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Author Topic: The White Lily proudly presents: Night of Duels  (Read 402 times)

Lily

The White Lily proudly presents: Night of Duels
« on: September 17, 2009, 05:47:05 am »
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The White Lily Proudly Presents:

Night of Duels


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I am happy to announce you the Night of Duels, a competition among fighters and those who think they can stand a fight in range of a melee weapon. Everyone is welcome for this even, may it be to attend as a fighter and prove ones skill with a weapon, or just to watch the combatants fight.

Food and drinks will be served. All you need is to leave 500 True at the reception and you don’t have to pay for single drinks and food.

The Night of Duels will be held in the arena in Fort Vehl on Tunar, Febra 10, 1455.

There won’t be any prices, other than the honor and fame, but every fair fighter should honor especially these. The Night of Duels is not about treasure, but to come together, fighting duels, have the one or other drink and a lovely meal among friends.

Please send your application to Phyress Sylphide who is going to organize the whole event. She will be also responsible for the course of events and the single duels. Miss Sylphide will announce the combatants of each fight.

There is going to be a surprise at the end of the whole event, so stay tuned and enjoy it. It’ll be really worth it. Please come and join us at the Arena in Vehl for a night of breathtaking duels and fun.


Rules of the Night of Duels

  • In the arena combatants won’t be able to cast any spell or use a spell-like ability.
  • Combatants must not leave the area to cast spells.
  • Combatants must not alter their appearance //Any form of shape changing or polymorph
  • Combatants must not cast weapon enchantments. //GMW, Imbue, Blade Thirst, Darkfire, etc.
  • Combatants must not knock anyone down. //Knockdown
  • Combatants must not leap into their opponents to knock one down. //Acrobatic Attack
  • Combatants must not hide in plain sight. //HiPS
  • Combatants must not make use of items which store the Al’Noth.
  • Combatants must not wear any items that trigger if it hits or one is being hit.
  • Combatants must not heal themselves, may it be potions or divine magic.
  • Combatants must not call for help of others //Familiars, Animal Companions, Summons
  • Combatants must not sing one to death, stun them or whatever.
  • Combatants must not start performing any actions, such as singing, before the fight was started.
  • Combatants must rest before any duel.
  • Combatants may take a defense stance. //Expertise
  • Combatants may perform more powerful attacks. //Power Attack
  • Combatants may leap into the air and spin around. //Whirlwind Attack
  • Combatants may enter rage.
  • Combatants may use any melee weapon, or perform martial arts.
  • Combatants may use a single weapon, a shield, two weapons or whatever.
  • Combatants may use gear which holds magical properties, although not being casted.
  • Combatants may change their gear between fights to suit their opponent.
  • Combatants may sing a song to encourage oneself in a duel.
  • A duel lasts over three rounds whereas the winner only needs two rounds to win a battle.
  • Every single duel will be counted down from "3 ... 2 ... 1 ... GO!" before it starts.
  • The winners of each duel will face each other until only one combatant remains and will be declared as the champion of this competition.
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//And now for some OOC clarification which pretty much covers the rules for dead-magic areas...
Quote

- Allowed -
  • Items that enhance stats, skills and/or saving throws that are worn or equipped (clothing, jewelry, accessories) and that provide a "permanent" benefit to one's attributes and bonuses.
  • Permanent weapon and armor enhancements, such as elemental enhancements, silver and titanium coatings and elemental resistances.
  • As mentioned above, the key here is that these things do not rely upon the Al'Noth to sustain or maintain them, having received all their energy from either the casting itself or the energies inherent in the application of the enhancement.
- Not Allowed –
  • Ioun Stones. It does not matter whether or not these are activated prior to entering the dead magic zone or not, they are simply not permitted to be in use in dead magic...at all. They rely upon the Al'Noth to keep them circling around the character, and in its absence, they will fall to the ground. Bioware does not enforce this mechanically, but we will enforce it administratively.
  • Active magical and supernatural abilities that would draw upon the Al'Noth in some way, whether divine, arcane or natural. They may possibly persist when moving into a dead magic zone, but should not be activated or used from within a dead magic zone. These may include, but are limited to:

Racially-granted feats and abilities (i.e. Darkness)
  • Class-based feats, abilities and powers (i.e. Divine Might, Divine Shield, Bless Weapon, Holy Sword, Deafening Clang, Blade Thirst). This also includes the abilities of Spellswords and Arcane Archers to imbue their weapons and/or ammo with special enhancements.
  • Spells in general, may they be arcane, divine or of whatever nature.
  • Epic spells. (i.e. Epic Warding, Epic Mage Armor, Hellball)
  • Summons of any kind
  • Items with On-Hit-Properties




Food and drinks will be provided by the well renowned Leringard Arms & Inn! So expect delicious snacks, slices of pie, and the one and other great tasting ale and wine!


We look forward to seeing your sign-ups!


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*Signed*
The White Lily[/SIZE]




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//Please let me know either by PM or leave a message here.
//More details about the event itself you’ll find here!
 
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