Autumn War, September 11-13, 1998
Good Gentiles, We Bring You Greetings and Salutations.......... This is a long Missive pertaining to Autumn War98. Further within the missive are matters directly related to the event. But, first there is information, then clarification, then at last rumour control.
1. Due to the length of the dragon ride from the Summits, the BAO Gold Key and merchant friends are hosting a no charge hospitality pavilion on merchants row. This we hope will provide a place for far travelers to cook food, clean feast gear, etc.
2. Please Let our Site-O-crat Johann know of your site requirements. This is for your own benefit, Ourselfs cannot shout this any louder than this! Johann can be reached at johannbao@juno.com or via land line at (253) 520-3441.
Route clarification: A gentile from Stormgard called ourselves today and pointed out to us that the directions were wrong coming from the South. I had left out the the last little bit, so here it is and thank you Eoin "from the south, take I-5 to Hwy512, turn West on 512 towards Puyallup. Follow Hwy 512 until it ends on Hwy167, follow 167 north to Hwy 410. Follow Hwy410 and take the Orting (East Valley Hwy) exit, then turn right. Follow the road. The entrance to River Glen Campgrounds is a dirt road on the right hand side, just before the bridge. Please follow the SCA signs."
Now for rumour control
1st Rumour, If I don't pre-register I can't go. The simplest answer to this is of course you can still go!!!!!! We asked people to pre-register simply to offer early signup deals, and to of course get names for volunteers. This would also allow us to open up the site early for those who did, and hopefully save the traffic bottleneck for much later in the day. So come on out, and have fun with us. and Please VOLUNTEER!!
2nd rumour, there is no more camping space available. Our Site-o-crat assures us at this time, there is alot of camping space still available, and now for the rest of this missive.
Good Gentiles Enter and be Welcome to Autumn War September 11-13, 1998 A.S. XXXIII On behalf of the Barony of Blatha An Oir and the Principality of the Summits we bid you enter and be welcome. We invite you have fun and enjoy your self, and with that PRAY ATTEND
* Please remember to carry your garbage out with you. Garbage bags can be had from the GATE.
* No Open Flames. Cooking Fires must be at least 12 inches from the ground.
* For those populace from Far Far Away we have established a Hospitality tent on Merchants Row. Please check with Gold Key for more information.
* Please remember to VOLUNTEER, Heralds, Waterbearing, ROVING, and GATE DUTY are just a few of the needed areas.
* The Puyallup River is SWIFT, DANGEROUS and OFF LIMITS
* Washington State Law requires children under the age of 10 to be supervised at all times. Parents PLEASE watch your Children.
* All AnTir Leash Laws apply please keep all pets leashed and picked up after.
* ABSOLUTELY no parking in the camping areas, please park in the designated areas.
* Please see area map for period camping, and mundane camping.
* Per our contract with the site owners 11:00pm to 6:00am is quiet time.
* This Site is wet, period containers only. All Local Drinking laws are in effect, you must be 21 years old in this state to drink. NO EXCEPTIONS!!!!!!!!
* There is a Signpost at the gate with a large map of the site; this is your place to leave NOTES for Households, etc, put your location down so that others in your party can find you. Schedules, Scenarios, TRPs and other last minute items, will also be posted here.
* There will be many non-combative events, going on all the time, please see the site schedule and attend to the heralds. They will have the information you need.
* You received at the gate, a dragon pass, and two tokens, one a site token, and the other a token with a harp on it. Please fill out the dragon pass (SCA Name, Mundane Name) and leave it laying on your dash, if you need to leave for any reason, this pass lets you back on site!
* The site token is your proof of payment for the site, please safe guard it.
* The BARDIC Token (the one with the harp) is to be given to the bard of your choice for their performances at any time. The bard with the most tokens will be awarded a war point. PLEASE NOTE there are more tokens available, from the Crat (Yellow "A" on Blue Sash) team.
* * Some of the other fun activities happening at this event are:
* A beverage contest.
* A Privately hosted feast in the Blath An Oir Pavilion on Saturday night
* The Hati Longtooth Memorial Woodworking Competition (see the Clan Longtooth Encampment for further details.
* Siege Cooking (War Point Given)
* Rapier brawls War Point Given)
* Roving Bardic (War Point Given)
* Fredericks Memorial Rapier Tournament
* A Heraldry call off (War point given)
* A gaming tourney, 9-man Morse, Alquerque, and Mancala Please See the Lady Pegleg on merchant's row for list sign up starting Friday night. (War point Given)
* A Double Elimination Combat Archery Tournament. (War Point Given)
* And much much more. Please attend the heralds for more events, time changes, and information.
Greetings Woodworkers! The 3rd Annual Hati Longtooth Woodworking Competition will be held at Autumn War, according to decree by Baroness Isabeau. Among the prizes will be a Tinker Blade and silver jewelry by Dain of the Long Tooth Clan. Hati was a master woodworker with almost 30 years of experience, who received his Golden Blossom and Pather's Torch during Autumn War 3 years ago. As this competition is in Hati's honor, the judges will be looking for the things he appreciated in his own work as well as other's. Some of these things include unique ideas in construction (wooden hinges/latches, etc), interesting joinery; sturdy, functional items that will outlast the maker, and items which serve more than one purpose. Interesting woods, and unique grains and knots are appreciated, and interesting use of grain, such as "pictures" in the wood, will earn extra points. The entries should be well finished and use of metal is fine. Examples of Hati's work will be on display at Autumn War, and as this is an annual competition, think ahead to next year. Respectfully, Raven Longtooth
Scenarios for Autumn War, A.S. XXXIII Time: 11:00am
Scenario # 1 Advance Guard Skirmish Troop Type - Lights only Missile Type - All War missiles allowed Duration - 20 Min. Max Resurrections - None Description: The Advance Guard of each army meet in a light infantry skirmish. Only light infantry may participate. The Victor of the battle gets the "high ground" (choose facing on the field) in the next battle. Time: 11:35am
Scenario # 2 Cavalry and Infantry Parties Meet Troop Type - Heavies only Missile Type - Non-Archery allowed Duration - 15 Min. Max. Resurrections - None Description: After the skirmishers have battled and the victor holding the favorable terrain, the remainder of the Vanguard of both side deploy- both hoping to defeat the enemy before their main body arrives. The defeated side will deploy in front of their castle. Time 12:05pm
Scenario # 3 Challenge of Champions Troop Type - 5 Heavies each side, Native troops only, 1 must be the Principality/Baronial champion (if on site). Missile Type - None Duration - 5 Min. Max. Resurrections - None Description: As the troops are being lined up, heralds come forward and issue a challenge of champions. Both groups of champions meet in the center of the field and lay on. NOTE: after 5 minutes or the complete victory of one side the next scenario starts immediately.
Scenario # 4 Field Battle Troop Type - All Missile Type - All War missiles allowed Duration - 30 Min. Max. Resurrections - One, on honor system Description: The victor of the "Cavalry and Infantry Parties Meet" battle is now arrayed before the enemy's castle with their entire army. The defenders of the castle have this one opportunity to drive the attackers back to their own castle. If they succeed, they will follow-up with a castle assault of their own. If they fail ... "raise the drawbridge!!!" Time: 12:55pm
Scenario # 5 Castle Assault Troop Type - All Missile Type - All War missiles allowed Duration - 20 Min. Max. Resurrections - One for the Attackers on honor system, none for the defenders. Description: The defenders have spoiled all mining attempts, the castle walls have so far held against the siege weapons, however, the castle gate has been destroyed. The only way left to get at the defenders is to attack the castle. Additional Scenarios The reminder of the heavy/light combat for the day will be decided by the MIC and the combatants remaining. Added Note from Autocrats: Attend: The winner of each scenario will be awarded a war point! The Marshalette upon the field will be polled; We would be looking for those 2 most chivalric fighters upon our war field this day. One would be a heavy fighter, and one would be a light fighter. These most wondrous fighters will receive a war point and a prize for their hard won efforts.
TRPS FOR AUTUMN WAR, A.S. XXXIII (Tactical Rules and Parameters)
The most important point to remember in any War is TO HAVE FUN, and if you're not having fun, why are you here?
Archery/Missile Combat An Tir 5/4-inch arrow blunts will be used. Screening is optional. Arrows gleaned after an archery battle must be taken to the sideline and thoroughly inspected before re-use. In some resurrection archery battles, arrows may be reused, after they have been taken to a special sideline Inspection point and thoroughly checked for safety. Thrown weapons such as javelins and rats may be reused In the midst of battle by anyone, heavy or light, after being checked by user for safety. Heavies using thrown weapons are still heavies. It is the heavy's responsibility not to have their hands exposed during combat. All missiles should not be thrown at ranges closer than 15 feet (5 meters). However, if you are hit in a legal spot and are closer than 15 feet, it is honorable to accept the hit (this sometimes happens when fighting over things like castle walls). Do not take advantage of this rule. All light fighters in mixed heavy-light battles must wear a white helmet of 18 gauge or heavier metal, marked on the front, sides and rear with a 3" high red pheon (arrowhead). No heavy may wear a white helmet. To kill a light, the heavy should slow down or stop and place the head of his weapon within 10 feet (3 meters) of the light (but not too close) and shout "ARCHER, YOU ARE DEAD" or a similar phrase. Do not get too close to the light (3 feet/1 meter is too close). The dead light immediately leaves the field quickly and safely. The heavy must be able to get at the light... if there is an obstacle in the way, such as a wall, designated water, a heavy protecting the light, etc., the light cannot be killed by the heavy. Heavy fighters: you must kill each light as a separate opponent. Stop. Point your weapon at one, shout the killing words, then move on to the next one. Lights must be at least 15 feet (5 meters) from their target. For safety, they should stay at least 10 feet (3 meters) from any heavy fighting. A special note to lights in the castle towers: when judging distances, please remember that the wall sections of the Blatha An Oir castle are each 8 feet long. Please note that heavies, when fighting or moving, often don't notice missile hits. If a hit heavy ignores your shot, hit him again. If it's still ignored, aim for the soft spots in the armor. NEVER tell a heavy they are dead, though waving to them when they look at you after a hit is a good idea. The target area for arrow & javelin missiles is the same as for sword thrusts. Blunt missiles from slings or stone bows (tennis ball crossbows) are taken the same as a mace blow. However, a siege rock, ballista bolt or boiling oil (popcorn) hitting any fighter anywhere, including on the weapon, shield or foot, kills them dead.
Castle Rules Everyone inside defending the castle is considered to be engaged in combat with everyone attacking the castle. Watch for blind-side shots! Siege rocks can only be dropped from the gatehouse towers. They must be held over the parapet with two hands and dropped to the outside of the castle. Boiling oil (Simulated by popcorn) operates the same as siege rocks and kills the same way (see above). Sally ports can only be opened from the inside. Once open they stay open for the duration of the battle. Sally ports might be designated by a piece of surveyor's tape. Fighters can climb over the castle walls. The open-backside of the castle is considered solid construction you may NOT attack there; you may only attack over the actual structure of the castle. Archers in towers cannot fire into the castle. All light fighters in towers are dead when all the defending heavies are dead or captured. For example, If you are killed in a tower and your castle has been captured, you may ask the captors to allow you to come down and go outside in order to use your remaining lives. It is not honorable to hold fighters captive In a captured tower. You have already killed them, let them resurrect.
Resurrection for fighters (both heavy and light) in castle towers (A) You may count to 100 and then become alive; (B) You may watch another fighter who has been killed go to the resurrection point, when he returns to the battle you may consider yourself alive; ., (C) Any other reliable method which takes you out of the battle for an honorable period of time. If you choose to come down from a tower during a battle, please do so only when it is safe.
Grappling and Grabbing Weapons It is acceptable for a heavy fighter who is alive to impede or pin his opponent briefly. No punching, kicking or head butting is allowed. You cannot grab and hold. The dead can only impede opponents by failing dead onto the opponents or their weapons. Rigor mortis does not set in immediately. Do not hold onto an opponent's weapon. Such a deed is not honorable. If grabbing an opponent or his weapon, remember that proper hand protection must be worn. If you grab a weapon by the blade, the hand is gone, Please don't break someone's weapons by playing tug-of-war.
Siege Engines Trebuchets, ballistas, cannons, etc They have their own crews and can only be fired by those crews. To stop a siege weapon firing, kill off the crew one at a time, just like any other light. Only cannon balls and siege rocks kill on the bounce. Siege rocks - soccer or basketballs, Styrofoam blocks, plastic bags filled with foam, etc. They are about a foot square and kill by touching a fighter anywhere (body, foot, weapon, shield, etc.,). Tennis balls fired from any other weapon kill like a mace.
Water Rules The water edge will be marked. Any fighter who steps or places one limb in the water is drowned. Water obstacles may have one or more designated "fords". As soon as you step into a ford, you must drop to your knees and remain on them until you have waded the river and touched "dry ground" on the other side, at which point you may stand (even though your feet might still be in the water.
Holds Holds should only be called for safety, if someone is hurt or could get hurt. Dropping a weapon or minor armor failure is not a reason for a "hold"; losing a helmet is. Have the sense to call "hold" yourself if you're in trouble. When a "hold" Is called, all fighters immediately stop fighting and drop to one knee. Please, no talking during holds especially discussions of strategy. Once the problem has been dealt with, the marshals will call "RISE IN PLACE", followed by "LAY ON". During a hold, the dead will probably be told they can leave the field if they wish. If you have died in a strategic spot and you wish to stay, you do not have to move. If you are hit when a hold is called because you dropped your guard, please tell the fighter that hit you so that you may continue the fight once the HOLD has been lifted.
Honor All fighting is on the honor system. Remember that you may be killed in several different ways, including missile hits and polearms from the blind side. It is not dishonorable to die; there will be lots of fighting after this battle. If you find yourself in an uncomfortable or untenable position (on your back, four fighters attacking you at once, etc.), it is honorable to yield. Playing possum is not allowed. If you find a particular fighter very hard to kill, or ignoring the TRPS, don't insult them, but rather talk to them personally after the battle is over. This can avoid a lot of hard feelings. Extreme rhino hiding should be brought to the attention of the marshals.
Killing a Heavy Fighter From Behind by Another Heavy To kill a heavy fighter from behind, place the blade of your weapon across their eyes and shout "YOU ARE DEAD". Do not whisper it. To kill from behind with a polearm, place the shaft on the enemy's shoulder (not too hard) with the blade in front of their eye-slot and shout "YOU ARE DEAD". If you have been eye-slotted, you are dead. Do not turn around and start fighting... your opponent has spared you the pain of being cold-cocked from behind.
Dragoons (formerly Raptors) Per directive from the Earl Marshal of An Tir, dragoons armed with rapiers are NOT allowed (no safety requirements have been established to allow weapons with points or edges that small).
Single Combat The cry of "SINGLE COMBAT" is discouraged at Autumn War. While two fighters are duking it out, a hundred or more fighters might be waiting in the hot sun for the next battle. If you like single combat, go to a tournament, or do single combat after the battles are over; but don't waste anyone's time with heroics.
Rule 17: No Whining, Blaming or Verbal Bashing Odds & Ends All An Tir legal heavy and light weapons will be allowed. Spear/pole weapon length may be up to 12 feet in length.
For the CAVALRY AND INFANTRY PARTIES MEET Scenario, All Peers, baron(ess)s, squires and sergeant-at-arms may be mounted (standing) all others fight on foot (from their knees). All mounted troops may only fight offensively with one hand (egs. spears may be couched). Shields may be used on their off-hand. Replacement mounts may be gained on the field. If a mounted man-at-arms is killed outright - (not legged) his horse may be used by a dismounted knight, squire, or sergeant-at-arm.
For the CHAMPIONS CHALLENGE Scenario, the champions must be troops native to the Barony of Blatha an Oir or the Principality of the Summits. The chain of fealty requirement by kingdom law (in order to participate in war) will be on the honor system.
A meeting between the Marshal-in-Charge and the Army Commanders will take place 1/2 hour prior to the first scenario for a scenario briefing and to go over any last minute items. There will be a 10 to 15 minute break between scenarios for the commanders to pass commands and array their troops (with the exception of between scenarios 3 and 4). The time schedule will be adhered to.
YIS Elon of Ravenglass & Pisi fra Visby, Autocrats Autumn War98