This year’s GNE will include all the fighting you have come to expect — woods battle, field battle — plus an extra helping of fun!
All heavy list fighting will be fought under standard East Kingdom Heavy List Policies.
Contact the Heavy List Combat Marshal In Charge, , with any questions.
MARSHALS IN TRAINING: Please contact .
Deed of Arms
The theme of this years Deed of Arms is: “The Knights of the Round Table.” This is the fourth year a Deed has been run at Great Northeastern War, and we promise this year will be the biggest one yet!
The spirit of the Deed was born out of the similar Deed of Arms run at Pennsic, Gulf Wars and Estrella War. The rules are a combination of the rules from those events.
For any questions about The Deed, please contact .
There will be an overview of the rules, and of the scenarios prior to the procession, and a recap for the gathered crowd once on the field.
There will be Three Challenges laid out. Each one having a theme of the Knights of the Round Table.
Then will come the Ransom Melee. (Run only once)
Bring as much pomp and ceremony as you wish too.
Requirements: All participants must wear a 14th c kit. Greaves are not required (but are encouraged) and all are encouraged to wear chausses and braies. All weapons must closely resemble their medieval counterpart and are restricted to bastard swords, polearms of period design (axes, hammers, etc.), spears under 7′, daggers and single handed swords. All participants should be prepared to pay a ransom that they feel is appropriate to their station in the event that they are “captured” during this deed of arms. Rules of combat will be explained to all combatants before the Combat begins.
Appearance: All kits (hard and soft) must be a reasonable attempt at armor and clothing from the second half of the 14th century (1350-1399, some spill over either way may be allowed). All retainers/household members officially attending the Deed as part of the combatants retinue must be dressed in a similar fashion as to meet the flavor of the deed.
- First and Foremost: All armor must meet minimum SCA requirements. This does not mean you will be allowed on the field wearing only SCA minimums, they will still need to be completely covered in a historically appropriate fashion so that the over all profile is that of a 14th Century Man at Arms/Knight.
- NO VISIBLE PLASTIC.
- Helmets that would have been worn open faced will be allowed to have bargrills. It should be noted that a bargrill is a modern safety feature and the wearer is forsaking the protection of a closed helm.
- No Blatantly modern footwear (we will address this on a case by case basis). Vibrum soles on pseudo turn-shoes are allowed.
- Finger gauntlets are encouraged, mitten gauntlets are allowed, plastic gauntlets are not.
- Aventails on bascinets are highly encouraged. This can be either a chain or padded aventail.
- Greaves are highly encouraged.
- Sabatons are encouraged
- Mail is encouraged* (See combat rules for benefit of mail.)
Acceptable armor covering is a Long sleeved Jupon, a side lacing short or no sleeved heraldic jupon, or a surcoat of appropriate style for the time period. The basic belted, “sandwich board” tabard is not an acceptable covering.
- Cross Hilts on swords.
- Maces are allowed but must be reasonable length.
- Pole weapons with a definable head of significant mass are Highly encouraged.
- No pole weapon may exceed 7 feet. No pole hammer will exceed 6 feet. No great mace or sword may exceed 5 feet.
- Daggers may be used for thrusting only.
- Dual wielding only allowed for Sword and off hand dagger.
- Shields will not be allowed for the Ransom Melee. Shields of an appropriate historical size and shape will be allowed in the Challenges. Shields will also be provided for those who do not have their own, or do not want to use their own.
Ransom Melee Combat/Conduct:
- Combat is 360 Engagement. Shots dealt to a “Blind” opponent should be dealt with a “courteous calibration.” (i.e. No “Tent Pegging or Baseball-Batting an unsuspecting opponent.
- We are using an assumed-plate standard. Blows to the body and limbs have no effect. You do not HAVE to wear plate if your armor is completely covered. It will be assumed that is what you are wearing. Visible plate constitutes as metal or splinted/studded leather. Padded armor is allowed as long as it fits within the time period.
- Thrusts to an open face (i.e., a bar grill), neck, and armpit, all “kill”. A cut or chop with a single handed sword to the face (bar grill) will also count as a killing blow. If you are “killed”, you are out of the entire combat. If you are wearing mail, that part of you that is covered by the mail is proof to thrust.
- Thrusts to the inside of the elbow, buttock, or back of the thigh render you unable to continue but not dead. You may be called upon to yield. If you are wearing mail, that part of you that is covered by the mail is proof to thrust from one handed sword or dagger. Not from spear, pole, two-handed weapons or a one handed “pick”.
- Heavy blows to the head *did* have an effect. With that in mind, any stout blow to the head with a two-handed weapon or a mace will count towards being stunned. If you are struck three times to the head in any single engagement you are counted as stunned and must yield. If you get hit twice and then fighting breaks off, that’s it, you start counting over. If three different guys hit you in the head one after the other with no real break in the fighting then you’re stunned and you must yield.
- Anyone, at any time, may choose to yield.
- Anyone who becomes ‘helpless’ (On their hands and knees, on their back Etc.) and has an opponent’s hand laid upon him without being struck should yield as the opponent displayed great courtesy in not bashing them.
(Hitting a helpless or prone combatant will result in removal from the Deed.)
- Becoming unarmed does not render you ‘helpless’.
- Capturing Prisoners: If and when you choose to yield, then anyone (from the other side) can simply place his hand or weapon on you and say something to let you know he’s captured you ( e.g. , “You are my prisoner.”, or “I’ve captured you.”, Etc.).
- The captor or a teammate must walk his prisoner off the field. The prisoner may not call out for help or otherwise draw attention to the fact that he is chattel. While the captor is escorting his prisoner, he may be forced to fight. If he is captured or killed himself then the prisoner goes free. During such fights the prisoner must kneel ( so as to not look to be a combatant) quietly awaiting the outcome.
- The captor may allow his/her retainers to escort the captive once they have reached the sidelines of the field. Unarmored participants are not allowed to enter the field during an active battle scenario (unless they are a warranted SCA Marshal). If the captor is killed during this time the retainers must let the captive go free.
- Ransom (maximum of 1 per combatant) All combatants will be encouraged to have on hand a token ransom befitting their station. It is up to the captor and the prisoner to negotiate the terms of the release. The captor will receive whatever ransom agreed upon at the end of the Deed. *se below for further information on ransoms.
- If you have been captured and your captor chooses to keep you off the field, you are obliged to stay out of the fray unless your captor is killed. Then you are free to do as you wish.
- Combat will last until all of one side or either captured, killed or have retired voluntarily. A hold will be called every 15 minutes to ask if a break is needed. It will be the discretion of the captains. Anyone may quit the field for as long as he wishes, within reason, to rest or rearm at any time.
- Combatants are encouraged to take prisoners rather than kill their counter parts. This is achieved by stunning your opponent.
- All combatants are to have a Ransom to be paid to their captor at the end of the combat.
- Ransoms should be equal to ones aspired status. If a combatant is portraying a lord, a handsome ransom is encourage, or a humble mercenary or man at arms may not have quite an extravagant ransom to offer. This is encouraged to enhance the experience and level of immersion for the combatants and spectators. Examples of ransoms are/ but are not limited to: Period coins, Banners, “Jewels” or Jewelry, Pilgrim badges, Good fabric, Books, Glass beads, Honey, Pewter or Brass belt mounts/buttons, Homebrew, Good spirits, Feast gear, Rattan weapons/hardware, Armor pieces, Scrolls/Period Artwork Period hats/hoods/clothing/belts/garter/trims
- Ransoms need not be costly to the combatants unless they wish them to be. Combatants are also allowed to seek or accept offers of sponsorship for their ransoms.
There will be Three Challenges laid out. Each one having a theme of “Knights of the Round Table.”
All Challenge scenarios are still 360 engagement.
This year there are no set teams going into the Deed.
Four combatants will be picked by the Ladies of the Gallery to represent Knights of the Round Table (hereto referred to as Tennans) from the group. The remaining combatants (hereto referred to as Vennans) will compete in challenges to be named to four remaining spots on the Tennan team.
1: The Knight of the Cart.
- Four barriers will be placed on the field to represent the back of a medieval cart.
- The Ladies of the Gallery will choose two (2) Tennans to enter the “Cart.” They will then choose three (3) Vennans to fight outside the barriers.
- Three concurrent strikes to the head or body will cause the recipient to be “out.”
- Any combatant may call a hold at any time for any reason. Any Lady of the Gallery may call hold at any time to change combatants.
2: The Sword in the Stone. A barrier fight.
- One barrier will be placed on the field, this barrier will be made to look to have a “sword” thrust into it vertically.
- The Ladies will call upon one Tennan and one Vennan at a time to fight. Both combatants must keep one hand on the hilt or pommel of the sword at all times during the fight or forfeit.
- Purposefully striking hand or harm on the barrier will be automatic forfeit and removal from the Deed.
- Any combatant may call hold at any time for any reason. Any Lady of the Gallery may call hold at any time to switch out one or both combatants.
A pause will be taken between the Second and Third Scenario for two of the Vennans to be named to the Tennan team.
3: The Strife of Camlann. A field battle.
- Two lines will be formed. Standard melee engagement.
- The Vennans will attempt to break through the line of the Tennans.
- The first Vennan to get through the line may then call a hold, and challenge any Tennan to Single Combat.
- Any combatant may call hold at any time for any reason.
- Combatants may push against each other as in any normal melee combat, but per SCA and East Kingdom Combat regulations, any excessive grappling, tripping, or otherwise unchivalrous or unsafe behavior will result in forfeit and ejection from the field.
The Summer Druid vs The Winter Witch
A Champions Battle of the Legends of Chivalry
Friday Night 8:00 PM-9:00 PM
The Winter Witch returns to GNEW again, this year to battle her nemesis, the Summer Druid. Combatants may choose which season to defend.
Each combatant should bring three (3) ransoms for lives. Ransoms may be hand/homemade or purchased.
This will be a challenge tournament. If you lose, you pay a ransom.
Challenges may be made individually or in teams. Won ransoms may not be used.
Ransom will be supplied for anyone who wishes to enter, but failed to bring a rnasom.
Woods Battle (1 War Point)
Saturday 10:30 AM
This battle will be fought with the standard SCA conventions for combat, armor, and weapon standards. This year, the Woods Battle will be fought over three stationary flags; the side that controls the most flags will win the battle.
This will be a 30-minute resurrection battle. Each team will have a resurrection point and the boundaries will be marked. This battle will be fought with each side fighting with the allies they have acquired – we will not create even sides for this battle. No combat archery.
Broken Field/Town Battles (2 War Points)
Saturday 11:30 AM
There will be two Broken Field/Town Battles – one with combat archery, one with no combat archery. This battle will be fought with the standard SCA conventions for combat, armor, and weapon standards. The Battles will be two 30-minute resurrection, each worth 1 war point.
There will be three buildings to capture and control; the team that controls the most buildings at the end will win the war point. The resurrection point may be captured and destroyed. If this happens, the team that lost their resurrection point may no longer resurrect. To capture and destroy the resurrection point, combatants must remove the resurrection point from the holder. Combatants must have hand protection. Gauntlets or heavy hand gloves approved for Great Weapons/Spears, etc.
Open Field Battles (3 War Points)
Saturday 1:00 PM
There will be three Field Battles, two with combat archery, and one with no combat archery. Each battle is worth 1 war point. This battle will be fought with the standard SCA conventions of combat, armor, and weapon standards.
Bridge Battles (2 War Points)
Saturday 2:30 PM
There will be two Bridge Battles, one with combat archery, and one with no combat archery. Each battle is worth 1 war point. This battle will be fought with the standard SCA conventions of combat, armor, and weapon standards.
All battles will be scheduled based on morning or afternoon courts
Heavy List Schedule
4:00 pm: Battlefield opens for pickups (BYO marshal)
4:30 pm: Battlefield open for Authorizations & Inspections
5:30 pm: Deed of Arms begins
8:00 pm: Winter Witch vs Summer Druid Torchlight Tourney
9:00 am: Battlefield opens for Authorizations & Inspections
10:30 am: Woods Battle (woods battle muster point)
11:30 am: Town Battles (battlefield)
1:00 pm: Open Field Battles (battlefield)
2:30 pm: Bridge Battles (battlefield)