that there is always a prominent Laranian
  theme incorporated into tournaments held in those
  kingdoms.
  The Order of Hyvrik in western Hârn and the Order
  of the Spear of Shattered Sorrow in the east have
  considerable influence among the nobility; a
  manifestation of this influence is the emphasis on
  Laranian ideals in the tournaments. Chivalric behavior
  and honorable combat are extolled as pious virtues.
  Loyalty to one’s lord and fulfilling feudal obligations are
  also considered highly important.
  One tenth of the earnings from most Hârnic
  tournaments are donated to the church of Larani. In
  return for this tithe, blessings are bestowed by priests and
  military support is offered by the Laranian fighting orders
  to assist in maintaining security at the tournaments.
  The tournament is an occasion for knightly
  adherents of Larani to champion a lady or
  cause and bring honor by competing. It is
  believed that the best method of achieving
  this is through single combat against an
  opponent – hence, the Joust is considered
  the most important event in any
  kingdom where Larani is openly
  worshipped. In non-Laranian kingdoms
  such as Rethem, the Melee, not the Joust,
  is seen as the cornerstone of any
  tournament.
  The Feast of Saint Ambrathas
  The most important celebration of the
  Laranian year is the Feast of Saint
  Ambrathas, which takes place in mid-
  Larane. Tournaments are held at the
  chapter houses of Laranian fighting orders and
  also in Olokand, in the kingdom of Kaldor,
  which is the venue for the Royal Chelebin
  Tournament of Chivalry.
  The Feast of Saint Ambrathas celebrates
  the legendary deeds of Ambrathas of
  Alamire, a warrior-priest credited with
  being Larani’s greatest mortal champion. This celebration
  is characterized by tournaments between “knights of
  good heart”, special lay masses and night long meditation
  and prayer by Laranian priests.
  Laranian Icons
  Laranian overtones pervade the atmosphere of most
  Hârnic tournaments, with the notable exception of those
  held in Rethem.
  Particularly at tournaments held over the Feast of
  Saint Ambrathas, red-and-white-checkered banners and
  decorations, re-enactments or pantomimes of Saint
  Ambrathas of Alamire’s legendary battles, tapestries and
  other depictions of the Knights of Tirith, representations
  of Larani’s shield Hyvrik and statues of Mendiz the great
  crimson Winged Lion are all ubiquitous. Enterprising
  merchants attempt to sell religious trinkets, among them
  the alleged splinters from Protector, the Spear of
  Shattered Sorrow that was once wielded by the
  missionary Fardir of Tenil. One can hardly go anywhere
  during the tournament without seeing some object of
  religious significance.
  Recruitment
  Tournaments attract a large number of young,
  impressionable nobles. Persuasive members of the clergy
  often attend to seek out recruits for a sponsored fighting
  order. Recruitment is primarily aimed at younger sons
  who are unlikely to inherit land.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 8
  
  Tirannon
  An important lay ritual among noble adherents of
  Larani is the Tirannon, the “Gate of the Mighty”. It is the
  final step in becoming a knight. The ritual is performed
  by a squire who is to be knighted, and consists of the
  squire placing armour and weapons on an altar in a
  Laranian temple or chapel, keeping a 24-hour vigil over
  them, praying for Larani to bless him and his war gear,
  and meditating on the holy virtues of a “perfect knight”.
  During this time the squire must not eat or drink and he
  should not be interrupted.
  It is considered auspicious for squires to undergo the
  Tirannon just before and during a tournament. Therefore,
  if possible, pious lords often wait until this time to knight
  their squires.
  Penance
  Tournaments are not designed to be fatal, but
  accidents do happen – this is not a dishonorable way for
  a knight to die. The knight who kills accidentally is
  expected to do penance and assume some responsibility
  for the widow and her children.
  Laranian Justice
  Tournaments present excellent opportunities for the
  Laranian church to publicly display judgement and
  punishment for temple crimes. This serves as a reminder
  to the populace that they must not only be mindful of
  secular laws, but religious ones as well.
  Trials by Ordeal are common – the accused is
  dropped into consecrated water for the religious court to
  determine guilt. If the accused sinks, he is deemed
  innocent and rescued; if he floats, he is guilty and must
  undergo whatever punishment is appropriate for the
  crime committed (a blasphemer might have his tongue
  cut out, for example).
  A person accused of a serious temple crime, such as
  heresy or witchcraft, may be put to death as long as the
  church obtains secular consent. Public executions
  (usually burning to death) for temple crimes are rare,
  which is why they tend to be reserved for important
  secular tournaments for maximum exposure.
  CHURCH OF PEONI
  Peonianism has a surprising influence over most
  Hârnic tournaments. The church praises true love and
  thus encourages courtship between knights and ladies.
  This brings the spectacle of romance and courtly love to
  the violent world of warriors, giving knights more reason
  than prizes to behave honorably, fight valiantly, and lose
  with dignity. Stalks of freshly-cut wheat are often tied to
  helmets or lances as a symbol of Peoni’s blessing.
  The local Peonian temple at a tournament venue
  usually houses an infirmary which is always put to good
  use during the events. Although the chance of injury at
  tournaments is far less than in a real battle, bones can
  still be broken from falls or unlucky strikes, and open
  wounds can be suffered from duels and foot combat.
  Treating heavily armoured knights suffering from heat
  exhaustion is common.
  Ladies often give plain kerchiefs of the same color as
  the robes of the Peonian clergy (such as green in spring
  and beige in summer), or scarves decorated with images
  of flowers or fruit (in groups of four) as favors.
  Peonian Icons
  The most popular Peonian icon at Kaldoric
  tournaments is Yselde the Trothmaker, a semi-divine
  servant of Peoni and the mistress of honorable love.
  There is usually a representation of Yselde – portrayed
  as a heavyset, good-humored woman of middle years,
  carrying a basket or sometimes a suckling child – present
  at the galleries. Other servants of Peoni, such as
  Belsirasin the Weeper and Tirrala the Handmaiden of
  Renewal, are also prominently featured.
  Peonian Tournaments
  In 716, the Earl of Balim in Kaldor inaugurated the
  Tournament of Love, a three-day tournament attended
  by 30 to 50 local knights and held at the West Common
  of Kiban in the month of Nolus. It is the only Hârnic
  tournament with a strong Peonian theme, if only the
  aspect of honorable love. The Angyla Festival, an
  important Peonian celebration, is held at the same time,
  although most of the activities are of little interest to the
  Larani-worshipping nobility. However, one Angyla event
  that is gaining popularity with participating knights is a
  variation of “Burning the Flag”. This variation entails two
  teams of mounted knights armed with rebated
  broadswords attempting to capture the opposing team’s
  flag and throw it on a bonfire for burning.
  OTHER CHURCHES
  The religions of Halea, Ilvir, Sarajin, Save-K’nor, and
  Siem are tolerated in most tournaments but not
  encouraged. They have no official representation in the
  events or formalities, but their influence can be found in
  other, less formal aspects of the social activities.
  Tournaments held in Rethem have a strong Agrikan
  theme; the use of fire features prominently. In the
  Thardic Republic, tournaments have been largely
  replaced by Pamasani Arena games which are largely
  operated by the Agrikan church. These games often
  include honorable jousts as well as dishonorable and
  brutal slaughters.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 9
  
  TOURNAMENT EVENTS
  The dominant events at most Hârnic tournaments
  are the Joust and the Melee. All participants are expected
  to participate in both events.
  THE JOUST
  The Joust, also known as the Tilt, is a contest
  between two mounted knights who charge and attempt
  to strike and unhorse each other with their jousting poles.
  It is the perfect opportunity to display individual prowess
  against an opponent in a controlled and public venue.
  The Joust is the key event at all Laranian tournaments,
  eclipsing all others.
  There are many different rules for winning the Joust,
  but the most common set is called the Laranian Joust.
  This contest is won by the first knight to accumulate 3
  points. Breaking a jousting pole against an opponent
  counts as 1 point and unhorsing an opponent counts as 3
  points. Striking any part of the saddle scores no points
  and striking a steed leads to disqualification.
  The jousters are permitted to make no more than
  three passes in a bout. If, after three tilts, the score
  remains tied, or if both knights are simultaneously
  unhorsed, the combatants must fight on foot using (real)
  swords, axes, or maces. The first knight to strike his
  opponent three times is the winner, except strikes to the
  shield do not count.
  There are many variants of the Laranian Joust. For
  example, instead of a contest being limited to three tilts
  with the lance, there could be up to five or seven tilts, or
  even any number of tilts until one knight yields. If a
  knight is unhorsed, the contest might continue with both
  knights dismounted, although this is more common in
  duels. An unhorsed knight never has to fight a mounted
  knight under Laranian rules, but this is often seen under
  Agrikan Rules, especially in Pamesani arenas.
  Each tournament also has its own rules regarding the
  jousting poles. Aside from length requirements, some
  tournaments attempt to promote fairness by collecting all
  participants’ jousting poles and redistributing them
  randomly after the Judges have inspected them.
  Furthermore, many Jousts award the contest winner all
  of the loser’s jousting poles – an important benefit
  considering the fragility of these weapons.
  The winner of the Joust at any tournament is
  awarded the title of Champion of the Joust. The winner
  is usually the last knight remaining, or chosen by Judges
  from among a group of undefeated knights.
  The Lists
  Jousting occurs in an enclosure called the Lists.
  Within the Lists is a straight, level Jousting Run that is
  usually covered with thickly strewn sand, or well mulched
  with refuse from a tannery to soften an unhorsed knight’s
  fall.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 10
  
  The Jousting Run is divided for much of its length by
  a Tilt Barrier to prevent the steeds from colliding with
  each other. At most Hârnic tournaments the barrier
  comprises a length of rope tied to a row of wooden posts
  and hung with cloth. The Royal Chelebin Tournament of
  Chivalry features a solid Tilt Barrier, a wooden fence four
  feet high.
  Pairing Process
  The process of pairing knights together for jousting
  differs from one tournament to another. Many
  tournaments rely on a completely random draw, but this
  method is often disliked by knights of high station, who
  object to being matched up against ‘lesser’ knights or
  their own vassals.
  Other tournaments prefer to allow each knight to
  nominate an opponent, or to lay an open challenge for
  any knight to accept. The rules for pairing at a particular
  Joust are communicated by the Marshals at the
  beginning of the tournament.
  Wagers & Trophies
  It is customary, but not required, for combatants to
  wager their armour (or the equivalent in silver - who
  needs a second set of armour, which probably doesn’t fit
  anyway?), and sometimes their shield, favorite weapon
  and/or warhorse as well. The winner of the contest then
  takes the items as trophies. The value of the trophies
  wagered between the jousters must be approximately the
  same. Poor knights risk losing everything they own
  through wagers.
  Normally, the recipient of a challenge (rather than
  the challenger) suggests a wager, which can be accepted
  or declined by the other party.
  Romantic knights offer jewelry (such as gold rings or
  bracelets) as trophies but do not request any items in
  return; should they lose the combat, the request is that
  the jewelry be given to a lady, but should they win, they
  can (for example) demand that the loser bow
  deferentially to all the ladies watching the contest.
  Attendants
  A jousting knight is allowed up to three liveried
  squires to assist him in the Lists. Normally, an attendant
  stands at each end of the Jousting Run, ready to hand a
  fresh jousting pole to his master, or to make a hasty
  adjustment to a strap as needed.
  Attendants are not permitted to assist in actual
  fighting during the Joust or any ensuing foot combat.
  They may not be armed or armoured within the Lists. An
  energetic attendant may, however, sprint after their
  charging knight to help him stand should he be unhorsed.
  Commencement & Closure
  Trumpeters in the galleries announce the approach
  of the two contestants, who enter the Lists through gates
  from opposite ends. Each mounted knight is
  accompanied by his herald, who carries his banner and
  loudly proclaims his master’s name and title, and by his
  squire and any other attendants permitted to enter the
  Lists.
  The Judges and Marshals officiating in the contest
  are stationed near the middle of the Jousting Run. One of
  the Judges stands prominently with his baton raised high
  in the air.
  When the knights are ready to joust, they must tilt
  up their jousting poles. The bout then begins by the
  Judge swinging his baton down, which may be triggered
  by a great lady allowing her kerchief fall to the ground.
  On the Judge’s signal, the jousters charge at each
  other, couching their jousting poles under their right arms
  and keeping their opponent on their left. Thus begins the
  Joust.
  The Joust can be stopped at any time by a Judge
  casting his baton to the ground. Men-at-arms armed with
  staves stand within the Lists to help carry out the Judge’s
  command if necessary.
  Once a bout has ended, several servants rush to the
  Jousting Run. They quickly clean up any debris (such as
  broken jousting poles) in preparation for the next pair of
  jousters.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 11
  
  THE MELEE
  The Melee, also known as the Tourney, is essentially
  mock warfare between two teams of mounted knights
  wielding blunted broadswords and lances.
  The Melee takes place on an open field, usually the
  largest Common, which is referred to as the Tourney
  Lists. At most tournaments, it is impractical to fence or
  rope off the entire perimeter of the Tourney Lists.
  Consequently, the action sometimes spills out beyond the
  boundary, and on rare occasions even into the local
  settlement, causing havoc.
  At the end of the day, one team is declared the
  winner by the Judges, and the best fighter (from either
  team) is chosen as the Champion of the Melee and
  awarded a prize.
  Team Selection
  Each team in the Melee comprises several smaller
  units, grouped by banners led by an Earl, Baron or
  Manorknight. Vassal knights must always rally to the
  banner of their lord, but knights-bachelor, foreign knights
  and knights of the Laranian fighting orders can join either
  team.
  Upon arrival at the tournament site each knight
  presents himself to the Chief Marshal. The knight
  declares which team he wishes to join. The Chief
  Marshal must ensure that the teams are evenly matched
  – he has the authority to direct knights to join a different
  team to balance the numbers.
  Each team officially has a team leader, who is the
  highest-ranking knight. The team leader declares the
  team’s tactics and strategy after conferring with the other
  important nobles on his team.
  Every team member has a colored kerchief tied to
  his right upper arm (most often white or red in Laranian
  Tourneys), to denote for which team he is fighting.
  Combat
  At the beginning of the Melee, the two teams
  assemble on opposite sides of the battlefield, which is
  known as the Tourney Lists. The teams are subdivided
  into cavalry centads comprising a number of squadrons,
  grouped by the banners of their leaders.
  When the horns are first blown, the two teams
  mobilize to outflank each other and make the opening
  charge with blunted lances. This commences the Melee.
  The charge consists of mostly trotting into position,
  with perhaps 100 to 200 feet of cantering at the end.
  Given the uneven terrain of the Tourney Lists, no knight
  would risk their extremely expensive warhorses by
  galloping them across it.
  The initial clash usually causes the most injuries, as
  knights are concussed or unhorsed from hard lance
  thrusts. Lances are broken or jarred free from hands by
  the force of impact, and rebated broadswords are drawn.
  The battle quickly degenerates into a swirling mass of
  single squadrons or even individuals riding about and
  pounding at each other. At times, the action is frantic and
  exciting as squadrons rally together and charge at a
  cluster of opponents, but on occasion, the fighting lulls to
  a stop altogether as teams fall back to regroup.
  The Melee is a dangerous event, even with blunted
  lances and swords. There is only a small number of
  Judges and Marshals to police the large melee battlefield.
  Accidents do happen, and dishonorable actions are
  performed when the officials are not watching.
  It is generally considered dishonorable for multiple
  knights to gang up on an opponent, especially one who is
  no longer mounted. It is also improper to kick or lay
  hands on a knight or horse (including the reins).
  Furthermore, it is deemed cowardly to strike a horse.
  However, such actions are often made in the chaos of
  battle, much of it unnoticed by the Judges and Marshals.
  To assist the Judges over the large Tourney Lists,
  Marshals are given temporary power to make judgments
  and dismiss participants during the Melee, although a
  Judge can override their decisions.
  Should a knight be unhorsed, the other members of
  his team would (depending on their loyalty) rally around
  and defend the knight while he remounts – a knight on
  foot is in danger of being trampled to death in the
  confusion of the Melee, hence the urgent need to
  remount as quickly as possible. In addition, if the knight
  remains unhorsed by the time a Judge or Marshal arrives,
  he will be sent off the field.
  Knights who have been dismissed from the field of
  battle must remove their team color and may not re-enter
  the fray. Some brazen knights, seized by their passion,
  attempt to sneak back on to the field during the chaos of
  battle, but they risk being banned from the whole
  tournament if they are caught.
  Standard Bearers
  Every lord who has vassal knights will fly his
  standard, under which a small pennant signifying the
  team color is flown. This standard serves as an important
  rallying point for the vassal knights and also to allow
  spectators to easily locate the lord.
  A lord usually chooses one of his most experienced
  and trusted vassal knights to act as his standard bearer.
  This is considered a great honor. This knight is duty-
  bound to carry the flag, which is mounted on a pole, and
  follow his lord everywhere on the battlefield.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 12
  
  Many knights tend to target opposing standard
  bearers to force them to drop their standard, as this can
  cause confusion among the enemy group by dissolving
  their rallying point. Because a standard bearer must hold
  his flag aloft, he is unable to fight and is therefore
  vulnerable. Therefore, he is must be guarded by a
  protective screen of loyal knights whenever possible.
  Should a standard bearer fall, another knight in the
  group is expected to immediately take his place. The lord
  would be greatly shamed were his flag to remain fallen
  while his vassals were still on the field.
  Retainers
  A knight can nominate up to a set number (usually
  three) of his squires or foot soldiers to receive permission
  to enter the Tourney Lists. These liveried retainers may
  only assist the knight whose badge they wear. They may
  enter the field either mounted on a riding horse or on
  foot, and can only be armed with either a rebated
  broadsword or a quarterstaff. They are allowed to wear
  armour but cannot carry a shield unless it is intended for
  their lord. The retainers’ duty is to ward off attacks
  against their lord if he has been unhorsed, or to deliver a
  fresh horse, shield or sword to the lord, or to carry an
  unconscious master safely off the field. Retainers are
  otherwise not permitted to remain on the field.
  As representatives of their master, retainers must
  behave in an appropriate manner. Any misbehavior on
  their part would reflect poorly on their knight, causing
  shame and dishonor.
  Refuges
  A typical Melee lasts for 2 to 6 hours – no knight is
  expected to fight continuously throughout the day.
  Special refuges reserved for each team are roped off at
  various points along the perimeter of the Tourney Lists,
  where the knights can enter to rest and change horses at
  any time. Fighting is not allowed in the refuges. Knights
  resting in the refuges can stay as long as they wish,
  quaffing wine and eating as they observe the battle and
  discuss team strategies. The refuges also serve as rally
  points for squadrons of knights held in reserve.
  Ransoms
  Some Melees, particularly in Rethem, practically
  revolve around capturing knights for ransom. Although
  ransoms in the Melee are lighter than in war, they can
  still bring considerable wealth – the ransom of an
  important knight could be a fine warhorse and a set of
  good armour.
  Laranian tournaments usually forbid ransoming, to
  encourage the ideal of fighting for personal glory or for
  honoring a lady.
  End of the Melee
  As sunset approaches, the Judges and Marshals blow
  their horns to signify the end of the Melee. The officials
  meet with the team leaders of both sides, to determine
  who is to be declared the Champion of the Melee. The
  exhausted participants are then permitted to take a short
  break to look presentable for the evening banquet and
  dance.
  OTHER EVENTS
  While the Joust and Melee are staples of any
  tournament, other events and competitions, ranging from
  the increasingly popular Archery Contest through to a
  simple hollering contest, may also take place. Most of the
  side-events are spontaneous and unplanned, such as
  wrestling contests and ‘foot-the-ball’. These events are
  open to commoners and so tend to attract them more
  than the nobility.
  Side-events indulged in by knights and squires
  typically include riding against the quintain and other
  tilting exercises. Alternatively, a knight may make a
  challenge to others to engage in foot combat – the rules
  for winning vary but are rarely intended to be lethal.
  More serious side events include duels between
  nobles and public executions. The former is usually held
  in private, while executions attract large crowds.
  SOCIAL ACTIVITIES
  For a gathering of so many nobles in one place, no
  tournament can be considered complete without food,
  entertainment and courtly intrigue.
  Feasting is a crucial activity for any tournament – a
  host who does not feed his guests well will see them
  departing early (and unhappy). Sumptuous banquets are
  served almost continuously to the nobility, ensuring that
  they are never hungry. A dinner banquet would typically
  comprise pottage (a thick vegetable broth), fresh bread,
  at least three courses of cooked meats and fish, roasted
  geese or swans, sauces and a variety of desserts.
  (Even the commoners eat well, although not
  necessarily at the expense of the host, with various cheap
  cooked meats and salted fish accompanying broth and
  bread at the inns, and an abundance of aromatic meat
  and fruit pies, toffee-coated apples, roasted vegetables
  and other food available for purchase from market stalls.)
  It is typical for the nobles’ banquets to be held in the
  great hall of the local castle. During the tournament, the
  great hall is also the venue for nightly dances, and
  dramatic performances from the Thespians’ guild. Jesters
  and fools are a source of great hilarity, often at the
  expense of some of the guests. Bards from the
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 13
  
  prestigious College of Harpers masterfully produce
  beautiful music with their harps and lutes, or eloquently
  recite poems and songs of love and tales of gallantry.
  Most nobles participate in considerable social
  activity, ranging from engaging in polite banter and
  courtship to forging secret alliances with other nobles.
  What can be gained from political intrigue can far
  outweigh any prize offered during the events.
  The tournament officially ends with the closing ball,
  where the feasting and reveling continues through the
  night. Following the cessation of food and entertainment,
  the noble visitors gradually depart for home, to look
  forward to the next tournament.
  PRIZES
  Prizes are awarded for winning the main events of
  the tournament. The value of the prize is relative to the
  importance of the event. The most important prize at
  most tournaments is for Champion of the Joust, which
  can be a combination of coins, fine cloths, jewelry, sturdy
  armour and possibly even a fine horse, valued at
  thousands of pence.
  The prize for Champion of the Melee is similar to
  but generally less valuable than the prize for the
  Champion of the Joust. Other, lesser prizes are often
  awarded for various achievements, such as Fastest Horse,
  Best Squire, Best Lance, and so on.
  At most tournaments, each prize is awarded by a
  lady, ideally by one who had gifted the contestant with a
  favor. Prize winners also have the honor of the first dance
  at the evening banquet with the lady who conferred the
  prize.
  In the kingdom of Rethem, however, the awarding of
  prizes is less gentle. Since the Melee is the supreme
  event, the ultimate prize is for the Team Triumphant. At
  large Rethemi tournaments, generous prizes are hidden
  within a purpose-built wooden ‘keep’, in which are
  sometimes chained female slaves. At the end of the
  Melee, the victorious team assaults the keep to rape and
  pillage to their satisfaction; to finish off, the knights set
  fire to the structure, usually with the slaves still chained
  within, as a sacrifice to Agrik.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  TOURNEY 14
  
SOURCE: textdata/thevault/Harn/HarnWorld/HarnWorld - Tourney {CG 4721}.pdf