The Avalayle Grand
Origins
195 years ago, High Lord Aetherian hosted the first Avalayle Grand. What began as a display of Aetherian strength quickly evolved into something far more valuable: neutral ground where the four Houses could meet, negotiate treaties, settle grievances, and compete openly rather than through raids or assassination. In only 5 years time, the demand for the event was so great that it became a seasonal tradition.
For 85 years this tradition went uninterrupted, bringing commerce, prestige, and bitter rivalry. But as House Aetherian thrived, the other Houses grew jealous, demanding the right to host the event themselves. House Aetherian, ever the mediator, agreed. A lottery held at the start of each year now determines the hosts for the coming seasons. To ensure fairness and divine oversight, the Honored Blood and enigmatic Zarin the Knowing agreed to preside as it’s judges.
Tensions continued to rise, however, and just five years later, the Avalayle Grand became a breeding ground for bitter pride. In a chaotic finale, each House believed they had claimed victory. Refusing to yield, the High Lords prepared for open war. As the four armies marched to battle in the spring, a blinding burst of arcane light halted their charge. Zarin the Knowing stood before them, furious, accompanied by the Honored Blood.
“Shame on thee!” he cried. “To spill the blood of your brethren over vanity and pride!” His words cut through to the heart of the High Lords, and they agreed to seek a peaceful mediation with the High Blood at Landar’s Respite. There they forged a new covenant. Henceforth, the winning House of each Avalayle Grand would be granted a single miracle from an Honored Blood of their choosing, or a Master Arcanum from Zarin himself. This divine boon would only be bestowed upon those who proved themselves noble children of the Sibling Gods. Any House found guilty of betrayal, sabotage, or turning upon their brethren during the season would be disqualified and publicly shamed.
The High Lords reluctantly accepted. Open war, blatant sabotage, and feuding largely ended. Peace returned to the coast as the Houses strove to appear virtuous and worthy of a miracle. In the contests that followed, the winners brought fame, prestige and revelry to their domains. Miracles providing cures for the sick, better crops, enchanted blades, and healthy pregnancies ran rampant across the coast.
Every season, one the Four Houses hosts the Avalayle Grand, the premiere tournament and festival of the coast. While the contest is “friendly” the competitors treat it with deathly seriousness. For the ultimate winner of the Grand is awarded a Miracle of their choosing from the Honored Blood. More than mere sport, it stands as both a celebration of martial skill and a solemn test of a House’s virtue, honor, and devotion to the Sibling Gods.
The Great Game
Yet, this peace proved fragile. While overt violence vanished from the tournament seasons, the Houses merely moved their rivalry into the shadows. What the nobles now call the Great Game began in earnest; where the Houses scheme behind closed doors, betray in secret, and do all they can to destroy their rivals without being caught. The Avalayle Grand thus became both a sacred contest and a theater of concealed ambition.
To this day, the tournament remains a time of festivals, sacred oaths, and fierce competition. Victors gain glory, influence, and the chance at a Miracle that can reshape the fortunes of their House. Losers nurse their pride and plot their next subtle move. Yet through it all, House Aetherian continues to uphold their original vision: that strength, patience, and piety can hold the coast together, even when lesser hearts falter.
The Grand Today
Now, the Grand spans an entire week, where the common masses and noble houses walk the streets as one, eager to watch the next spectacle. Politics practically grinds to a halt, as everyone gathers in the hosting domain. The Honored Blood watch from a distance, ensuring war doesn’t once again break out, while Zarin the Knowing encourages young lords to request the “right Miracles.”
Each hosting domain transforms with its own flair for the occasion. Roads are cleared and decorated, markets swell with merchants from across the realm, and every inn and tavern overflows with travelers, performers, and hopeful spectators. Since the Monster Crisis however, attendance is dwindling. Those that don’t travel with the nobles themselves often feel it is too risky to attend outside of their own domain.
The Flow of Events
As the day begins, distant Noble Houses begin setting up their camps, exploring the markets, and meeting with their allies and rivals. Typically, these distant Houses arrive on Monday, and spend the entirety of the day preparing for the events to come. Many folk indulge in recovering from the road, but for the craftsman competitors the contest has already begun. When their station has been reviewed by the Honored Blood, they may begin working on any masterpiece they see fit. They have all week to work on it, and will present it for scoring Saturday evening before the Grand Finale.
Each day passes with jovial energy. Commonfolk sell trinkets to visitors, taverns offer fine meals, and games erupt across the fields. While it isn’t uncommon for nobles to partake in the common man’s joy, their contests don’t begin until the early evening, when the masses funnel into impressive arenas.
Tuesday night begins with nearly an hour long performance from one of the Houses finest bards. The spectacle can range from staged plays, dramatic operas, and impressive ballads. There is no limit on the number of performers welcome for this part of the competition. By the end of the hour, the arena is filled, and the Honored Blood have silently scored the bards.
The event that follows is an archery contest, where competitors prove their precision against a number of distant targets. Each House is allowed to field 3 competitors, their scores are logged and tallied throughout the week, building toward a final overall victory.
Following the archery marks the Grand Melee. Each house fields four contestants that compete in single-elimination bouts until only eight warriors remain. At night’s end, life in the city bustles for the common folk, while the nobles retreat to their camps and castles to lick their wounds, celebrate their victories, and prepare for tomorrow.
Wednesday follows the same format. Bards from a different House perform for an hour, and then the teams of archers return to the arena. Tonight, they compete against moving targets. Scores from the event are tallied, and added to the previous night’s totals. Once concluded, the Grand Melee resumes, and the eight advancing contestants meet again, narrowing the field to four.
Thursday brings great pageantry and ceremony before the semi-final matches. Another House’s bards perform, and the archery finale occurs after. During it, the archers are challenged with hitting moving targets while under duress. The final points are tallied, and the winners are declared. Thus, the first points awarded by the Honored Blood are bestowed. Following the pageantry of this announcement, the semi finals for the Grand Melee occur.
Friday, the final House’s bards perform for their hour. After, the climax for the Grand Melee occurs. It begins with the loser’s bout, to determine third place. Following it, the grand championship match crowns the overall melee champion. With its conclusion the Honored Blood award points based on position.
Saturday, Elderlings and Younglings of the Sibling Faithful perform orchestral hymns for the crowd, reminding them of the God’s blessings and encouraging them to bring about their vision across the coast. Afterwards, the craftsmen present their week’s work to the Honored Blood, and receive scoring. A brief respite ensues as the space is prepared for the Arcane Mastery, where wizards and arcanists face a series of escalating magical trials that culminate in a spectacular public display of power and control. This event is judged and scored by Zarin the Knowing, who often intervenes to keep the crowd safe.
Before the event is judged and the scoring declared, the hosting House welcomes its competition into their castle, and throws an extravagant feast, where fine food, wine, music and dancing take the night. The bard judged best from their Song of the Coast performances is announced and welcomed to perform throughout the evening.
The night passes in revelry, where the Houses are watched by the Honored Blood for chivalry, courtesy, and good spirit. As the night finally winds down to an end, Zarin the Knowing declares the scoring for the Arcane Mastery. After, the Honored Blood declare scoring for the houses who showed the most virtue. The revelry comes to an eerie silence, and the victorious House for the season is revealed. There in front of everyone, the Honored Blood reveal whom amongst the winning house displayed the most piety and virture throughout the season, and must immediately ask for their miracle.
On Sunday, the fields empty as travelers, merchants, and distant nobility pack up and return to their own domains. The Avalayle Grand ends, and everyone begins preparing for next season’s event.
Scoring
Points are Awarded for performance in the events and in Virtue throughout the event.
1st place scores 5 points
2nd place scores 3 points
3rd place scores 1 point
4th place scores 0 points
Virtuous points are deliberated amongst the Honored Blood and applied or removed in secret, much to the dismay and frustration of the Four Houses.
Common Folk Events Throughout the Week
Throughout the week, the commonfolk induldge in rvelery and merriment, often completing or playing in the following events.
Celebration of lights, lanterns, floating lights, candles, make wishes and pray
Big Feasts, some with commoners, some with nobles, dancing, etc
Providing the biggest feast for the commoners
Ale Drinking Contest
Pie Eating Contest
Stump Chopping
Pig Wrestling
Barrel Racing
Strength Contests
Water Breathing Contest
Longest Dancer Contest
The Grand Melee Bracket
Each block is broken down to ensure that no contestants from the same house can meet until the semi final.
The Miracles
While technically the victorious house wins the Miracle, the person who actually gets to request it is the representative of the house who scored the most points. Thus, while the kingdom may be in dire need of a healthy pregnancy, the winner may request their own fields become fertile with ample crop.
Additionally, the Honored Blood are not Gods. While they channel the power of the Siblings, they still cast spells like anyone else on the coast. Thus, the Miracles they can bestow are up to a level 4 spell on average. If the Honored Blood all agree with the virtue of the Miracle requested, they might combine their powers for a level 5 spell, but this is rare.