Sealion War

 

Event Summary

Event Main Contact (Event Steward): Ming Lum Pee
Date: June 8 , 2007 until June, 10 2007
Site opens at: 12:00 AM on June 8th 2007
Site closes at: 12:00 AM on June 10th 2007

Event site:
Camp Banard
3130 Young Lake Sooke, BC V0S 1N0



Sealion War

Autocrat: HL Ming Lum Pee, The Tree House

 

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 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 (24 cabins with 8 bunks in each – 8
cabins are left (Apr. 24/07) are  available by
pre-booking with Mistress Lenora:
ac.wahs@si.aronel

Cost is $25 CAD/$21 USD per person for weekend (includes
site fee). Youth Cabin price is $15 (age 13-18)

 

Make Checks/Cheques payable to Barony of Seagirt

 

Autocrat is HL Ming Lum Pee (Terrance Lam)

Mailing address: 716 Belton Ave., Victoria, BC, V9A 2Z6

Email address: moc.liamg@eepmulgnim

 

Ithra at Sealion
War

Greetings,

 

With the approval of both Lions Gate and Seagirt Baron and
Baroness and councils there will be Ithra classes at this
years Sealion War. If you are planning to attend this years
war on the Island and wish to take a class please contact HL
Brenethwyn O’Connuluin, Chancellor, Insula
Magna ten.sulet@nosnhoj-gninnets

 

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

 

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




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