The Lord's/Lady's Favour
On the day before the joust, the competitors parade before the assembled crowds where it is custom for the Knights to ride up to the stands of spectators and ask the Lords and Ladies for their favours. The Knight chooses the Lord or Lady whom he/she regards as the most beautiful to beg a favour from. If he/she is flattered by the request, or secretly hopes that the Knight will win the contest she will attach an item of his/her apparel to the Knight’s lance. The more intimate the garment the luckier it is believed to be and thehigher the Knight can consider himself in her estimation. Of course, this custom always delights the multitudes of bawdy townsfolk and mercenaries whose lewd remarks and whistles often cause the nobles to blush. It requires a lot of bravery on the part of the most beautiful men and women who are invariably asked to give their favour to an embarrassing number of Knights and risk catching a chill by the end of the day. The more modest Miklalandian nobility usually attend well-prepared in advance with several .
In practice, a token of favour translates into luck points for the knight, allowing them to discard a dice-throw and roll for a new one. They must state that they'll use a point before rolling and will forfeit the point if they're satisfied with the first result.
Items | Luck Points | Roll d4 |
Veil | +1 | d1 |
Girdle | +1 | d2 |
Garter | +2 | d3 |
Tress | +3 | d4 |
Victory Conditions
Most individual jousts ended when one knight was unseated. Although at some tourneys, the battle continued on the ground with sword combat until one knight yielded or was killed. A knight has occassionally yielded to his opponent even if not unseated due to injury to himself or his/her horse. The knight would ride down the list with lowered lance in order to demonstrate his/her defeat. Disqualifications were not often seen, as knights were expected to be chivalrous at all times. The noble's or crowd's displeasure will cause a knight to be disqualified for unchivalrous behavior, such as striking his opponent's horse.
Knights gain points based on the result of their pass. A herald tallies the points, announcing the victor at the end of the contest. The following guidelines are general only; many possible variations apply.
Conditions | Points | Roll d20 |
Striking an Opponent | +1 | Beat Saving throw |
Missing an Opponent | -1 | Fail to beat Saving throw |
Shivering a Lance | +1 | Beat Saving throw, moderate success |
Shivering a Lance | -3 | Cricital failure |
Unseating Opponent | +3 | Critical Success |
Two jousting knights will go through three rounds (unless on manages to unhorse to other through a critical roll), each using the three stats of Horsemanship (Initiative), Strength (Attack) and Endurance (Saving throw). Each knight has 15 points all together which they can choose to spend however they wish.
Alternately, the winner may simply be the knight who unhorses his opponent first. If no knight is unhorsed after three passes, victory is given to the knight who broke his lance upon his opponent's shield more times.
Conduct
Regardless of alignment, there are certain rules all jousters must abide by, and violation is grounds for dishonour. The key rules are as follows.
- Jousters may never strike opponents from behind.
- Jousters may never target an opponent's steed.
- Jousters may not continue to fight after unhorsing their foe, unless such action has been sanctioned before the match.
Representatives: