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Parade of Champions

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Below is the list of current champions of the Duirt's Folly Arena in their differing brackets. If you ever want to officially challenge a champion of a bracket, you must publicly issue a dual with the champion, and have it witnessed by either the Arena Master ( Grayson Gibb ) Or any current champion of any division. The match must be officiated by Grayson Gibb. Either as a Tournament style event, or a special event.

The brackets for these events are as follows:

Level Range Title
6-8 Initiate
9-11 Apprentice
12-14 Disciple
15-17 Adept
18-20 Master
Current Brackets (( Level 6-8 )) Champions
Arcanic Duels Orin Maplewood
Bardic Quips and Song Colton Fairchilde
Bare-Knuckle Boxing Sulan
Divine Protections and Mending Father Borden - Cult of Saint Theris
Grand Melee Sarina Starfire Atianna
Stealth Skirmish Vix Forescythe
Archery Robin Lochead

Arcanic Duels

Arcanic duels consist of 2 Arcane magi, meeting in the arena and dueling via arcane. The Magi, or Arena master (Whichever is prefered) will set a time in which each mage may only cast their defensive spells and preparations, when this time is up, the battle is on, where each mage must use only spells and cantrips to defeat their opponent, either by Knock out, Surrender, or incapacitation. (( Immobilizing or similar effects that would grant a coup de grâce ))

Arcanic Duels are broken into three divisons:

  • Arcane
  • Psionic
  • Mixed

Bardic Quips and Song

Bardic combatants fight differently, in these duels, a minstrel may challenge another in a battle of wits and insults, a battle of song or dance, or any other performance that they choose. These battles usually are determined by crowd reactions and officiated by another Champion or by the Arena Master. (( Essentially highest rolls win, and usually a best 2/3 or 3/5 to keep things fair from a simple bad roll of a die. ))

Bare-Knuckled Boxing

As stated, this bracket is for those who fight without arms. Bare knuckles (No Gauntlets or any other 'fist' weapon. Strictly fist-to-cuff in the purest of senses). These competitions are met by melee combat, and almost always to the knock-out. Again these matches are always officiated by the Arena Master or another Champion.

Divine Protections and Mendings

Divine casters gather in competition to show their protections and how to handle the Undead. The arena will supply necromancers to create troops of undead and the priest must dispatch them as quickly as possible, or take control of them and stop their assault. Other matches include the best protections against specific assailants, or those who can heal a number of injured combatants the fastest (( 3 equally injured warriors which they must mend fully with the least amount of spells. )) Other competitions may be in emergency dressings and splinting of wounds. (( Heal-skill ))

Grand Melee

Most times this is the "main event" The event most people come to see. This is an all goes melee combat. All weapons and armors are invited, and all combatants are welcomed. The only rules are no casted magic. No protection spells, no buffs. This is strictly a battle of physical prowess. You may use your own weapons, however. That meaning if you own magically enchanted weapons and armors, that is "fair game" and it's expected that you have no unfair advantage over anyone else in your bracket (level range). There are however special cases, where if both combatants or both teams of combatants have magical abilities, that they may agree to allow each other the use of their magical protections and "Buffer" spells. But these matches must be officiated by the Arena master. Otherwise, strict melee can be officiated by the Arena Master or any Champion not involved in the Melee.

Stealth Skirmish

In these events the arena is magically darkened and filled with obsticals and usually a common goal, a gem or the purse for the match. Combatants are placed at differing starting points, and must get to their target, and get back out. A bonus is usually awarded to a victor who obtains their target without being caught, or without triggering a trap. In the event of meeting your opponent, or having an advantage, you may 'assassinate' if you feel you can, or if that is the object of the skirmish. In these battles, either the first combatant to assassinate the other wins, or in the event of a common goal, the first to retrieve the goal and escape wins. If there is an objective to retrieve, any combatant that is eliminated, must wait 12 seconds (2 rounds) and then they will be teleported back to their starting location, where they can try to gain the objective. These matches must be officiated by the Arena Master or another Champion.

-Note! Poisons are permitted in Stealth Skirmishes.

(( This being a more complex battle, the rules are that the objective is set x-rounds away. Every Round, the combatants make both a stealth, and a perception roll. At any time that someones perception beats the other's stealth, they spot the other, and can immediately make a ranged attack, or instead receive a +5 circumstance bonus on their next Perception roll to get into melee. You must maintain Perception on your target for 2 consecutive rolls to get into melee of your opponent. Where you can then make a melee attack benefiting from any sneak attack bonus. For any confusion or clarification, please seek out or FPM JensM ))