Chapter 5: Terrain and objectives

Standardizing the Standard.

## Terrain

When a character: falls, drowns or is killed by terrain they are defeated or eliminated based on that scenario's rules.

## Shallow Water

All players regardless of armor may wade across shallow water on their knees. While knee walking, a wound to the leg defeats a fighter as if they were legged and had both knees on the ground.

## Deep Water

Players in armor drown. Unarmored players may swim. Swimming requires three points of contact. (Two knees and a hand) If at any point a character loses a limb that character is no longer able to swim and then drowns. A character may have any number of items in their “Free hand.” You cannot “tread water” with an item in each hand. A player that does also drowns.

## Swamp

Unarmored fighters may wade across swamps as if they were shallow water. (Cross on their knees). Armored fighters sink and drown.  While knee walking, a wound to the leg defeats a fighter as if they were legged and had both knees on the ground.

## Low walls

A low barrier that cannot be physically crossed but can be fought over. A player pushed through a low wall is killed.

## High walls

A high barrier that cannot be fought over unless accompanied by a rampart.  A player who is pushed through a high wall is killed. Flight cannot travel over a high wall.

## Ramparts

A rampart is a marked area next to a high wall or in a fortress (Usually a hay bail, or field painted area behind a high wall) that a fighter can stand on and fight. Players may battle from the ramparts with weapons of reach such as arrows, thrown javelins, weapons over 7 feet. Standing on a border staked to the ground is acceptable, but if you step off, you fall and are killed. A character may “jump back” off a rampart to avoid being hit by a weapon. (they are “Taking cover.” as they are now inside the fortress/high wall.)

## Cliff wall

Sometimes a battle will call for players to be fighting against a bluff. In this case, a character is NOT killed when pushed through the bluff. This player “Bounces” off the wall and can step back into play. While the character is outside of the boundary that player may not attack another player or be attacked. A character who stays outside in an attempt to exploit the rule without immediately attempting to come back into play will be pronounced dead. (A few moments maximum)

## Chasm

If you fall off a cliff. You die.  Chasms may be jumped. Fly you fools.

## Fortress Walls

Fortress Walls function as high walls with ramparts. They may be scaled by players with the correct gear. Fortress Walls will have a rope boundary and players may scale these walls as long as they are not are not carrying a shield or a weapon of 7 feet or greater in length. While  “Scaling” (Crawling) into the fortress the character must drop to the earth and belly crawl the entire length of his/her own body into the fortress before standing. Players who are scaling a wall can be killed, they are defenseless during this time. Fighters should use discretion when attacking prone players and crawling players must accept any hit received as if it was of sufficient force.  Some scenarios will allow Fortress Walls to be destroyed. Players may pass freely over/under a destroyed wall. (Heralds decide the effect of siege weapons in respects to fortifications).

## Brambles

Fighters armored in at least three locations may travel through unhindered. Unarmored fighters must knee walk. While knee walking a wound to the leg defeats a fighter as if they were legged and had both knees on the ground. No flight into, out of, or through brambles (If you are struck with flight while in brambles, the player must call ‘Brambles’ for clarity. Brambles cannot be jumped. Brambles may be fought through.

## Dangerous terrain

Players who enter this terrain are defeated or eliminated based on the scenario.

## Bridges Over Water

At no point can any player attack from the bridge to the water and vice versa with melee weapons. Fighters who are pushed completely off the bridge into the water/swamp immediately suffer the effects of that water/swamp type. (Stepping on the rope doesn’t count. A full foot needs to step off the bridge.)

## Bridges over dangerous terrain (Water, lava, chasism, etc)

A player who steps completely off a bridge over a cliff immediately falls to their death.  (Stepping on the rope doesn’t count. A full foot needs to step off the bridge.)

## 4th-Wall, Walls

These are walls made up exactly of what they appear to be (usually hay bales). They are what they are. Can you swing over them? You can swing over them. Can you jump them? You can jump them. This isn’t that hard. Figure it out.

## Prison/Objective zone.

Some scenarios will have a zone that needs to be reached. People in the objective zone are “Out of play.” They will have to stay in the zone or return to their side to resurrect based on that particular scenario.  Objective zones will be clearly marked. This will often have to be defined in the scenario.