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, Fia Kareman, with any questions.
Heavy List Schedule
2-4 – Heavy authorizations and inspections – portions of the field open for pick-ups
2-4 – CA Ammo & Weapons Inspection
1-5 – Heavy authorizations and inspections – portions of the field open for pick-ups
2-4 – CA Ammo & Weapons Inspections
2 – Viking Deed
4:30 – Deed of Arms
7-8:30 – Heavy authorizations and inspections
8 – Torchlight Tournament
9 – ?? – Heavy authorizations and inspections
10 – “Special” Battle – will include CA in some form
11 – Bridge battles – 2 battles – one with CA, one without
Break for lunch
1 – Woods Battle – no CA
2 – Field Battles – 3 battles – 1st & 3rd with CA, 2nd without
Pick-ups / Unbelts, etc.
Deed of Arms
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.
The theme of this years Deed of Arms is: “The Canterbury Tales.”
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 from the Canterbury Tales. Please go to https://deedsandfeatsofarms.wordpress.com/2019-deed-canterbury-tales/
for more information about the challanges.
Then will come the Ransom Melee. (Run only once)
Bring as much pomp and ceremony as you wish too.
For any questions about The Deed, please contact .
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.
14th Century Deed Combat Scenarios:
The scenarios and theme for the 2019 Deed will pull from three of the tales within the work:
VIKING DEED SCENARIOS: DEPENDENT ON NUMBER OF COMBATANTS.
1: MEAD HALL GAMBLE– OPPONENTS CHALLENGE EACH OTHER, AND ROLL DICE TO SEE WHAT WEAPON THEY GET TO USE. THEY PUT UP A PIECE OF LOOT, WINNER GETS THE PRIZE. CAN BE CHALLENGED AS MANY TIMES AS LOOT YOU BRING.
2: VALKYRIES FIELD– FIELD BATTLE, 360 ENGAGEMENT, VALKYRIES MAY RESURRECT FALLEN WARRIORS AT THEIR WHIM.
3: ODIN’S CHAMPIONS– VALKYRIES NAME CHAMPIONS TO COMPETE FOR ODIN’S PRIZE.
Being the first time doing something like this at GNEW certain rules will be relaxed. While the original rules will still be highly encouraged.
- NO VISIBLE PLASTIC. (If it is covered in such a way to not become visible then it is acceptable but “covered” does not mean just throw a tabard over it.)
- 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.
- Batantly modern footwear (cleats, uncovered combat/hiking boots) is not allowed. If they are covered, they will be reviewed on a case by case basis. Vibrum soles on pseudo turn-shoes are allowed.
- Mitten gauntlets are allowed in steel or leather, plastic gauntlets are not. Aluminum will be evaluated on a case by case basis.
- Drapes on helmets are highly encouraged.
- Leg armor should be appropriately hidden.
- Bazubands will be allowed. Other arm armor should be covered.
- Mail is encouraged*
- Uncovered Lamellar will be allowed on a limited basis. If you are wearing uncovered Lamellar it is assumed you are of a high status, and your loot should reflect as such.
- Viking Age Cross Hilts only. Basket Hilts will not be allowed
- Pole Axes aka Dane Axes with a definable head of significant mass are Highly encouraged.
- No pole weapon may exceed 6 feet. Spears are considered separate from poles for this. Please see below.
- Spears may not exceed 7.5 feet. Spears must have some form of shaping to the head. Regular SCA combat would refer to these as “Slashing Spears.” Regular SCA 9 or 12 ft long “Spears” are not allowed.
- Daggers may be used for thrusting only.
- Round shields of an appropriate size will be allowed, no plastic or bare metal. Shields may be used passively if slung across the back in a period manner.
- We are using an assumed-chain standard, which is the assumed standard of SCA combat. Blows to the body and limbs do have an effect. You do not HAVE to wear chain if your armor is completely covered. It will be assumed thats what you are wearing. Padded armor is allowed as long as it fits within the time period.
All Armor MUST meet SCA minimum safety requirments.
- Thrusts to an open face (i.e., a bargrill), neck, and armpit, all “kill”. A cut or chop with a single handed sword to the face (bargrill) will also count as a killing blow.
- One handed thrusts to the body will have no effect, if the combatant is wearing mails. Spear or Axe thrusts will count as a kill.
- Strikes to the leg will render the fighter incapacitated.
- Thrusts to the leg will allow the fighter to fight from a kneeling position.
- 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.
If you yield, it is up to the person you yield to if you “Live” or “Die.” If they chose to let you live, you may return to the fighting, but owe them a Blood Oath of not attacking them.
- Becoming unarmed does not render you helpless and no hold will be called. If you do not
have a secondary, you may recover a weapon from the field, yield or run.
- Anyone, at any time, may choose to yield.
- STRIKING WITH SHIELDS, HAFTS, OR WEAPON GUARDS IS NOT ALLOWED.
- INTENTIONALLY TRIPPING OPPONENTS IS NOT ALLOWED
- All combatants are to have Loot to pay into the “Gambling” scenario of the Deed. NO Loot means you will not bad able to take part in this section of the combat.
- Loot should be equal to ones aspired status. If a combatant is portraying a Jarl, a handsome ransom is encourage, a humble Thegn or Karl 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.
“Jewels” or Jewelry
Pewter or Brass belt mounts/buttons
Legends by Torchlight
Friday Night 8:00 PM-9:00 PM
Fighters of the East, Tournaments are a time to make legends. Legends of Skill, Legends of Honor, Legends of Chivalry. If that name sounds familiar it’s because you, like me, remember a wonderful event from days gone by. An event that valued honor, courtesy, and chivalry more than wins and losses. This year, at the GNEW torchlight tournament we honor the memories of legends gone by and recreate the tournament from Legends of Chivalry.
The format of the tournament is simple. Depending on the number of fighters we will divide into 3 or 4, or more teams. How we divide the teams will be determined at the tournament. Each team will have captain and a herald. After we divide the teams the fighting will start. What’s the format you ask, well that is up to you. Each fighter and team will issue challenges to any fighter or group of fighters on any other team. What kind of fights…….well, use your imagination. The sky is the limit. Do you want to fight dagger and buckler with a Chiv. Issue a challenge. How about dizzy sword with an OTC. Issue a challenge. How about putting together a triad and challenge any other triad to a fight with single sword. Traditional, crazy, unique, as long as its fun, issue the challenge. The goal is to fight people you don’t normally fight and HAVE FUN!!!!! Multiple challenges will be offered at one time and multiple fights will occur simultaneously …..however, exceptionally fun or creative fights may be featured “front and center” so that everyone can enjoy the entertainment.
So how do we determine the winning team? Well I’m glad that you asked. It has everything to do with the chivalric observers. There will be a specific number of official observers to observe the combatants. Each chivalric observer will be given a number of tokens. (To be determined by the number of fighters.) They will then give out these tokens to fighters throughout the tournament for whatever reason they see fit. Entertaining fight, glorious death, chivalrous actions, etc. To earn the tokens, the fighters just has to impress one or more of the observers. Simple as that. Each chivalric observer must give all their tokens by the end of the tournament and there will be a limit as to how many tokens can be given out at a time.
There will be a small entry fee to enter the tournament that will contribute to the final prizes. Each fighter must bring 1 unit of their favorite beverage to contribute to the pool. It can be whatever you like, beer, liquor (nips only), soda, coffee, voucher for coffee in the morning, etc. It doesn’t have to be fancy or expensive. For example, one can of beer, or 20oz soda is fine. There will be an “emergency case” so that no one who wants to fight will be turned away. At the end of the tournament the tokens will be counted and the team with the most tokens wins. The winning team then gets the prize pool to divide among themselves.
Golden Sword Tournament
9:00 am-Sponsored by the Barony of Stonemarche and Arastorm the Golden
In about AS 12, Arastorm the Golden realized that Vissevald won all the tournaments and Ælfwine and Kobi always came in second and third. She thought it must be really depressing to be a good fighter, but who had no chance when those guys were playing. She decided to have a tourney just for new fighters, celebrating the Most Promising New Fighter.
This tournament is open to all fighters who have been fighting for less than a year and have not been to Pennsic. The tournament will consist of experienced fighters sparring with the new fighters, and then giving their opinion regarding the potential of each fighter. The winner will be the fighter who shows the most promise.
Saturday 10:00 am
Combatants must have hand protection. Gauntlets or heavy hand gloves approved for Great Weapons/Spears, etc.
Two Castle Battles – one side attacking in the first, and the other side defending; they will switch for the second battle. The side with the shortest time to “take” the castle will win the War Point. The attackers have unlimited resurrection, the defenders can resurrect once. The castle will be one large square room with a resurrection point in the middle. There will be two entrances – one in front that is at least 9’ wide and a second through a “tunnel” in the rear that is less than 6’ wide. All weapons can be used on the front entrance; weapons used in the rear tunnel must be less than 6’ long. Combat Archery is allowed at both entrances, and the defenders may fire from the walls “down” into the attackers.
Bridge Battles (2 War Points)
Saturday 11:00 AM
Three Bridge Battles – the first and third with combat archery, and one with no combat archery. These battles are not resurrection battles and will be fought to the last man.
Resurrection Woods Battle (1 War Point)
Saturday 1:00 PM
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
Open Field Battles (3 War Points)
Saturday 2:00 PM
Three Field Battles – the first and third with combat archery, and the second with no combat archery. These battles are not resurrection battles and will be fought to the last man.
After the last battle, the field will remain open for Unbelt practice, pick-ups, etc., as long as a Marshal remains on the field.
All battles will be scheduled based on morning or afternoon courts