Sealion War XLII/2007

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Date
18-10 June 2007 XLII/2007
Branch
Seagirt Victoria, B.C.
Autocrat
Ming Lum Pee
Site
Camp Bernard, 3130 Young Lake Road, Sooke, BC V0S 1N0
Weather
(missing)

Event Copy

General

Sealion War

Autocrat: Lordship Ming Lum Pee

Sealion War

Their excellencies welcome you to the Barony of Seagirt

War drums sound across the waters as the annual foes Seagirt and Lions Gate come together for Sealion War held in the Barony of Seagirt(Victoria, BC Canada) dated June 8th-10th, 2007 Located in Sooke BC Canada at Camp Bernard, 3130 Young Lake Road, Sooke, BC V0S 1N0

Site opens at 2 on Friday and closes at 4 on Sunday
No dogs allowed (this a site rule), and site is VERY discreetly damp. Period containers only; take all empties with you when you leave.

Merchants are welcome

Site Fees

Site fees are as follows:
Adult Camping: $15 CAD/$13 USD
Adult Day: $10 CAD/$9 USD
Youth Camping: $10 CAD/$9 USD
Youth Day: $5 CAD/$4 USD
Children 12 and under: FREE
NMS of $4 CAD/$3 USD applies to all adults
Merchants $5

Limited number of cabins (17 cabins with 4 bunks in each) are available by pre-booking. Cost is $25 CAD/$21 USD per person for weekend (includes site fee).


At this time (Apr 27, 2007), all cabins at the SeaLion War site are booked. I have started a waiting list; if you would like to be on it, please email me. Please note that I can make *no* guarantees that being on the waiting list will result in a cabin. :-)

There seems to different information floating about regarding the cost of staying in a cabin, so for those of you who have booked cabins, the costs are like this:

It does not matter how many people stay in a cabin - 1 person or 8 people, the cost is the *same per person*. The site does not charge us per cabin, they charge us *per person* using a cabin, so that is what we do. The cost includes site fee, but does not include NMS (if applicable).

So:

Cabin site fee: $25 (adults 19+), $15 (youths 13-18), children 12 and under are free

Camping site fee: $15 (adults 19+), $10 (youths 13-18), children 12 and under are free

Please forward to any appropriate list.

Regards,

Lenora di Calizzan, OP SeaLion War Cabin Coordinator


Make Checks/Cheques payable to Barony of Seagirt

Autocrat is HL Ming Lum Pee (Terrance Lam) Mailing address: [Deleted for privacy] Email address: [Deleted for privacy]

Site Info:
Name: Camp Banard
3130 Young Lake
Sooke, BC V0S 1N0

Directions to Site

From Lower Mainland - Tsawwassen-Swartz Bay ferry. Pat Bay highway #17 toward Victoria. West (Right) on McKenzie. Right (North) onto the Trans Canada Hwy. Colwood exit (North) onto highway #14, which becomes Sooke Road. About 30 minutes to Sooke - In Sooke, Right onto Otter Point Road. Right on Young Lake Road. Straight at crossroads into site.

From Port Angeles - Take the MV Coho ferry. At the terminal exit turn left onto Belleville Road, Left on Douglas St., which becomes the Trans Canada Hwy. Follow instructions above.

From up Island - After Malahat, take Millstream Rd/Veteran’s Memorial Parkway exit. Go right (West) at exit ramp lights, follow to Sooke Road. Turn right (North) onto Sooke Road; follow instructions above.

Scenarios for Sealion War

Armoured Combat - WARM-UP Battle

The warm-up battle will be an early-period vs. late-period war scenario. All personas pre-1000 will compete v.s. all later-period personas.

ARTS Point

10 foot rule point. Each Barony will provide 3 heavies, 3 rapier fighters and 3 target archers who can pass the 10-foot period rule. Each competitor starts with 10 points and removes 1 point for every period violation agreed on by the three judges.

The judges may not lift or reveal anything not already visible. Competitors will have to process past the judges and be able to proceed immediately to their chosen venue to compete..

All 9 competitors must be war-point capable in the remaining war points. (In other words the heavies have to pass heavy inspection, rapiers etc)

SCIENCES Point

Coin operated siege equipment. Using their imagination competitors must present an SCA combat-legal siege engine that will be initiated by coins. Bonus marks for creativity and ingenuity. Documentation and authenticity will be considered.

Armoured Combat Open Field (3x) 1 POINT (best of three)

Combat Archery will be allowed in the first and third battles to allow adequate time to glean and inspect missile weapons. Armies will switch sides before the third battle begins.

The Open Field Battle will be a last fighter standing battle. Combat archery is allowed in the first and third battles. Thrown weapons may be used with legal hand protection in all battles. Victory will be determined by the side that has fighters still alive.

Armoured Combat - The Shogun Scenario (1x) 1 POINT

Combat Archery will be allowed. Thrown weapons may be used with legal hand protection in all battles. The Shogun Battle will be a last fighter standing battle. No shields are allowed and weapons restricted to 6’ maximum length.

Armoured Combat - Ravine Battle (1x) 1 POINT

Combat Archery will be allowed. Thrown weapons may be used with legal hand protection in all battles. The Ravine Battle will be fought between two established lines. Archers will only be allowed to shoot straight down the ravine over or past their own troops and may not fire from positions outside of the ravine. The battle is considered over once one side makes it completely out of the other end of the ravine.

Armoured Combat - Bridge Battle (2x) 1 POINTS

There will be no archery in the bridge battles. Armies will switch sides after the first battle. Thrown weapons may be used with legal hand protection in all battles. This is a standard bridge battle fought till last man standing. Knights and Royal Peers may ford the river at any place along the river bank that they choose. If any fighter falls, takes a knee, puts a hand down into the river, or is legged while crossing the river that fighter is considered to have drowned and is dead.

Rapier Combat - WARM-UP Battle

The warm-up battle will be a colour coordinated battle. Left of the colour spectrum vs right of the colour spectrum war scenario.

Rapier (Hopefully Woods) Battle (1x) 1 POINT

This will be a timed, unlimited resurrection battle lasting 40-55 minutes. The woods boundaries, starting points and resurrection points for each side will be announced. All holds will be local and the clock will not stop during holds.

The objective of this battle will be to control three "flagpoles" located at fixed points within the woods. These locations will be known to each side prior to the start of the battle, and flagpoles may not be moved. A flagpole is controlled by the side whose banner is displayed on that pole, and control remains with that side until the pole is captured by an opposing side AND a new banner displayed. Until a new banner is "run up the flagpole" control has not changed. Control of each of these three flagpoles will be checked twice during the course of the battle, at random times unique to each flagpole. These times will be unknown to the combatants. Control will again be checked at the end of the battle, which will be at a randomly selected time ranging from 40 to 55 minutes after the start. The ending time will not be known to the combatants. Control of a flagpole (either during a random check or at the end of the battle) will result in one victory point being awarded to the side holding the pole. The War Point will be awarded to the side accumulating five or more victory points.

Natural obstacles (i.e. brush, fallen timber, etc.) may not be rearranged into a defensive position. The movement of obstacles is only permitted in order to lessen potential safety hazards and should be done under the supervision of a marshal. Fighting may not occur within 100 feet of each of the resurrection points; these resurrection zones will be clearly demarcated. Once a fencer is "killed", he or she must return to his or her own resurrection point in order to resurrect. Resurrections shall be instantaneous, and fencers may return to the battle once they reach resurrection point.

Rapier Open Field (3x) 1 POINT

Armies will switch sides before the third battle begins.

The Open Field Battle will be a last fighter standing battle. Victory will be determined by the side that has fighters still alive.

Rapier Bridge Battle (2x) 1 POINTS

There will be no archery in the bridge battles. Armies will switch sides after the first battle. This is a standard bridge battle fought till last man standing. White Scarves and Royal Peers may ford the river at any place along the river bank that they choose. If a fighter falls, takes a knee, puts a hand down into the river, or is legged while crossing the river that fighter is considered to have drowned and is dead.

Target Archery 3 POINTS

1 point awarded for highest score in Royal Rounds shoot

1 point awarded for winner in Lions Gate Specialty shoot

1 point awarded for winner in Seagirt specialty shoot

Determining Victory

The victory is determined by total war points achieved.

1 for Arts

1 for Science

4 for Armoured Combat

3 for Rapier

3 for Target Archery

Total possible of 12 points

Pictures

(Links to event pictures off-site)

Sample: Twelfth Night Pictures By Lord Joe Populace

Personal Memories

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Event Copy