
Turians are people who enjoy various forms of entertainment. This section will describe some of the games that are favored in the City of Turia, from racing to hunting and gambling. Turia supports the Arts by creating an atmosphere that encourages people to be creative.
Turians do not live a fast-paced life style. They often will take the time for a stroll through the city and lunch at a cafe or even stop at the Arena for an ahn.
**rules for the game from Kavar Reagan
Free Men - Lance - Free Women - Arrow
A larma is set upon a wooden wand. The rider races towards it with either lance or bow. The rider rolls 2d22 or 2d20 (women & men)
1-14 is a miss
15-17 is a hit that splits the larma into two pieces = worth 1 point.
18-19 is a hit, the larma slides down the shaft of the lance or arrow = worth 2 points.
20-22 is an expert hit with the larma pierced upon the tip of the lance or arrow = worth 3 points.
Jousts are done two riders at a time, each has a path separated by a wooden rail. The riders carry rounded off jousting lances and shield. Each round begins with a signal at which point riders ride at each other and aim their lances. When they reach each other, roll 1 caste dice [ roll 1d23]. Joust is won by scoring three lances with the following scoring system- **rules taken from the Sardar Faire |
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The Rafting Course
The river is about an hour from the city of
Scoring: points are the same as in Sparring. The scores are posted at the end of the rafting race. 1-14/no points 15-19/ 1 point 20 up/ 2 points
Dice: FW 2d21 ; FM 2d23; Slaves 2d20
The Goal: Is to maneuver your raft to the downstream beach.
Missing Obstacles: Just roll-play yourself out of the dilemma do NOT go back and roll, just continue on.
Get ready for a very wet, adrenalin-filled day!
Straw dummies of : Larls - Panthers - Tuchuk Warriors -
Each contestant is given 5 arrows to strike their target of choice. Winners are determined by the highest scores.
Men 1d23
Women 1d20
Slaves may throw small rounded stones 1d20 (Pit Slave 1d21)
1-14 = 0 pts
15-19 = 1pt
20+ = 2 pt
The participant standing behind the red line and releases the rings toward the stake which is surrounded by a red ring. There are 2 rounds, each round consists of tossing 3 rings [6 rings total]. The highest score after both rounds will determine the winner.
SCORING:
1d20
1 - 12 = 0 pts
13 - 17 = 1 pt
18 - 19 = 2 pts
20 = 3 pts
It can be played with any numbers of players as long as the number is equal on both side of the rope.
Each person gets to roll their dice as a tug for the team.
1d6
First team to get to 20 points wins and goes up against the next team.
If the team is one on one the first to get to 10 points wins.
* Between the two team is a mud bath so ladies dress accordingly!
Bean Race
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Meat Catch Slave girls are knelt in a line, hands bound at their backs. 1D6 1-4 misses * 5-6 good catch If the meat is missed, all girls scramble on their bellies for it, the winner scoring one point for her Master. 1D6 girl with higest score gets the meat
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Rules: