Regular Events

These are the regular events at the college. They generally happen at regular intervals and are well prepared for. I would love more ideas for this kind of thing, and specifically suggestions for more events at the 'Games', especially events involving magic and artistic/creative pursuits.


The exact dates of the games, are decided based upon the weather. Given the resources at hand, the collegium has little difficulty predicting a nice day a week in advance. Never is magic employed to create such a day though.

At the games, the students and whoever wants to participate compete in various events. There is no prize for winning as such, but winners and close runners- up gain a lot of respect as well as getting their names in the rosters in the main foyer of the College. There is fierce competition between the various fraternities in these games, and some stoop to underhanded means to ensure victory. In particular, the chamber of the Gryphon Wing is notorious in this regard. It is not uncommon for the equipment of the rival Chamber, the Chamber of the Claw, is found to be sabotaged too late to repair it, their members to fall mysteriously ill or otherwise be absent, etc., during the games. In this way, the Gryphon Wing compensate for what they lack in physical prowess with cunning and deceit.
The Collegium is aware of this, but so far nothing has been done to actually endanger the health of anyone, and they hesitate to interfer in the relations between the students.
Unless otherwise noted, use of magic, herbs, etc., to enhance one's chances to win is illegal and punishable as a disciplinary matter.
It is worthy of notice that there are no official competitions involving 'Power Projection' and anyone caught doing this in private are likely to find themselves expelled from the College. This event represents a degree of power (ab)use that the College will not accept or encourage. The Collegium is painfully aware that very many have fallen to the Unlife in their quest for power, this is the reason for the harshness in this matter.

Winter solstice

The first day of the new year is celebrated all over Jaiman. So also at the College. At the last day of the year, there is a large banquet for all who reside there at the time. Later in the evening, there are activities both inside and outdoors in the snow. At the strike of the fifth Quintar of the Old Year, the coming of the New Year is celebrated. By the strike of the First Quintar, the party will have died down and most residents can be found in their quarters. There are no bed-time restrictions this night though.

Start of Winter Term

At the first full moon of Varin in the new year, the tenth, winter term starts with a short ceremony. The First Speaker holds a speech, and new students are welcomed before the gathered College. Students that move up in the grades are assigned new quarters around this time.

Winter Games

During the winter, several ski tracks are cleared in the terrain around the College grounds and regular outings are arranged. The lake within the grounds tends to freeze over, and is used for skating.

The Winter Games take advantage of all this, and the students compete in speed skating, skating team sports (hockey-equivalents, etc.), cross-country skiing (individual and team events) as well as some other less mundane events. Snow-sculpting is growing in popularity, the winner is decided by a jury combined with the votes of the spectators. There is much room for influencing the public here, although use of magic for this purpose is illegal. Using magic for fashioning the snow sculptures and creating interesting effects is encouraged though. The sculpture must still be 'mostly' snow and ice, magic (illusions, etc.) may only be used for minor enhancements. Of course, the specifics of how this rule is enforced will change over time.

When the nearby lake has frozen over, there are also ice-sleigh competitions. Sleighs with sails and steel runners are used, not unlike the Ky'farni ships of the Ky'taari race. They are not necessarily seaworthy though, being designed primarily to move on frozen water. There are few participants, normally three or four, but each sleigh has a large and loyal following. Normally, a large number of people back each sleigh, a crew is selected, and then the supporters help the crew build/maintain/etc. the sleigh when needed. Being selected to crew one of these sleighs is a great honour and the winners gain instant and lasting fame. This is one of the few competitions that is spared for cheating and underhandedness.

During the Games there is also the speed flying competition. This is a purely magical competition, the winner being the first to cover a ~5,000' distance flying. The participants are free to use 'Fly' spells and nothing else. All participants in the same event must use the same 'Fly' spell, i.e., there is a 'Fly I 75'/rnd' competition, one for 'Fly II 150'/rnd', etc. What determines the winner is a combination of 'Spell Mastery' and 'Flying/Gliding' skill. The course is not straight - there is quite some maneuvering required, such as 'around that pole', 'over that tree branch and under the next', 'through that snow ring', etc. The reason the competition is held at winter is that one makes sure the ground under the course is covered with soft snow so crashes shouldn't cause too severe injuries. Of course, with Zaris around it hardly matters anyway, but ...

Vernal Equinox

At the vernal equinox, the term ends. A gathering is held, major projects are presented briefly, students especially worthy are given some attention, graduating students (those who will leave) are given the chance to speak and are given wishes of luck from the gathering. The First Speaker says a few words, and the students who will not stay are sent home.

Summer Games

In theory, there is noone at the College at this time. Most students are at home on vacation, but there are still many left. In addition, several students make the trip to the College solely for the Games. As such, there is quite some more attendance than what one would think. As a result of the below maximum attendance, the summer games hold the least prestige.

Events include;

held within the confines of the College. 300' dash is the most important event.
Distance running
a five mile course is run on the paths and in the terrain surrounding the College.
Anyone who wants to can make a team for this event. Each team consists of four members who each run a one mile stretch along the road leading to the College.
The handball tournament involves teams of four players each, a smallish ball (about the size of a modern handball) and a set of rules not entirely like modern handball. The object of the game is to deliver the ball into a circular, vertical hoop on the opponents' side of the playing field. There are rules limiting from where the toss can be made, how the players may move in relation to one another, etc. This is not a contact sport, but injuries do happen from time to time. To play this game, one needs to have the skill 'Athletic Games: Handball' in the Athletic*Gymnastics or Athletic*Endurance category (character's choice). Any one player's category does much to determine his place on the team, and each team normally has two players from each skill category. Gymnastic players generally play defense while Endurance players play the offense. However, points are given both for scoring and for successfully defending against an attempt to score, so all players have about an equal chance of scoring points for the team. This particular brand of handball is quite common in this part of Jaiman (including Rhakhaan and much of U'Lyshak) although the rule about gaining points for successful defenses is more or less unique to the College.
Normally, each fraternity will enter one team into the competition. Some may not enter teams, and others may enter two or more. In any case, however, each fraternity may only have one team eligible for the tournament, the other teams just play without their scores being recorded. There have been sporadic attempts at cheating in this sport, and they have largely been discovered and punished. From time to time, however, conspirators are successful. Now, the handball tournament isn't taken all too seriously (nothing in the Summer games is), so the punishment is seldom severe.
A mile or so downriver, the Ryanna widens out and runs quietly for several miles. This is where the regatta finish line is and also where the exotic riverwalking competition is held.
The winner is the participant who first crosses the river and back again walking on the water. The river is about three hundred feet across at this point, and the current is normally not a problem when walking on the water. It might turn in to a problem though, in which case maneuver rolls would be in order to avoid splashing into the water.
To enable participants to walk on the water, special potions are prepared. Each of these enables the drinker to walk on water and to breathe both water and air for a period of half an hour. It is actually a special herbal drink created by Zaris. It is worthy of notice that this potion does not enable one to run, crawl, walk on one's hands, etc., on the water. Only walking (or standing still for that matter). Only the soles of your feet treat the water as (semi-)solid ground, so no bending down supporting yourself with your hands.
Ropes are laid out on the river and anchored to each river bank. There are about 30-50 feet between each rope, creating one 30-50 foot lane for each participant. A participant may not leave his lane. He must walk the entire distance, if he ever falls into the water he must make his way back on top of the water, walk to where he fell in and resume the race from there. Note that getting back up on the water is quite difficult (if not impossible) without assistance. More on that later.
There are referees present (professors, powerful spellcasters) who will monitor the entire contest and make sure no magic is employed within the arena. They will also make sure the contestants do not have any spells on them at the start of the contest. They will further lend assistance to contestants who come into potentially harmful situations, casting whatever spells are needed to keep the students from harm. In short, whatever happens to disturb the contest that is not an act of nature (or seemingly an act of nature) tends to be illegal with disqualification as the prominent penalty.
To help the contestants ('walkers') get out of the water, clear the way of obstacles that should pop up, etc., there are the seconds. Each team may have one row boat in its lane in addition to the walker. This row boat may have up to three people who are responsible for helping the walker get across. They may not offer any direct assistance, except to help him out of the water and back on the surface, and most indirect assistance consists of removing debris and such. They may not do anything that might disturb other teams' walkers. Neither may walkers disturb other teams' walkers. There is, however, no rule to prevent seconds disturbing eachother, as long as it does not directly disturb one of the walkers.
The timing of the contest is rather simple. The contestants are responsible for being at the start line by their respective lanes ten minutes before start. The referee gives the start signal, and all contestants must walk to the river bank, drink the potion, walk across the river, and walk back. First one to come back is the winner. There is a rule that states that all participants must wear plain bathing suits, no more, no less. This is primarily for safety considerations.
At this time, it should be noted that this is the one single event in any of the games that is most laden with underhandedness, deceit, cheating and general treachery. This is something everyone knows, but as long as nothing directly illegal happens in or near the lanes that has a plainly obvious culprit, not much is done about it. There are numerous possibilities for working behind the scenes here and creating advantageous sitiuations for one's own team that at the same time are to the detriment of one's opponents. There is usually extensive subterfuge involved in the preparations for this contest, and it is the event with the most hilarious results. It draws a large audience.

For a story about the riverwalk, click here.

Autumn Games

More martial than the other games, these games include events of the more violent and war-like type.

Events include;


Martial Arts

This competition consists of two parts. First, the qualification, and second, the cup. In the qualification, all participants are divided into several groups of four participants each. Within each group, all participants fight all other participants exactly once. A win is one point, a loss in minus one point and a draw is zero points. The participant with the most points moves on to the cup. A draw prompts an additional match to decide the winner.
In the cup play, all remaining participants are arranged into pairs. Each pair does one match, the winner moves on to the next level while the loser is out of the tournament. In the end, there is one final match, the winner of which is the winner of the tournament.
The fencing tournament takes place over several days, with each participant doing as few as one or as many as three matches each day. The final is always on the final day of the games.

Participants are issued wooden broadswords for the tournament. These broadswords are of very good quality (for being wooden, anyway) and aren't much different from wielding regular steel swords. They are not really capable of doing much slashing or piercing damage though, although you should be able to bludgeon your opponent to death if you really wanted to. All participants also wear a soft leather jacket and leggings as well as a leather helmet to avoid injuries.
Score is calculcated from a combination of grace/skill and accomplishment. So, if you scored many hits but did so in an ungraceful and brutish way, while your opponent scored fewer, but more skillful and stylish hits, it might end up a draw.

There is usually a good contingent of participants from the College guards in this tournament, and they generally do well. The prize tends to be a sword of superb craftmanship, often with magical properties. It is crafted by Amia, the alchemist.

Fatedard, the fencing instructor, is responsible for this tournament and he is likely to strike down on cheaters very harshly.

The archery contest is quite straight-forward. Ten targets are arrayed at fifty paces. In the first round, all participants shoot five arrows each, ten archers at a time obviously. They use their own arrows (which can not be magic, but may be of good craftsmanship). The ten archers with the highest scores qualify for the second round. In this round, each archer is given ten tournament arrows (plain arrows with simple decoration on them to mark them as tournament arrows) in a quiver strapped to a pole next to his firing position. All archers fire ten arrows each at their own target, drawing one and one arrow from the quiver. The five with the highest scores move on to the final round. In the final round, each archer takes turn to fire one single arrow at a target. All archers fire at the same target, and only fire one arrow each. The arrow closest to the center of the target wins. In this round, they also use tournament arrows that are given to each archer individually by one of the officials as he steps up to shoot. Order of fire is in order of score from the previous round. That is, the winner from the previous round shoots first.

The prize is a set of magical arrows crafted by Amia's students.

Fatedard, the fencing instructor, is responsible for this tournament and he is likely to strike down on cheaters very harshly.

Fire various elemental bolts at targets.

About the same prestige involved as in the ice-sleigh competition. Few boats are involved. They race up-river for twenty miles, ending just down- stream for the College.

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