Primal β Ultros β Empyreum
Ward 6 β Plot 32
THE FIRST & THIRD FRIDAY OF EACH MONTH
β 8 PM - 12 AM EST β
Within the Empyreum district of Ishgard lies a respite for weary adventurers, as well as those who wish to test each other in combat.
Regardless of your endeavor, may the Fury bless your every step.
Join us for our next duel night on December 20th.
β House Triedame? That rundown manor the old knight left in shambles for so many years?
Yes, Iβve seen it as well. It seems to have been perfectly restored and opened as a tavern, of all things! And the patrons it draws, why, theyβre often armed for combat!
Whatever are they doing within those walls? β
β Regarding the timeline and setting for your out-of-character needs. β
The setting in which The Fury's Hallow takes place is in the wake of the Dawntrail expansion. Brief spoilers for general events occurring up through the end of that expansion may be referenced in prose. This will be adjusted upon the release of future expansions and continue to adapt the story of the venue as new content is released.
At this time, the Holy See has relaxed the borders of Ishgard, encouraging adventurers and dragonkin alike to set foot inside the once exclusionary city-state. As House Triedame is a distant branch of House Haillenarte, the proprietors seek to aid in the efforts of the Restoration and Reformation alike, and as such, the purpose of The Fury's Hallow is to provide respite and sport for adventurers visiting from beyond the walls of Foundation. The doors of this tavern welcome all those who cross its threshold, whether they be acclaimed warriors from the Steppe looking to test their strength against new opponents, Woodwarders venturing into society for the first time since leaving their forest, or Garleans fleeing civil war and seeking new beginnings and second chances.
Characters here, while not all hailing from Ishgard Herself, explore a variety of Ishgard-centric themes, including but not limited to clergy members navigating the Reformation of the Holy See; former dragoons finding their place in a post-Dragonsong War world; Temple Knights seeking a pint of ale; Ishgardian nobility curious about a new tavern opening in the streets of Empyreum and drawing adventurers from afar β the list goes on. Whether your character is Ishgardian or simply visiting Foundation, you are encouraged to join us within the blessed walls of The Fury's Hallow.
History of House Triedame β
House Triedame had a longstanding legacy as a notable branch of House Haillenarte, renowned for their tradecraft of bookbinding for the Church, as well as their annual Starlight contributions made to the tills of Saint Reymanaudβs Cathedral. More important than the Houseβs success, though, was continuing that legacy, according to Lord Lareaux Triedame. He prided himself for having three sons and a daughter, all of whom would provide heirs to continue the family name. However, when it came time for Lord Lareaux to serve as a House Knight during the Dragonsong War, his three sons enlisted alongside himβand as a result, House Triedame would be faced with tragedy when the lord and his sons perished during their service. It was only his youngest daughter and sole remaining heir who would survive this assault of the Horde upon Ishgard, and thus, Ser GwenaΓ«lle Triedame assumed the ownership rights to the estate.Of course, having been a member of the Temple Knights for fifty summers at this point, Ser GwenaΓ«lle most certainly did not have time to manage an estate. She had little interest in taking care of the property, and given that she was often sent far away from Foundation, the manor steadily began to fall to ruin. Housekeeping staff would not be expected to remain if they werenβt paid, surely. In furtherance, with Ser GwenaΓ«lle focusing on matters outside the home, it would seem House Triedame would be left with no heirs, despite her late fatherβs hopes.As the years marched onwards, Ser GwenaΓ«lle continued to travel on behalf of Ser Aymeric as part of his private contingent, during which she had a myriad of adventures, including saving a young Gyr Abanian miqoβte from Garlean occupants and whom she eventually began to mentor during her frequent trips to the region over the next decade in order to keep Ser Aymeric informed of the situation in Ala Mhigo. The miqoβte was a promising young lad, full of spitfire and stalwart determination to protect those around him. βTwoud make a good quality in a knight, certainly.With Ser GwenaΓ«lle absent, the manor continued to suffer the damage of the elements and wyrm attacks upon the citystate, falling into disrepair. Rumors arose: perhaps it was haunted; perhaps it was cursed; perhaps it had been abandoned; but regardless, how sad that the Lady GwenaΓ«lle had chosen to live her life as a Temple Knight and now, at the age of ninety-seven summers, she was simply too old for anyone to wed, leaving House Triedameβs legacy to ruin.
It was during the Second Umbral Moon of 1569, almost seven summers before the decisive conclusion of the Dragonsong War, that Ser GwenaΓ«lle would fall in battle. Having no living relatives left within the line of House Triedame, her will mentioned only one individual: Shriβke Vererkrya, the young miqoβte Ser GwenaΓ«lle had mentored for the last eight summers of her life. Knowing he, too, was a fourth child who had no true prospects if he were to stay with his tribe, the old knight had thought that perhaps he may find greater fulfillment if he followed the same path she had chosen for herself. Thus did the will extend an official recommendation for him to enlist in the Temple Knights, should he wish to pursue the dream her tutelage had instilled within himβas well as bequeathing the manor, though it now stood in ruin. It came with one final wish from Ser GwenaΓ«lle: βIt was never of use to me, but perhaps you might be able to restore warmth and the laughter of family to its empty halls, should you wish to save this unfortunate house from an old womanβs negligence.βShriβke made his decision to accept both the recommendation to join the Temple Knights and the property rights to his mentorβs homeβbut the manor would continue to stand untouched while Shriβke, now going by the name of Lanius, resided in the barracks alongside his fellow squires and continued to do so once knighted. Summers continued to pass, and the unattended manor was left vulnerable to the frigid descent of the Calamity, its rooms and halls exposed to the wind and the cold as Coerthas plunged into a permanent state of ice and snow. Shriβke was unaware of the damage done to the estate, far off in the Highlands: having been bestowed the rank of Commander of a search and rescue unit, his focus was on saving those caught in the sudden harsh conditions of the Calamity, not the hole in the manorβs roof, nor the tree that had come down in the front, crashing through a window.That damage was not to be repaired, for by the next summer, Commander Lanius would disappear, thought to have been killed alongside the rest of his unit. For the next three years, the manor continued to decline, left as a frozen, dilapidated memory of House Triedame. There must have been some truth to the rumors: it was simply cursed.
HALLOW β to honor as holy; to consecrate; to consider sacred β to hallow a battlefield.
For as the Fury has hallowed these walls, so too shall we fight in Her name.
Some curses can be broken, though. Shriβke would return after those three years, his rank restored and the manor still in his name, but with little idea of what to do with the latter. It was a house filled with faded memories of a family he had never known, other than their last surviving daughter. The thought of building it back from its ruins, especially alone, was daunting. Perhaps that was one of the myriad reasons why he was so quick to leave for another warfront when the Eorzean Alliance answered Bozjaβs call for aid, and the dilapidated manor was made to wait for salvation once more.It would not wait for long, for when Shriβke returned from Bozja not a summer later, he was not alone: accompanied by an ally from the Southern Front who had no where else to go, the task of restoring the crumbling estate was not so intimidatingβand following a dangerous leve mission Shriβke led on behalf of the Order, they were joined by a man who would one day call Shriβke his comrade and closest friend. Together, the three of them faced the task of restoring the estate.As they worked, Shriβke found himself envisioning a purpose for these old halls: that the manor of House Triedame might serve the adventurers setting foot within Ishgardβs walls following the end of the Dragonsong War. Outsidersβlike him, like Faerval, like Leonβwho had come to Ishgard to find a home. A tavern, maybe, that could be a place of warmth for those seeking camaraderie, one that would also give them an opportunity to cross blades, as adventurers are wont to do.Shriβke committed to the idea, and with it came hope that he would be able to fulfill his mentorβs final wish, for although he had never known Ser GwenaΓ«lleβs family, perhaps House Triedame would not be left without one for much longer.
And thus, under sanction of the Temple Knights, the βunfortunate houseβ would reopen its doors as The Furyβs Hallow: a respite for adventurers, blessed by the watchful gaze of the Fury, where they may test their mettle and prove themselvesβnot only to one of the Twelve, but to each other.
β Estate Rooms
All Free Company chambers have been designed as open, immersive roleplay spaces within House Triedame for guests to enjoy, both during opening hours and otherwise. You are welcome to use these spaces for roleplay and photography; the venue is always unlocked and welcome for visitors to explore, no rental fee required.
»» β Commander's Office β ««
β Room I β
What once served as the private lair of the former head of house (and his mentor's father), functioning as a center of business and social visits, has been repurposed into a central office for Shri'ke Lanius to oversee the operations of the Fury's Hallow. He's since transformed it into a space well-suited to his former position as a Commander within the Temple Knightsβas well as one that pays homage to his late mentor's legacy.
»» β The Infirmary β ««
β Room II β
To better serve patrons, this wing of the manor has recently been renovated into an infirmary, which also includes the primary headquarters for the chirurgeon team, constructed to provide a place of succor for the combatants of the Fury's Hallow or anyone requiring medical care. Two private suites are available for recovery in addition to a medical sauna and steam room.
»» β The Grand Library β ««
β Room III β
An existing feature left intact from the original manor, the Grand Library houses a surplus of texts and other literature, both academic and otherwise. Many collections featuring various Ishgardian novelists, historians, playwrights, and poets can be found on the abundant, towering shelves, as well as a wide selection of Halonic doctrine, including a rare edition of the Seventy-Two Articles of Halonic Polity.
»» β The Parlor β ««
β Room IV β
Another relic of the original House Triedame manor, the sitting parlor remains relatively unchanged from days long since past, offering a place of quiet solitude and reprieve. One might retreat to this dim, comforting room to view the paintings of the gallery or explore a more curated selection of historical (and somewhat romantic) novellas that were once favored by the lord of the house.
»» β The Artisan Studio β ««
β Room VII β
The artisan studio is another room of the extensive manor that has been relatively untouched in the proprietors' restoration attempts. It was once utilized by the former head of the house, who, in addition to being a master luthier, was a skilled painter. He would often while away many an afternoon and evening within this studio, painting portraits of the lady of the house as a testament of his devotion. Now, it remains a space for others to share in the creative process together.
»» β The Vail Suites β ««
β Room VIII β
Should you find yourself in need of a place to rest throughout your Coerthan travels, the Hallow has several guest rooms available, the most sought-after being those within the Vail Suites. These cozy rooms offer warmth and privacy, the first more suited to lone adventurers while the second provides a more spacious experience. A stay at The Fury's Hallow provides quick access to the rest of Empyreum, as well as being only a short distance away from the shopping district of the Jeweled Crozier in the Pillars. And you need but step outside of the manor to indulge in a stunning view of the Coerthan Highlands when morning breaks.
»» β The Training Pit β ««
β Room X β
Having need of a facility in which to practice combat skills, build endurance, and spar together, an additional room of the manor has been converted in a training arena. This close-quarters fighting pit provides a space for the proprietors and fellow staff of The Fury's Hallow to train with each other outside of venue operations, and additionally, it serves as a substitutional arena for an expanded roster of matches during open hours.(Be aware: there is no chirurgeon on duty outside of official matches, so utilize this space at your own risk.)
β Affiliate Venues β
Are you a traditional & immersive roleplay venue looking to connect with others, or do you have ideas for a collaboration? Please feel free to reach out to Shri'ke (chevalure) on Discord to discuss affiliating with us!
CARRD DESIGNED BY CHEVALURE.
The Fury's Hallow is actively hiring for all roles!
Please click the button below to see available positions and begin your application.
Challenging Staff in Duels β
Staff members marked with a β symbol beside their battle class are available to challenge to a duel.
To register for a match, please join our Discord server, or sign up at the fight counter!
β Blessed by the Fury are those who would seek to provide shelter and refuge to others in need. β
»» β Shri'ke Lanius β ««
β Executive Director β
Β» He / Him Β« β Gunbreaker β
A former commander of the Temple Knights who has spent the majority of his life on the battlefield.
β Blessed by the Fury are those who ensure fairness prevails above all else. β
»» β Sorka Fyneth β ««
Β» She / Her Β« β Sage β
A medic who aided in the Battle of Ala Mhigo, ensuring a legion of soldiers could see a day beyond the smoke and rubble.
»» β Chuchuje Chuje β ««
Β» She / Her Β« β Gladiator β
A decorated gladiator seeking the thrill of life's new challenges on a path of her own making.
»» β Rezla Kish β ««
Β» She / Her Β« β Dragoon β
An ex-dragoon, now returned to Ishgard after leaving in disgrace.
»» β Kossec Eterneta β ««
Β» He / They Β« β Gunbreaker β
A magitek scholar from Old Sharlayan who has an obsession with traveling the realm.
»» β Kazdel Ambrosias β ««
Β» He / Him Β« β Bard / Gunbreaker β
A "sleepy" Dalmascan magitek engineer who knows far too many odd secrets and is said to dance with time itself.
β Blessed by the Fury are those who trade in coin with a heart of pure intention. β
»» β Mya Valeriant β ««
Β» She / Her Β« β Blacksmith
A retired astrologian and accomplished blacksmith who is more than capable of balancing the books of the most lucrative venues.
β Blessed by the Fury are those who offer their aether and gentle touch to heal those in need of succor. β
»» β R'indae Tia β ««
Β» He / Him Β« β White Mage β
A traveling white mage with a caring heart willing to help all those in need, so long as it's not asking for directions...
»» β C'yaluh Vidmulye β ««
Β» He / Him Β« β Arcanist
A thrill-seeking arcanist and begrudging healer lured to duty by money and curiosity. Dislikes being bored.
»» β Sebastian Acacius β ««
Β» He / Him Β« β Machinist β
A (fugitive) Garlean librarian with an extensive banned materials collection that is rivaled only by his collection of guns.
»» β Seraph Ambrosias β ««
Β» He / Him Β« β Dancer β
An outgoing merchant from Thavnair trying to learn the ways of the world with a smile like the sun.
β Blessed by the Fury are those who ensure cups overflow and plates are full with the sustenance of this star. β
»» β Porsche Cato β ««
Β» He / Him Β« β Gunbreaker / Machinist / Reaper β
A Garlean magitek engineer who is as dedicated to his work as he is to winning every argument he starts.
»» β Amandine Issommeharre β ««
Β» She / They Β« β Black Mage / Reaper β
A well-mannered, mysterious mage whose appetite for cute confections is surpassed by her hunger for eldritch knowledge.
β Blessed by the Fury are those who place themselves within harm's way to protect their fellow kin. β
»» β Lesinar Jankovasch β ««
Β» He / Him Β« β Gunbreaker
A Bozjan native who sought to track down his rival from the Southern Front and inadvertently ended up working for him.
»» β Leon Blackwood β ««
Β» He / Him Β« β Brawler β
A Peacekeeper who first assisted the Hallow as the manor's resident repairman, and who also serves as Commander Lanius' best friend.
β Blessed by the Fury are those who preserve our memories from being lost to time. β
»» β Percival Bellveil β ««
Β» He / Him Β« β Astrologian / Paladin β
A pious, capricious and painfully Sharlayan mage, devoted to the restructuring of the Scholasticate following his departure from the Orthodox clergy.
»» β Vanric Retelle β ««
Β» He / Him Β« β Bard β
A native of the Shroud, gifted in music and the bow, whose love of the artform is matched only by his skills in combat.
β Auxiliaire Staff
For those staff members who find themselves drawn by adventures far beyond the walls of Foundation, The Fury's Hallow welcomes them back with open arms whenever they should return to these blessed halls.
»» β Astri Laurent β ««
Β» He / Him Β« β Sage β
A Sharlayan archon who eschewed the politics of his homeland. His wit is known to be as sharp as the nouliths he wields in battle.
»» β Seomonne Glenaraux β ««
Β» She / Her Β« β Sage
A Sharlayan scholar, mixing the techniques of aether and magitek to better the world through medical discovery.
Do you wish to apply for a position at The Fury's Hallow, but have limited availability?
Members of our Auxiliaire Staff are able to participate at their own convenience based on their schedule, filling in roles as needed to support the venue's operations.
Even if you have limited availability to participate, we encourage you to apply and join our community!
Manor Residents β
Throughout the manor, one might encounter several staff who serve the household, functioning as caretakers and overseers to support various quarters and duties of the estate.Residents marked with β» are NPC staff; you are welcome to engage with them and utilize them in your scenes as needed! Residents marked with π are Player Characters who you may encounter during duel nights.
»» β Cecelia Briarstone β ««
Β» She / Her Β« β Chirurgeon β»
Location: Room II - The Infirmary
A familiar, albeit no nonsense, face to those who seek respite in the infirmary, Cecelia prides herself on being both a Scholasticate graduate and a very talented healer.
»» β Adeloine Corminneaux β ««
Β» He / Him Β« β Scholar β»
Location: Room III - The Grand Library
Those who thirst for knowledge may find kinship in Adeloine, a meticulous archivist and scholar whose specialty in foreign cultures is well served by his station as librarian of House Triedame.
»» β Gothard Simmonet β ««
Β» He / Him Β« β Intendant β»
Location: The Foyer
The ever-dutiful and hardworking Gothard returned to his post as House Steward when the manor was restored to livable conditions, pleased to be of service to the Triedame estate once more.
»» β Cilvionne Norbettaux β ««
Β» She / Her Β« β Head Culinarian π
The granddaughter of one of the Scholasticate's most endeared culinarians, Cilvionne recently completed her culinary tutelage and, looking for work, found her way to House Triedame. It may not be the most glamorous work, but Cilvionne runs the kitchens of the Hallow with equal parts love and stringency.
»» β Jacinthe Lecuyer β ««
Β» She / Her Β« β Paladin π
A House Knight and ex-cannoneer whole-heartedly determined to prove you can teach an old war dog new tricks.
»» β Faerval Krunuelder β ««
Β» He / Him Β« β Red Mage π
Serving alongside Shri'ke on the Bozjan frontlines as an experienced field medic (and recently-practicing red mage), the taciturn and reserved Faerval has left many decades of fighting in wars behind in favor of a quieter life in Ishgard.
CARRD DESIGNED BY CHEVALURE.
Regardless of what brought you to The Fury's Hallow, we ask you to abide by the following rules.
Any violations of these rules will result in our staff requesting you leave the venue.
Venue Conduct β
Participation in this venue and its activities is limited to those of or above the age of 18, both in-character and out-of-character, as mature topics may be depicted or addressed in prose, including but not limited to violence, use of alcohol, war, and mentions of sexual conduct.
We encourage and welcome roleplayers of all experience levels to participate!
The Fury's Hallow is an immersive venue focused on traditional, heavy roleplay, and as such, we ask participants to respect that in their posts. Anyone who is posting in an OOC or "trolling" manner will be asked to stop, and if that is not honored, they will be told to leave. Overt harassment of the venue or staff will be reported.
You may wish to observe this establishment abides by a Lawful Good alignment. Any sort of criminal behavior is apt to raise suspicion and be dealt with accordingly. Please be aware of such when entering the establishment as a more evil-leaning character.
On that note, combat within The Fury's Hallow focuses on sportsmanship and camaraderie. Combatants are encouraged to show good will towards their opponent, rather than malicious behavior. (Conflict and tension are always welcome, of course, but non-sportsmanlike conduct will receive warnings per the discretion of proctors.) This goes for spectators as well!
You may utilize any weapons and magicks at your disposal during matches. However, "OP" characters are not permitted. If we perceive your character to be acting in a manner that is unbelievable and puts your opponent at an extensive disadvantage, your match will be interrupted and ended. (An example of this would be entering a match as the Warrior of Light, or dynamis-wielding royalty from another Shard with unlimited power at your disposal. Challenging the Twelve might prove to be more fulfilling.)
[NEW: 7.0 Update] No Feral Souls or Regulators, please! This is not a combat venue equivalent to the Arcadion.
Likewise, you are not allowed to use weapons or magicks outside of the arena. Doing so will result in a request to leave, particularly if those abilities threaten others in the vicinity.
Do not godmod. The outcome of matches is reliant on the /random rolls. It might suck, yes, as sometimes the dice are cruel, but please accept your RNG and play through your match accordingly.
Killing your opponent is not permitted. The Temple Knights would surely shut down this establishment if such were to occur. (Please note: even if your character has revival abilities, murder is not permitted in our ring. This goes for before and after opening hours. Please do not kill someone in the Proprietor's house.)
Healing services are provided to all combatants after their matches, if so desired.
[NEW] Regarding NPCs canonical to FFXIV: To maintan immersion for all participants, we humbly request that NPCs brought to the venue are those who would logically set foot within an Ishgardian-aligned, Temple Knight-sanctioned establishment. Characters such as Lord Aymeric, Hilda Ware, Stephanivien de Haillenarte, Lord Emmanellain de Fortemps (and, perhaps, a certain pirate), or even Leofard Myste are all welcome sights within this venue. Ascians, Ancients, and villains such as Zenos, Gaius, and Emet-Selch are better suited to other roleplay spaces.
To sign up for a duel, visit the fight counter during open hours,
located beside the staircase on our lower level.Pre-opening registrations are also available in our Discord server. If you wish to be guaranteed a spot, be sure to join and register before doors open!
Adventurers, pray be aware: our venue utilizes a unique combat system that may be different from those experienced elsewhere. Please read through this dossier prior to duel registration.After doing so, if you find yourself overwhelmed?
Do not be afraid.Our proctors will handle all calculations and keep track of hit points throughout every duel.
All you need focus on is writing your posts and enjoying your match!
Hits are determined using the three (3) individual numbers of a /random roll.
The first number is the accuracy: if you roll above the designated number (3, or any total above 300), your attack will hit.
The second number is the damage dealt, referring to our system of hit points. Hits can cause damage ranging from 1 to 10 damage points (with 0 counting as 10).
The third and final number is the critical hit threshold: on a 7, 8, 9, or (1)0, the hit will do double the damage.
Physical DPS have a bonus of adding 1 to the damage they deal.
Casters have a bonus of adding 2 to the damage they deal.
Rolling a 999 will result in a Limit Break attack, allowing the player to unleash an ultimate ability of their choosing to immediately reduce their opponent to 1 hit point.
Rolling a 0 is a complete and utter fumble. Are you certain you've ever engaged in combat before?
Regarding Homebrew Classes: we do allow non-canonical, homebrewed classes to participate. When signing up for a walk-in fight, the registrar will go over your character's information and help you determine what class will be best suited for your abilities. Otherwise, a Proprietor will reach out to confirm your class via your preregistration.
Β» How are hit points determined? Β«
Every combatant begins with a standard 25 hit points.
All healer classes gain a bonus of 5 additional hit points for a total of 30.
Β» Why does armor matter? Β«
Armor is classified in three types: Light, Medium, and Heavy.
Tanks wear Heavy armor, allowing them to subtract 3 from damage they receive.
Physical DPS wear Medium armor, allowing them to subtract 1 from damage they receive.
Healers wear Light armor, allowing them to subtract 1 from damage they receive.
Casters operate under the glass cannon mentality: they hit hard with the highest DPS boost, but have no armor bonus.
Β» Modifier Chart Β«
Class | Damage Dealt | Damage Received |
---|---|---|
Tanks | -- | -3 |
Physical DPS | +1 | -1 |
Casters | +2 | -- |
Healers | -- | -1 |
β Pray tell: how does this all play out? β
A little overwhelmed? Fear not! It makes sense once you practice, just like any other tabletop system. Let us review a sample match!
Combatant #1 and Combatant #2 enter the arena.
Combatant #1 is a Gunbreaker, classifying them as a Tank. They have 25 hit points, and every attack that hits them will do -3 damage of their opponent's roll.
Combatant #2 is a Bard, classifying them as Physical DPS. They have 25 hit points, and every attack they do will include a bonus of +1 damage points.
Both combatants roll for initiative. The Bard wins with 734.
The Bard writes out their initial attack post. They roll /random: 573. Their first number, 5, means their attack hits. Their second number, 7, means the attack does 7 damage, +1 as a Physical DPS. Their third number, 3, is below 7-10, so they do not land a critical hit. Their opponent is a tank with Heavy armor, so -3 damage is taken from their roll for a total of 5 damage.
The Gunbreaker is now down to 20 hit points. They write their counterattack and roll /random: 467. Their first number, 4, means their attack hits. Their second number, 6, means the attack does 6 damage (with no bonus as they are a tank). Their third number, 7, is in the critical hit zone, meaning their attack actually does 12 damage, -1 for the Physical DPS Light Armor for a total of 9 damage.
The Bard is now down to 16 hit points. They write their next attack, and thus the match proceeds!
As stated, our proctors will track everything necessary for duels. If you feel intimidated, we highly recommend watching a few matches in order to assess how the system works. And, of course, should you have any questions, you need but ask one of our staff members.
Permitted Actions
Use of weapons
Use of magick & aether
Spraining limbs
Breaking bones (sans permanent damage)
Cuts & lacerations (non-lethal)
Burns (up to first-degree)
Biting & scratching (non-lethal)
Bruising
Frowned Upon
Attacks directed towards intimate areas
Targeting horns, hair, ears, or tails
Burns (up to and above third-degree)
Damage resulting in permanent scars, disabilities, injuries, or otherwise (must be consented to OOC by your opponent)
Stabbing (particularly towards vitals)
The use of Frowned Upon actions may result in interference by the Proctor or Peacekeepers, depending on the severity. Use them at your own risk; your match may be interrupted.
Severely Forbidden
Killing your opponent (or attempting to)
Maiming & dismemberment
Torture
Abilities that mortally endanger other patrons and staff
The use of Severely Forbidden actions will unequivocally result in interference by the Peacekeepers as well as further in-character consequences.Strongly consider the repercussions. Consent is required by all parties if such actions are to be pursued.
The majority of combat at The Fury's Hallow pertains to 1-v-1 duels, which are hosted in the Main Arena (located in the manor cellar) or the Outdoor Pit.
When engaged in combat, please utilize /yell chat for all of your roleplay posts.
Upon entering the arena, the proctor will ask each combatant to roll for initiative with the /random command. The combatant with the higher roll will be the first to attack.
Combatants will alternate between attack posts (i.e. Combatant #1 writes their attack and rolls /random; Combatant #2 reacts to its success - or lack thereof - and attacks in turn while rolling /random).
After making their post, combatants must roll /random within 15 seconds. This is to prevent a combatant from trying to "run down the clock" and give their opponent fewer opportunities to attack. If a combatant does not roll for their attack within 15 seconds, it will be considered a miss automatically.
Combatants must wait for the proctor to announce their ruling for the results of the previous roll before making their next attack. Any post and/or attack roll made prior to the proctor calling the previous roll will be rendered null and void, and the combatant will be asked to redo their attack.
Duels are limited to 30 minutes. This is to ensure a variety of matches can occur throughout the evening during our limited open hours. Upon reaching the 30-minute mark, the combatant with the highest score will be declared victor.
Proctors will inform combatants when they have ~2-3 minutes remaining, allowing each combatant to make one more post before the match ends.
In the instance of a tied match, a round of Fury's Fatale will occur, in which each combatant has the opportunity to roll /random against each other one final time. The combatant with the higher roll will win the match.
Proctors have the discretion to treat immediate 25+ damage rolls achieved within the first round of a match with the Limit Break rule; rather than instantly KO'ing an opponent, this will instead drop them to 1 hit point, allowing for a fair chance for both to roll.
Occasionally, The Fury's Hallow will offer special bracket tournaments for certain holidays and other occasions. These tournaments may range from duo duels, jousting competitions, and more!
Tournament sign-ups are offered in advance. Please keep an eye on our Discord server for the announcement. The number of participant slots will be limited per tournament on a first come, first serve basis.
Combat during tournaments follows our regular duel combat rules.
The victor and the runner-up will be awarded prizes; however, only the victor will receive an honorary showcase in Victory Hall.
Participants may be disqualified if the proctoring team determines it to be necessary for any circumstance.
Betting is available for every duel. Betting is not available once a duel has commenced. All bets are final and refunds are not permitted upon request.To place a bet, please visit the registrar at the fight counter beneath the staircase.
The minimum bet you may submit begins at 25,000 gil. Bets cap at 200,000 gil.
You may bet on a fighter at any point in the night up until the beginning of their duel. (Fighters cannot bet on themselves.)
You may not bet on both fighters within a single round of combat.
If your fighter wins: You receive 150% of your initial bet.
If your fighter loses: You receive 25% of your initial bet. The house retains 75%.
Should a combatant throw a match or otherwise attempt to lose in favor of someone who has placed a bet, all bets are refunded to participating guests.
CARRD DESIGNED BY CHEVALURE.
β Champions? Crowned beneath the Fury's blessing, you say?
...Perhaps there is something to be said for claiming victory within those walls. β
β Current Rankings: Winter Series 2024-2025
Rankings reset at the beginning of a new season.
Rankings are listed from highest victories to lowest (and alphabetically thereafter).
Rankings do not include tournament victories or losses as those matches are held under different stipulations.
β Rankings Key β
π = Reigning Champion
βοΈ = Winter Champion β πΈ = Spring Champion
βοΈ = Summer Champion β π = Autumn Champion
Combatant | Victories | Losses |
---|---|---|
Altun Oroque | 1 | 0 |
Azar Jazaeri βοΈ | 1 | 0 |
Celian LeFleur | 1 | 0 |
Elmindreda Julliard | 1 | 0 |
Eru'a Roossa | 1 | 0 |
Jack Rye | 1 | 0 |
Lucifer Ambrosias | 1 | 0 |
Ozen Van-Holzen | 1 | 0 |
Piers Tris | 1 | 0 |
Alkaid Leandre | 0 | 1 |
A'venaugh Tia | 0 | 1 |
Charmont Ornedwesfv π | 0 | 1 |
Kreide Iscariot | 0 | 1 |
Marcel Gaubert | 0 | 1 |
Nemisae Durdael | 0 | 1 |
Null Luna | 0 | 1 |
Q'abetsu Yahru | 0 | 1 |
Rezla Kish | 0 | 1 |
Victory Hall β
In the center of the Heaven of Ice does rise a lofty, frozen palace carved by the Fury's own spear from the frigid shards formed of moonbeams gathered by Menphina. Within this chilled haven reside the enduring spirits of epic heroes and gallant knights, the benevolent and the faithful.
Just as Halone's palace provides refuge and glory to those who achieve eminence in Her name does the Victory Hall of Fury's Hallow bestow honor upon those who prove their fortitude and determinination within our walls.
The following combatants have proven their caliber and triumphed over their foes under the watchful eye of those who have pledged themselves to fulfill the Fury's teachings, and so too do we commemorate their names.
Diogene Descoteaux
β Lancer β
Brume born and bred, Diogene Descoteaux has had much to prove over his 18 summers. It was by the Fury's grace, or so his mother says, that he was born with the hard head and strength of will to ensure that he could - beginning his term as Squire of the Temple Knights in his 16th year. His trainers say the boy still has much to learn, and Diogene challenges himself every day so that he may.
"Come, my friend - let us be about it!"
Ser Cinnieux de Audoin
β Lancer β
A dutiful young nobleman hailing from the least of lesser houses, Cinnieux is one still bustling with pride instilled in him for their service to the City-State. A complicated one of many sides and faces, fit for each aspect of his life. Falling easily into command of those of below his rank, he'd been a responsible part of his unit from the get-go, often entrusted with leadership and tasks no matter his apprehensions.
"As the Fury wills it."
Yvelont Durendaire
β Dragoon β
The second son of a second son, Yvelont grew up in the lap of luxury within House Durendaire. Yet, despite his incredible privileged upbringing, Yvelont threw himself into the martial art of fighting to bring pride and honor to his family, eventually earning the title Knight Dragoon. Now with the end of the Dragonsong war, Yvelont spends time keeping his skills in top form, and seeking the thrill of battle that he once had.
"To whoever shall win. May the Fury watch over you."
Azar Jazaeri
β Dark Knight β
Having taken two titles within a cycle, Azar has most certainly painted herself as a rival in the pages of many fellow competitors' tales. Will she continue to claim further championships, or will someone rise to strike her down before she adds a third title beneath her name?
"Come, then. Come and get me!"
Chuchuje Chuje
β Paladin β
Formerly known as The Primrose of Ul'dah's Coliseum, Chuchuje has always been in the spotlight. A lifelong fighter with a slight drinking problem, this "little psycho" is headstrong, steadfast, and rarely backs down from a challenge--or rather things that piss her off. Despite her gladiatorial background, Chu has found new employment as a tactician with the Sultansworn, molding a new generation of warriors with her firm hand.
"A rose's heart lives in its thorns."
β Series Begins September 6th β
Charmont Ornedwesfv
β Paladin β
While the Immortal Flames Commander is not unaccustomed to acquiring accolades, it is not this which drives him. Stalwart, loyal, and lawful to a fault: this Sentinel of the Sands seeks not the glory that comes with competitive combat but rather, the skill and will-power to persevere in the face of adversity; the lessons that come with every swing of the blade; the determination to stand strong amidst the storm that he may never fall. His victory in the Hallow did not come without strife but, win or lose, they left their lessons marked in the dents his shield now bears. Such is what he bears with pride, no matter if they call his name to accept another title.
"The Fury has many to be Her spear in the world. Mine is to be Her shield."
Rivulet Botan
β Aethersmith β
Marked by scholarly pursuits, this Sharlayan-educated student views this wonderous realm around her with boundless curiosity and goodwill. Driven by a joyful tenacity, she seeks the hidden truths behind knowledge, embarking on fruitful pursuits. Harnessing the power of arcane runes and formidable beasts, she crafts tools of adventure for her allies. Known as the Aethersmith, she employs a unique summoning technique to forge renowned weapons from aether itself. Her skills, refined through tireless adventuring and exploration, have earned her the reputation of a little giant among her peers. The joy of competitive combat and a deep sense of faith and camaraderie compel her to face any challenger. Youβll find her battling under the Furyβs gaze or honing her craft beneath the Builderβs hammer.
"Let's make this a duel to remember, my friend! Together, we'll shine brilliantly!"
Ser Cinnieux de Audoin
β Lancer β
A dutiful young nobleman hailing from the least of lesser houses, Cinnieux is one still bustling with pride instilled in him for their service to the City-State. A complicated one of many sides and faces, fit for each aspect of his life. Falling easily into command of those of below his rank, he'd been a responsible part of his unit from the get-go, often entrusted with leadership and tasks no matter his apprehensions.
"May the Fury find Her favor."
To challenge the Reigning Champion, one must currently hold a seasonal Champion title. If you're interested in setting up a Title Match, profess your challenge at the Fight Counter or via our server. In order to defeat the Reigning Champion, the contender must best them at least twice out of three consecutive matches. These matches will be arranged outside of regular opening hours as a special event.Upon defeating the Reigning Champion, you will be awarded that title...
and thus also place yourself in the position to be challenged by other seasonal Champions to claim it.
CARRD DESIGNED BY CHEVALURE.
β Though the Firmament has been restored, the work of House Haillenarte and its branches continues ever onward! Should you be willing to offer aid, why, you ought to seek out their job postings throughout all of Empyreum. You're apt to find somethin' suited to yer talents. β
Saints of the Hallow β
Unconventional as House Luvese may seem, it is nonetheless dedicated to the reformation of Ishgard as demonstrated by House Haillenarte β more so than most other branches, as it stands, perhaps due to the identity of its proprietors. If one should be interested in lending a hand, they're encouraged to seek out the job board posted alongside the fight counter, where they'll find assignments, tasks, and missions related to the Restoration of the Firmament and other areas of Foundation, as well as efforts related to the Reformation of the Orthodox Church and the Holy See. (As well as, ocassionally, ways to help out around the manor itself.)While coin is not rewarded for completing these tasks, those that offer their charitable efforts will gain notoriety amidst the community of The Fury's Hallow and that of Ishgard Herself, along with the opportunity to attain certain achievements with prize rewards.
To accept a mission, one must visit the fight counter beneath the stairs during opening hours. Missions will not be accepted over out-of-game methods.
Missions are designated as either self-directed or guided. Guided missions will involve a DM, while self-directed missions will be accompanied by a document that provides a general outline to follow when navigating the mission.
Missions exist as a way for characters uninterested in fighting for sport to still engage with The Fury's Hallow beyond spectatorship. Participants are encouraged to use these missions as opportunities to engage with other characters and have the chance to write together outside of opening hours. You never know where bonds forged during a mission might lead to further plot and development between your characters!
Depending on a mission's risk and complexity, it will be worth a certain amount of Notoriety. This is denoted by the number beneath the quest name. Certain Notoriety achievements will earn benefits related to The Fury's Hallow (as well as in-game item rewards).
A mission must be completed within two weeks of accepting it from the registrars. At least two people need be involved in a mission for it to be deemed completed. (This is to dissuade "solo climbing" the notoriety board.) All participants receive the same amount of Notoriety points for completing the mission.
To fulfill a mission, please post in the corresponding Discord channel with proof of having completed your assignment; this can be in the form of a roleplay log accompanied by (if desired) a written excerpt, a GPose, or illustration depicting the events of your session. Upon fulfilling your mission, a special announcement will be posted to feature your accomplishment (unless requested otherwise for in-character purposes).
Magitek Mayhem
β 150+ Notoriety β
Taskgiver:
Leon Blackwood
House Luvese Repairman
Self-Directed
2-4 participants per group
DISCIPLINE: Gathering
STATUS: No Longer Available
Luvese Manor might be on the up and up, but thereβs no shortage of work to be done. Between the eternal backlog of pending improvements and the never-ending list of necessary repairs, it would seem as if there are never enough supplies to go around. Luvese Manorβs repairman, one Leon Blackwood, is requesting adventurers to lend a hand around the manor to help replenish the supplies necessary to keep The Furyβs Hallow up and running.This quest is recommended for characters who are experienced in combat.Please note that upon accepting this mission, βBridging the Scrapβ will no longer be available for your character.
Bridging the Scrap
β 150 Notoriety β
Taskgiver:
Leon Blackwood
House Luvese Repairman
Self-Directed
2-4 participants per group
DISCIPLINE: Crafting
STATUS: No Longer Available
Retrieving new supplies for House Luvese's repairman is only part of the process; once retrieved, there's quite a bit of work needed to make them usable. With his own set of repair tasks demanding his attention (some caused by certain patrons who tend to get a bit reckless in the arena - you know who you are), Leon has requested the aid of any crafters who are willing and able to assist with dismantling the magitek wrecks delivered to the Manor.This quest is recommended for characters who are familiar or interested in learning about working with magitek.Please note that upon accepting this mission, βMagitek Mayhemβ will no longer be available for your character.
Β» Current Standings Β«
Ranking | Patron | Total Notoriety |
---|---|---|
1 | Amandine Issommeharre | 290 |
2 | Chabbi Tusaday | 270 |
3 | Rivulet Botan | 245 |
4 | Beau Dawnstrider | 170 |
5 | Dayn Hthrana | 170 |
6 | Rezla Kish | 170 |
7 | Aren Tensdard | 160 |
8 | Faen Feldi | 160 |
9 | Feohnel Feldi | 160 |
10 | Armen Baudoin | 150 |
11 | Diogene Descoteaux | 150 |
12 | Elaine Auclair | 150 |
13 | Kossec Eterneta | 150 |
14 | Mya Valeriant | 150 |
15 | Porcia Geminus | 150 |
16 | Sebastian Acacius | 150 |
17 | Emhyr Myste | 125 |
18 | Percival Waters | 125 |
19 | U'nuru Odh | 125 |
20 | Auvary Rook | 120 |
21 | Kal Telfair | 120 |
22 | Lydia Ryder | 120 |
23 | Shimomi Madea | 120 |
Β» Notoriety Achievements Β«
β Friend of the Fury
βΆ Complete 5 Task Board missions.
REWARD: A tradeable minion of your choice (β€1,000,000 gil value).
EARNED BY: None so far!
β Hunter Pressure
βΆ Complete 5 Task Board missions within the Hunting & Tracking Discipline.
REWARD: A crafted EX Trial weapon of your choice.
EARNED BY: None so far!
β Happily Ever Gather
βΆ Complete 5 Task Board missions within the Gathering Discipline.
REWARD: A tradeable glam item of your choice (β€1,000,000 gil value).
EARNED BY: None so far!
β Welcome to the Crafter Life
βΆ Complete 5 Task Board missions within the Crafting Discipline.
REWARD: A tradeable housing item of your choice (β€1,000,000 gil value).
EARNED BY: None so far!
CARRD DESIGNED BY CHEVALURE.
All Saints' Wake Celebration
βΈ» Friday, October 18th, 2024 βΈ»
Join us at The Fury's Hallow for a Duel Night β as we also celebrate All Saints' Wake together! Combatants and patrons alike are encouraged to dress for the eerie evening in their most ghoulish of glams while enjoying a special menu of thematic fare and drinks!
Tricks
Alcoholic
Coerthan Haymaker
βΈ»3,000 GilβΈ»
This traditional cocktail is a longstanding staple of autumn festivities in Coerthas, originating from many eras before the snow came. Blending orange and limes flavors with premiere whiskey and fortified Coerthan wine, the Haymaker provides a complex flavor that begins with fruity notes and concludes with the smokiness of the whiskey.
The Witch's Pureheart
βΈ»3,000 GilβΈ»
This spellbinding cocktail is, perhaps, the most fanciful drink to ever grace the counter of the Fury's Hallow tavern. White Limsan rum, pomegranate syrup, plum liqueur, and a special in-house lemonade (handcrafted by our head culinarian Cilvionne) are shaken with ice, then strained into a cocktail glass and garnished with fresh berries.
Haunted High House
βΈ»3,000 GilβΈ»
Bou! (Ishgardian for "boo.") Garlean vodka and Ishgardian chocolate liqueur are blended together to create an eerily umbral mixture, which is then poured over a scoop of fresh, house-churned vanilla ice cream and garnished with nutmeg.
Pumpkin Pie
βΈ»1,500 GilβΈ»
This sweet and spiced cocktail offers an indulging treat of Dravanian cream liqueur, Garlean vodka, and dark Limsan rum shaken and blended by whisk with maple syrup, vanilla, pumpkin puree and seasonal spices. Served in a chilled martini glass and topped with a scoop of frozen whipped cream and sprinkled with cinnamon and nutmeg.
Treats
Non-Alcoholic
Cider Sangria
βΈ»2,000 GilβΈ»
Garnished with a cinnamon sugar rim, cinnamon sticks, star anise, and fresh rosemary springs, this autumnal mocktail is both sweet and refreshing. Apple cider is chilled together with lemons, oranges, and pears for eight bells, then topped off with sparkling water and served with the aforementioned accoutrements.
Wyrm's Breath
βΈ»3,000 GilβΈ»
A certain dragon friend of the Firmament thought to enchant a batch of liquor with her breath; doing so burned off the alcohol content, but it won't be missed! Shaken together with lemon juice, simple syrup, orange juice, and various herbs, this once-gin ignites with smoke when poured over ice, creating an effect similar to having a wyrm huff in one's general direction.
Pumpkin Macarons
βΈ»1,000 GilβΈ»
A fall twist on a traditional Ishgardian dessert, these light and delicate cakes are flavored with pumpkin pie spice. Sandwiched between the two cake halves is a thick layer of frosting comprised of pumpkin puree, shortening, brown sugar, and vanilla extract. (Priced per a serving of three macarons.)
Caramel Apple
βΈ»2,000 GilβΈ»
A fresh, crisp elder blacksmith apple that has been impaled with a stick like a beast speared upon the lance of a dragoon. After being bathed in warm caramel syrup, one may request it to be served plain or dipped in nuts. (One might be able to request sprinkles if the tavernkeeps are feeling indulgent.)
CARRD DESIGNED BY CHEVALURE.
Quest Title Goes Here
β 69 Notoriety β
Taskgiver:
Character/Guild Name
Self-Directed / Guided
2-# participants
DISCIPLINE: Crafting, Gathering, Hunting, etc.
STATUS: Available / Claimed by Character Name
Description/summary of the quest. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.
Never a Dull Rodent
β 125 Notoriety β
Taskgiver:
Astreux Joumaire
Representative from the Annotators of the Raimdelle Codex
Self-Directed
2-4 participants per group
DISCIPLINE: Hunting & Tracking
STATUS: No Longer Available
Eorzean naturalists rejoice! Recent reports from adventurers in the Western Highlands have given us reason to suspect that the infamous Rongeur has started to return to its former habitat, having taken refuge in the inaccessible Eastern Highlands as a result of the Calamity. The Annotators of the Raimdelle Codex (colloquially referred to as βThe Raimdelle Codex Footnotesβ) has invited beginner trackers to substantiate these reports and bring back evidence of the marmots' existence and location. Trackers must be discrete and cautious; no harm is to come to any rodent you may find.This quest is recommended for characters who are beginners when it comes to hunting and tracking beasts.Please note that upon accepting this mission, βThe Good, the Crab, and the Uglyβ will no longer be available for your character.
»» β Leon Blackwood β ««
Β» He / Him Β« β Repairman π
A recent addition to the ranks of the Skysteel Manufactory, Leon has offered his services to House Luvese's many, many repair needs. Might want to think twice before you cause property damage during your fight; chances are he'll be the one cleaning up after you.
Flurry of the Fury Snowball Tourney
βΈ» Friday, December 22nd, 2023 βΈ»
We're taking the duel outside the Hallow in a snowball showdown! Gear up in your warmest attire to brave the Coerthan cold and prepare for a day of friendly rivalry as we divide into two teams, where the last one standing will claim victory for their side! The snowball fight will take place in the Central Highlands at the First Dicasterial Observatorium, followed by drinks at the tavern.
If you were unable to sign up ahead of time, that is quite alright! Walk-up participants are more than welcome.Prior to the beginning of the tourney, the two elected Team Captains will choose their teammates from those assembled to participate. Captains will take turns choosing; naturally, this will mean some people are chosen towards the end of the process! Please do not take it personally.There will be two matches during the tourney.The first match is a traditional snowball fight. As such, no weapons, tools, magitek, magicks, or aetherical abilities may be used.The second match, however? Anything goes (sans, of course, intentional violence and cruelty - this is a friendly, low-stakes event for fun).Our proctors will handle all calculations and keep track of hit points throughout the snowball fights. All you need focus on is writing your posts and enjoying the chaos!
Every participant has three (3) points to begin.
Being hit by a regular snowball does 1 point of damage. Being hit by a βcriticalβ snowball does 2 points of damage.
When you are reduced to 0 points, you are out of the match.
The team with the most collective remaining points wins the match.
To begin, team captains will roll for initiative. The winning captain's team will go first in each round.
Per Round:
Please be aware: there is no post order! Every player gets one post per turn; you will have ten minutes to write your post and make your roll, so it is advised to keep posts short!
Use /yell chat to make your combat posts. (The range is very short in the open world; this will ensure everyone can see your post!)
Team A players make one (1) post each. Every player rolls /random to see the success of their action.
Proctors will calculate the success of each roll and announces the results in /shout chat.
Team B players make one (1) post each. (These posts will include their reaction to Team Aβs posts.) Every player rolls /random to see the success of their action.
Proctor calculates the success of each roll and announces the results in /shout chat.
The next round begins with Team Aβs next set of posts. Rinse, repeat.
Β» Throwing Snowballs Β«
To throw a snowball, include your target in the post by name.
After making your post, roll /random to see if your snowball hits its mark!
Result | Damage |
---|---|
0-299 | Miss; no damage. |
300-699 | Regular hit for 1 point of damage. |
700-998 | Critical hit for 2 points of damage. |
999 | Limit Break Snowball for 3 points of damage. |
Β» Building Snow Forts Β«
You may choose to use your turn to instead build yourself a snow fort for defense.
If you choose to build a fort, you cannot also throw a snowball.
Having a snow fort raises your "hit check" to 500 and can be subsequently increased in following turns.
Every time you or another player uses your turn to "add" to the fort, the hit check for all players hiding behind it will increase by 50 points.
EXAMPLE: Cherry Crumpets the Miqoβte uses their first turn to build a fort. Their hit check for snowballs is now 500+. In the second round, Salty Moose the Roegadyn uses her turn to add more snow to Cherry Crumpetsβ snow fort. The fort is now big enough for both Cherry Crumpets and Salty Moose to hide behind, and the hit check is now 550+. If Salty Moose decides to leave the cover of the snow fort, her hit check will return to 300+.
Valentione's Duo Duel Night
βΈ» Friday, February 16th, 2024 βΈ»
Though the bitter cold of winter remains settled over Ishgard and much of Eorzea beyond, the season of love and romance approaches swiftly. Should you find yourself in need of a way to warm up from the chill, whatever could be more romantic than entering The Fury's Hallow arena with your beloved - or, at the very least, a companion you trust to have your back? On this evening, pairs of fighters will face off against each other in 2v2 combat matches!
2v2 duo matches utilize our same base system of combat.
When engaged in combat, please utilize /yell chat for all of your roleplay posts.
Upon entering the arena, the proctor will ask all four combatants to roll for initiative with the /random command. The combatant with the higher roll will be the first to attack, then second, then third, etc. You will proceed in this order of initiative; if a combatant is KO'd, they are removed from the initiative line-up and their turn is skipped.
Combatants will proceed in order between attack posts (i.e. Combatant #1 writes their attack and rolls /random; Combatant #2 reacts to its success - or lack thereof - and attacks in turn while rolling /random; Combatant #3 reacts and attacks, and so on and so forth).
Each character will have individual hit points. These hit points do not decrease simultaneously across a team. (EX: If Teammate A takes 5 points of damage, Teammate B's HP is unaffected.)
A victory is secured when both opponents have been KO'd. If one combatant goes down, their teammate is able to continue to fight.
Duels are limited to 45 minutes. Upon reaching the 45-minute mark, the team with the highest combined score will be declared victor. Otherwise, in the instance of a tied match, a round of Fury's Fatale will occur, in which all four combatants will roll /random against each other one final time. The team with the highest combined rolls will win the match.
Β» Bonus Action: INTERVENE Β«
During 2v2 duo matches, every combatant has an "Intervene" bonus action that they may use to intercept an attack and take the damage hit for their teammate.
This bonus action may be used twice per team. To clarify: Each team has two intervene bonus actions. Either each teammate can use one bonus action each, or one teammate can elect to use both bonus actions. It is up to teams to determine how they wish to use these bonus actions strategically!
Intervene rolls are separate from regular turn rolls; a teammate can use their Intervene bonus action in response to their teammate being targeted by an opponent's attack.
To complete an Intervene bonus action, the character must roll /random to determine if they are able to do so successfully; any number above 300 will allow them to take the hit for their teammate..
Β» Example 2v2 Duo Duel Utilizing Intervene Β«
Let us review a sample match!(Note: for the sake of brevity, calculation explanations are omitted from this example. For more details on how damage is calculated, please refer to our main guide to our combat system.)
Team 1: Average J'oh's (Combatants A and B), and Team 2: The Purple Colibris (Combatants C and D), enter the arena.
All four combatants roll for initiative. Based on their /random results, the initiative order is: A, C, B, D.
Combatant A writes out their initial attack post and chooses to attack Combatant C. They roll /random: 573. Based on their class and their opponent's armor, they strike for a total of 6 damage.
Combatant C is now down to 19 hit points. They are next in initiative, so they write their attack, choose to target Combatant B, and roll /random: 467. Based on their class and their opponent's armor, they hit for a total of 10 damage.
Combatant A tells the proctor they wish to use their Intervene bonus action to take that damage for Combatant B. Combatant A writes their post describing their attempt to intercept the attack; they roll /random: 305. Their attempt to Intervene is successful, and they take 10 damage, reducing them to 15 hit points. Combatant B, having taken no damage remains at 25 hit points.
It is now Combatant B's turn in the initiative order. For revenge, they choose to target Combatant C. They roll /random: 899. Based on their class and their opponent's armor, they crit for a total of 18 damage.
Knowing this would reduce their teammate to only 1 hit point, Combatant D tells the proctor they wish to Intervene. Combatant D writes their post describing their attempt to intercept the attack; they roll /random: 705. Their attempt to Intervene is successful, and they take 18 damage, reducing them to 7 hit points.
It is now Combatant D's turn in the initiative order. They target Combatant B, write their attack post, then roll /random: 195. Their attack misses, and Combatant B retains 25 hit points.
We return to the top of the round to Combatant A's next turn with the standings as follows:
TEAM A: AVERAGE J'OH'S
Combatant A: 15 hit points
Combatant B: 25 hit points
TEAM B: THE PURPLE COLIBRIS
Combatant C: 19 hit points
Combatant D: 7 hit points
As always, our proctors will track everything necessary for duels. And, of course, should you have any questions, you need but ask one of our staff members.
Midsummer Jousting Tourney
βΈ» Friday, August 9th, 2024 βΈ»
Dynamis β Halicarnassus β Falcon's Nest
Our second annual Midsummer Jousting Tourney is taking place a bit later this year, but nevertheless returning for another celebration of a traditional sport of the Temple Knights: jousting! Join the staff and patrons of The Fury's Hallow as we congregate at Falcon's Nest for the mounted tourney, which will be followed by celebratory drinks at the fort's local tavern.
All jousting participants are expected to adhere to our base system of combat, particularly in terms of sportsmanlike conduct. Additionally, no weapons or magick beyond the assigned lances and shields are permitted to be used during the joust.
When engaged in a joust, please utilize /yell chat for all of your roleplay posts.
Upon entering the arena, each contestant will begin on opposite ends of the "field." Positions will be designated by Waymarks once you are invited to join the proctor's party. Each opponent will be assigned a starting point (either A or B), and then will proceed to run to the opposite Waymark for the first pass, then return to their starting point for the third pass.
The goal of each contestant is to shatter their lance upon their opponent's armor (or carried shield, should they not be wearing armor). Each pass of three will award contestants with points based on how well they strike their opponent. At the end of three rounds, the contestant with the highest score will win the joust.
After the proctor's mark, both contestants will roll /random to determine the success of their pass [see table below]. Contestants are encouraged to write a brief post describing the outcome before running to the opposite Waymark, though it is not required. (If you and your opponent would rather knock out the rolls first then write the aftermath, that's absolutely welcome! You're encouraged to discuss it in the party with the proctor before your match commences.)
Healing is not permitted until a contestant has been fully eliminated from the tourney, after which point they may consult one of the chirurgeons in attendance.
If you wish to equip an immersive weapon, we highly recommend the Titanium Lance (LVL 54 DRG).
Β» Jousting Action Rolls Β«
Range | Result | Points Received |
---|---|---|
Natural 0 | Your mount bucks you off. | -2 |
1-100 | You miss and are unbalanced from your mount. | -1 |
101-300 | Your lance glances off your opponent's armor / shield. The lance does not break. | 0 |
301-600 | Your lance hits your opponent's armor / shield. The lance does not break. | +1 |
601-900 | Your lance hits your opponent's armor / shield. The tip of your lance is significantly damaged. | +2 |
901-998 | Your lance hits your opponent's armor / shield and shatters. | +3 |
Natural 999 | Your lance strikes your opponent's lance; it shatters. Your opponent is unbalanced from their mount (-1 point). | +4 |
As always, our proctors will track everything necessary for the joust. And, of course, should you have any questions, you need but ask one of our staff members on the premises!
Β» List of Permitted Mounts Β«
All mounts involved in the joust should be immersive and equivalent to the size of a horse or Chocobo.
The list provided below is not comprehensive; however, should you wish to use a mount not included on the list, please ask ahead of time in the Discord server to receive permission so we can double-check that it will coincide with the immersive setting of the event!
Company Chocobo
Legacy Chocobo
Unicorn
A Realm Reborn Horses (Nightmare, Aithon, Xanthos, Gullfaxi, Enbarr, Markab, Boreas)
Draught Chocobo, Amber Draught Chocobo
Grand Company Warsteeds (Flame Warsteed, Serpent Warsteed, Storm Warsteed)
Black Chocobo
Juedi
Antelope Stag, Antelope Doe
Starlight Steed
Don't see the mount you wish to use listed? Again, feel free to ask in our Discord server, or contact a Proprietor privately to discuss the possibility of using a different mount!
CARRD DESIGNED BY CHEVALURE.