

The Sapphire Tourney
A Tournament of Agility, Strength, and Cunning
❛ Hear ye, hear ye! High King Emeric has decreed a contest is to be held this summertide upon the grounds of Castle Navire. This most honorable tourney is to be hosted by the Order of the Iron Knot, and sponsored by House Dufort! Let all who fly the Lion banner come and rejoice in the festivities and the clash of steel. ❜

❛ By royal decree, the following peoples may participate in the Sapphire Tourney: ❜
Nobles and gentry of High Rock and the Systres, Hammerfell, and Wrothgar, so long as they are in alliance to the Daggerfall Covenant.
Knights of any Covenant order, including Gallants of Sentinel, Covenant military veterans, and soldiers of the Lion Guard.
Mercenaries in service to Daggerfall Covenant allies seeking to represent their employers.
Common-born citizens of the Covenant who wish to prove their mettle and raise their rank in society.
❛ All peoples of Tamriel at peace with the Daggerfall Covenant are welcome to spectate, but please be aware that only citizens of the Covenant may take part in the tourney proper, for the grandest of prizes to be gifted to the champions of these contests of skill, magic, and martial prowess shall be, by decree of House Dufort: knighthood.Be advised, fair citizens, that if you already be a knight or titled noble, victory shall simply be an honor granted to you. For others, those of common birth, this may be a chance to change your stars! ❜
Come and join the festivities:
High Rock United
⸺ Rules
ㅤ 001 ㅤ : Submission of heraldry is required.
This is so your character may be viewed on the Roll of Arms and the tourney bracket. Submit your heraldry to the event host prior to entry.ㅤ 002 ㅤ : Have manners.
Standard roleplay etiquette is to be observed. No godmodding, no metagaming, no trolling, etc. Should you be found behaving in a manner that violates High Rock United’s Harassment Policy, you will be disqualified from the tournament and banned from the server.ㅤ 003 ㅤ : No open monsters.
Should you publicly expose yourself, all fighters present will be at liberty to react accordingly and uphold the laws of the Covenant. Concealed monsters are still allowed and have attended past events without issue.ㅤ 004 ㅤ : Be prudent with magic.
Use of magic is not permitted in contests outside of the Duel of Mages. No conjuration of Daedra or Atronachs, including bound armor and weapons, or summoned/conjured mounts, will be allowed within any contests, even the Duel of Mages. Riders must be mounted on a living, mundane horse during the Joust, Archers and Melee contestants may not use magically-imbued weapons, and so forth.ㅤ 005 ㅤ : No deaths.
No disembowelment, no cruel and unusual wounds, no maiming, no removal of limbs, and no killings. This includes serious injury or death to someone’s horse as well
ㅤ 006 ㅤ : Emote swiftly.
A five minute timer will be used for max time on posting your emotes. Take too long to post and your turn will be skipped. AFKs must be noted to the event host!.ㅤ 007 ㅤ : Dress appropriately.
All contestants shall wear protective equipment for their respective contest. Inappropriate or skimpy attire will result in disqualification from the event.ㅤ 008 ㅤ : Be punctual.
Respect other contestants' time. If you aren't present for the start of your match, it will be considered a forfeit and your opponent will advance. Intentional withdraws should be noted in advance to the event host.ㅤ 009 ㅤ : The reroll policy.
Every competitor will receive one (1) free reroll per contest. A reroll must be announced to the event host at time of opposed rolls and not during scoring, else a call for a reroll will be disregarded.ㅤ 010 ㅤ : Emotes.
All contestants in matches will be asked to emote in French Zone Chat, for ease of everyone in the stands being able to see your posts. The event host will also emote in French Zone Chat. Emotes for spectators should be done locally in /e and /say so that they do not interfere with contestant posts!
Out of Character Information:
⸺ The Joust
The sound of thundering hooves beckons throngs of eager onlookers to witness the ultimate test of chivalry. The Sapphire Tourney's Joust is the main event for those eager for the thrill of the lance or to cheer on their favorite knight.
Joust Rules:
After emoting their horse's charge, contestants will roll a d6 using the
!roll 1d6command in#dice-bot.Each joust will consist of three tilts, where riders will attempt to score points.
The rider with the highest score at the end of the third tilt is the victor, with ties broken by an additional tilt if needed.
Dice Rolls:
During each tilt, riders will roll 1d6. Depending on the roll, they will score points.
Roll of 1: The rider misses their opponent with their lance. (0 points)
Roll of 2-3: The rider breaks a lance on their opponent’s torso. (1 point)
Roll of 4-5: The rider breaks a lance on their opponent’s helmet. (2 points)
Roll of 6: The rider unseats their opponent, bearing them to the ground. (3 points)
⸺ The Archery Contest
Archery has evolved into a noble profession and a recreational sport among commoners and nobility alike. The Sapphire Tourney calls for all skilled archers to prove their merit in dexterity, wit, and accuracy.
Archery Rules:
After emoting their volley, contestants will roll a d6 using the
!roll 1d6command in#dice-bot.In preliminaries, contestants will be grouped into sets of four, where they will shoot three volleys of arrows. Ties in score will be broken by an additional volley if needed.
The contestants with the highest score final in each group will go on to face each other in the finals.
Dice Rolls:
During each volley, archers will roll 1d6. Depending on the roll, they will score points.
Roll of 1: The archer misses their target entirely. (0 points)
Roll of 2-3: The archer's arrow hits the outer rings of the target. (1 point)
Roll of 4-5: The archer's arrow hits the inner rings of the target. (2 points)
Roll of 6: The archer's arrow hits the center of the target, earning a bullseye. (3 points)
⸺ The Duel of Mages
Magic is the cultural heritage of High Rock, and traditions vary all over the Daggerfall Covenant. Competition among mages can be fierce, but only the most gifted, cunning mage will be the victor.
Mage Duel Rules:
The Duel of Mages uses opposed
1d6rolls, with an initiative roll at the start of a match.Whomever rolls the highest initiative roll at the start of the match will attack first each round.
Each turn, after emoting their attack, contestants will roll a d6 using the
!roll 1d6command in#dice-bot.A defending contestant will roll
1d6to see if they successfully defend against an attack (dispel, ward, dodge, etc.).If an attack roll is greater than or equal to the defense roll, the attacker earns one point. "It meets, it beats" rules.
Once each contestant has taken their turn to attack and defend, a round ends. At the end of three full rounds, the contestant with the highest score of points wins the match and advances.
⸺ The Grand Melee
For those of sufficient skill, bravery, and strength, the Grand Melee promises the true test of a warrior's martial prowess. This contest serves as a last-warrior-standing competition where combatants will test their skills against each other.
Melee Rules:
The Grand Melee uses opposed
1d6rolls, with an initiative roll at the start of a match.Whomever rolls the highest initiative roll at the start of the match will attack first each round.
Each turn, after emoting their attack, contestants will roll a d6 using the
!roll 1d6command in#dice-bot.A defending contestant will roll
1d6to see if they successfully defend against an attack (shield, dodge, clash of arms etc.).If an attack roll is greater than or equal to the defense roll, the attacker earns one point. "It meets, it beats" rules.
Once each contestant has taken their turn to attack and defend, a round ends. At the end of three full rounds, the contestant with the highest score of points wins the match and advances.

