Scroll VI
Year 24, May 2004
The Scroll contains information on participation, persona, garb, activities, and groups within Pentwyvern. There have been several changes from the previous Scroll and every member should read this book thoroughly, regardless of experience. New members will find the Scroll helpful in understanding what exactly the group is and what to expect - and not to expect - from it.
In all cases in this Scroll, common sense supersedes loopholes. Please review this document carefully. Not every angle of every possible situation is covered by this document. In interpreting the rules, safety always comes first, common sense second, and playability third. The ruling body of Pentwyvern will not even consider loopholes.
If you have any complaints, comments, suggestions, or corrections to this handbook, we would appreciate it if you would make them known to the Crown in writing.
The Kingdom of Pentwyvern would also like to thank the many dedicated members who have worked on the Scroll in the part. Many of the thoughts, ideas, and creations of these members are included herein.
The Kingdom of Pentwyvern would also like to thank the many creative members who created the images, illustrations, and other bits and pieces of artwork used in the Scroll. Many of these illustrations have been used in other Kingdom publications in the past. Without this vast pool of talent to draw upon, the Scroll would be a barren wasteland of text.
Costuming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Extremely Important Rules . . . . . . . . . . . . . . 4
What to do in Pentwyvern . . . . . . . . . . . . . . . . 4
Feasts & Special Events . . . . . . . . . . . . . . . . . . 4
Court Meetings . . . . . . . . . . . . . . . . . . . . . . . . 5
Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Roles on the Battlefield . . . . . . . . . . . . . . . . . . 6
Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Heralds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Healers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Kingdom Organization 8
Definition of Common Terms . . . . . . . . . . . 9
The Crown . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Viziers . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Crown War . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Coup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Court . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Knights & Kinsmen . . . . . . . . . . . . . . . . . . . 12
Households . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Who can Participate?
The Kingdom of Pentwyvern does not discriminate on the basis of race, color, religion, gender, national origin, disability, or sexual orientation. Anyone may participate. To participate as a fighting member, you must be at least 14 years old and able to handle yourself both physically and mentally in an adult sport. Membership dues are assessed against all members.
To join, you need only:
Fill out an application
Pay our annual dues
Sign a waiver/consent to participate, release of liability form (anyone under the age of 18 must have a NOTARIZED waiver signed by a parent or guardian on file. THERE ARE NO EXCEPTIONS).
Family members are available. After the first two members of a family have paid their annual membership dues, the membership dues of any additional family member, under 18, is at a reduced rate.
We reserve the right to refuse or terminate membership. Pentwyvern reserves the right to eject or exclude any individual from any activity for the following, but not limited to:
Violating local, county, state, or federal laws,
Endangering the safety of persons or property, including, but not limited to, the use of excessive violence on the battle field,
Endangering the Kingdom's ability to use land or equipment,
Behavior unbecoming a Pentwyvern member,
Disobeying the game-related requests and/or directives of those in charge of events.
To participate in Kingdom activity, you must have met membership requirements and have a costume that meets or exceeds Kingdom requirements.
We are a full-contact sport. Games typically take place in large, wooded, outdoor areas. You should be prepared to various types of terrain, environment, weather, and situations, and be able to react to all of these things in an intelligent and adult manner. As with any contact sport, there is the potential for injury, although the Kingdom's safety record if very impressive. In face, most injuries in Pentwyvern are due to terrain and environment, not accidents related to the sport itself. Most of our rules and policies are designed to maintain the safety of the participants and the enjoyment of the game. We expect each of our members to understand and accept all rules and policies for the safety and enjoyment of all participants.
Pentwyvern does not collect medical information on its members. We strongly suggest that any member with special medical conditions or needs, even as simple as those with contact lenses or simple allergies, acquire a Medic Alert bracelet that contains that information and wear it during battles.
Guests are welcome at our events. We require that guests fill out a waiver and be accompanied by a current member. Guests are not recommended in the woods battles; this is to ensure their safety and to help maintain the smooth flow of the battle.
Characterization
In an attempt to set the mood and recreate the atmosphere of the medieval life as portrayed in the medieval fantasy novels or games, it is very important that every participant become some character that they have created. You portray this character through improvisational acting. When talking to other members of the Kingdom at events, you should act out your part. By taking on an accent, changing the way you speak, or using turns of phrase that evoke the past, you create the atmosphere of the event and set the character apart from everyday life.
Characterization, becoming the character you have created, means acting in ways that your person would. This can be expressed through accents, chivalry or treachery, combat style, or beliefs. It means obeying your commander, screaming when wounded, avenging the death of comrades, and dying in a dramatic manner. For the most part, you have free rein over what kind of persona you wish to be, but you must choose characters that would use medieval type weapons and dress in a medieval style. Any medieval fantasy race or class is generally fine; most science fiction or modern characters are not allowed.
In creating a character or person, choose something that you will be comfortable with. Ask yourself, "If I were directing a film with a medieval fantasy setting and I was casting myself in a leading role, what would I most want to be?"
We ask that you create a new character. Each of us has an image of an established character. The Kingdom of Pentwyvern does not allow the use of titles, including, but not limited to, Sir, Lord, Lady, Princess, Baron, etcetera. These titles are bestowed by the Crown and are not to be taken lightly. Titles honor the members who have gone beyond the pale to create and run the game. Unless they have been earned, you should not include titles in your persona.
A persona should include a name, a brief background, and any special facts about your character. Over time, the deeds that you do as a member of Pentwyvern will become a part of your persona. It is these real deeds that will garner respect, not the fictional background that you create when you join.
A note on names; keep in mind what role your character will be filling. A long name can be a hindrance in battle. "Hey Gillianderial, behind you!" doesn’t flow as well as "Hey Hawk, behind you!" If you choose a nickname like shortening the about Gillianderial to Gil, it will probably stay with you for life, so choose wisely.
After creating your basic persona, submit a written copy to the Archivist for the permanent persona record. As time goes on, you will want to flesh out your persona with relatives, detailed histories, heraldry, distinctive markings, or weapons. These changes can be made at any time, Complete changes of persona are permitted only once per year.
Sound effects like yelling, screaming, and cursing in battle, help create the atmosphere of the game. Cursing is defined by using oaths, saying or expressions that are consistent with your character. Modern foul language is not conductive to maintaining the overall atmosphere and is forbidden. Oaths such as "Tyr's blood that was a hard fought battle" help create the illusion and might earn you a talking to from the Magistrate.
Characterization is what makes this game work. Without it we might was well be a child's game of make-believe. We are more than just a found of people running around with padded sticks. Through characterization, we help create the atmosphere of a different world. This is the difference between the mundane world and the fantasy one that we are trying to create. It is one of the most important and all encompassing concepts in Pentwyvern.
You MUST have some kind of appropriate garb in order to participate in Pentwyvern. It need not be elaborate so long as it approximates medieval fantasy dress. To help you understand what garb is, we have included several examples of garb within the Scroll. These examples are sprinkled throughout the text as the various illustrations, photos, and other images.
Basic garb includes simple tunics, tabards, leggings, and footwear. A tunic is basically a large blouse-like garment with or without trim, which usually extends to mid thigh, is open at the neck and belted at the waist. A tabard is a long piece of cloth that has a hole in it for your head; you pull it over your head and belt it. There are no sleeves, as it has no sides. Leggings are simply cloth or fur wrapped around the lower legs and held on by rope, cloth, or other straps. Medieval-style pants are similar to sweat or gi pants. They are loose fitting pants gathered at the waist by a drawstring and have no zippers or buttons. Footwear is usually boots, moccasins, or sandals. You may not sign in until you are in garb.
Material used for garb should be period in appearance. Mundane items, such as corduroys are permitted only if the pockets are covered. Blue jeans and camouflage pants are FORBIDDEN. Other forbidden items are mirrored sunglasses, anything with spikes, or anything else that is tasteless, dangerous, or simply too mundane.
Garb will be checked at each battle to insure that these requirements are met. If they are not, the Kingdom has a supply of tunics that can be rented for 0.50 cents per battle. If you continue to wear mundane clothing for more than four battles in a row, you will be forced to wear the punishment tunic. No one wants to wear the punishment tunic. In hot weather, males may wish to fight bare-chested, or even in a loincloth. When wearing a kilt or loincloth, a man must wear something under it to provide ample covering in case the garment itself shifts. If you wear cutoff or other mundane looking shorts, you must wear an over garment long enough to cover them.
The Kingdom of Pentwyvern is often called upon to demonstrate at various public occasions. At these demos, the Kingdom places more importance on the appearance of its' members. It is best not to participate in these events in a loincloth or bare-chested.
The garb you choose should reflect your persona. A scout would wear the tartan of his clan. A barbarian might wear furs and skins. A noble lady would probably wear a long gown and jewels rather than the pants and tunic of a female warrior. A woodsman would wear greens and browns instead of bright colors associated with mages and nobles.
If you wear glasses secure them to your head or consider sports glasses. The game is a full contact sport. We practically guarantee that your glasses will be knocked off in battle if they are not secured. Your opponent is not required to stop and wait for you to fumble for your glasses.
Safety gear is not required, but we strongly recommend kneepads. You will spend some time on your knees when you take a hit to the legs and it can really hurt without kneepads. Also, we strongly recommend cups for males and sports bras for females. Again, we are a full-contact sport.
Because we feel that garb is so important, you will not be permitted to participate in our events if you are not dressed appropriately. We understand that not everyone can afford expensive costumes, but all members must at least have basic garb. Included here are three very simple patterns for basic garb that will not require sewing skill to complete.
Basic Garb
Tabards -
Take a rectangular piece of fabric - 20"84" are good dimensions, fold in half, then quarter. Cut circle for
neckline. Belt with plain leather belt or sash.
Cape -
Take an appropriate blanket or rectangular piece of fabric, bring ends together at base of throat, and fasten with large broach.
Wrap Skirt -
Take a rectangular piece of fabric and wrap it around your waist, fasten with broach for show, or with large safety pins placed so as not to be visible.
Dress garb, used for feasts and special events is also a good thing to have, eventually. Dress garb can include velvets, fine jewelry, and real weapons bound into the scabbard. This will make formal occasions special and different from a normal event. (When dealing with life, steel always cry, "CLEAR!" in a loud voice before drawing any real weapon from it's scabbard to keep from having someone blunder into it.) Note that live steel is not to be brought to battles unless otherwise announced.
No alcohol of any kind is permitted at events on public property unless the site is specifically designed "wet" by the Crown, the regulating agency permits it, and the member is of age.
Drugs or other controlled substances are not permitted at any Kingdom event. Neither is arriving at an event under the influence. Breaking this rule will mean immediate expulsion from the group without exception.
There will be no cutting, sawing, or otherwise wounding of live trees. Dead wood may be used as necessary, but live trees have as much right to live as we do.
Never touch someone else's property with their express permission.
Trip wires, nets, choke ropes, or anything of this nature are not permitted.
Fighting - that is, actual physical combat with intent to harm - will be dealt with severely. Any personal problems between members can and will be dealt with outside the organization.
Stealing is a legal matter and will be dealt with by legal authorities.
Real weapons are not permitted at normal battles.
Have Fun! Remember that this is a GAME!
Note that the Pentwyvern leadership structure applies to all members and their guests at all events, even when all members present are not participating. Follow common sense and use good judgment at all times and you'll have not problems. Also, we must endeavor to make a good impression on those outside of the game at all times. Always convey the best image of the Kingdom to others.
What to do in Pentwyvern?
Feasts and Special Events
The Kingdom of Pentwyvern hosts several civilized events. These occasions allow us to socialize and revel with other members and non-members in a manner that captures the atmosphere we are re-creating. Each year in Pentwyvern, at least two feasts are held.
Coronation Feast is held after the new Crown has been established. Members attend, donning their finest raiment and displaying their best manners. Banners fill the hall and battles last all day. Food is prepared with a medieval flair and consumed in the same manner. (Dishes and silverware are not provided by the Kingdom, but can be purchased at most thrift shops very affordably.) Coronation is the time we thank the old Crown for their efforts and welcome in the new. The Viziers are responsible for this feast and the ceremony that changes the Crown. Neither the retiring Crown, nor the future Crown, have any power over Coronation Feast.
Not only the Kingdom sponsors feasts, anyone may hold their own feast open to the general membership, with the approval of the Crown. These feasts usually carry some common theme in which the attendants are encouraged to join.
In addition to feasts, we also sponsor campouts. A campout is nothing more than an extended event that may last overnight or a couple of days. Members are expected to provide for themselves at a campout and not become a burden to those around them. The day is filled with fighting, and with night with relaxation and revelry.
The Kingdom of Pentwyvern is also asked on occasion to do public demonstrations. These demos are run by the Crown, or their duly appointed servants, and are not always open to the whole membership. A demo is the time to make a good impression on the unsuspecting public. A display of proper behavior to those attending the demo is law. Remember - a first impression is a lasting one, so let's make ours favorable.
Court meetings are held at places such as public libraries (where mundanes can meet us) or private houses. All court meetings are open to every paid and active member of the Kingdom. Everyone's voice may be heard here whether they are a noble or a page. Court meetings must be scheduled in the Wyvern's Cryer at least two-weeks before hand.
Battles
The primary combat event in Pentwyvern is the battle. Battles are held outside, at public parks or private property. The Chancellor, or her assistant, will tell the location to you, all battle locations are also posted in the newsletter and website. Battles start at 1pm and generally last until 5pm.
Combat is accomplished using safe medieval-style padded weapons. Combat is governed by a set of rules called the Manual of Arms. The Manual of Arms discusses all Kingdom combat rules, weapons classes, individual weapons and their damage. For a copy of the Manual of Arms, ask the Weaponsmaster or Crown. Battles are divided into two major categories - fields and woods. A herald must referee all battles.
Field Battles
Field battles are held in a large open space without major obstructions. Before every battle, the herald will describe all rules and goals. They can consist of two armies, many units, or several small teams facing off across the field and rising into battle at the herald's signal. A myriad of different battle scenarios exist. If you come up with a new one, explain it to a herald.
Woods Battles
Woods battles are fought in wooded areas of varying terrain including streams, lakes, hills, and trails. Woods battles last much longer than field battles and cover much more territory.
Like field battles, woods battles usually have a specific set of rules and goals. In woods battles there are usually Healers (see page 7), warriors, and weapons, and a spot called Valhalla where healing and resurrections take place.
Valhalla is a sanctuary for all fighters and the resurrection point to which dead warriors must go in order to regain life. The Crown, or event official, will decide upon the actual location of Valhalla during a battle and there will be no fighting inside of its' borders, which extend 50'. It is a neutral zone.
The primary purpose of Valhalla is to resurrect or heal. When you enter Valhalla