The Relgard Arena had construction started near the end of 718 AD (With full completion to be expected sometime in 720 AD) and is a structure valued at 8,000,000 silver. The Arena measures out by 300 feet from east to west and and 200 feet North to South with a main fighting floor of 180 feet (E-W) by 90 feet (N-S). The Arena itself has a capacity of 2,500 spectators, as well a large shaded pavilion along the east side, over the Victor's Arch with individual seats set aside for richer fans. Everyone else sits in low benches on the north, south and west sides of the Arena (when they are not standing and shouting, that is).

OOC Info: #Relgard_Arena is a sub-channel of #Arennonmist_Inn .

About the Arena

Fees & Prices
Ticket (Commoner Seating) - Grand Tournament: 200 silver per ticket per person for one event. For a whole Tournament ticket 720 silver.
Ticket (Noble Seating) - Grand Tournament: 5,000 silver per ticket per person for one event. For a whole Tournament 17,500 silver.
Ticket (Commoner Seating) - Standard Event: 30 silver per ticket per person.
Ticket (Noble Seating - Standard Event: 1,000 silver per ticket per person.
Spectator Weekly Pass: 90 silver per week. This allows a person to sit around in the Arena and watch sparring and other training events.
Sparring/Training Weekly Pass: 30 silver per person per week. Alternate fees are 5 silver per person per day or 100 silver per person per month. For freelance sparring and training. This fee is paid to allow a person to go into the Arena and spar or train and work out at it's facilities.
Grand Tournament Entry Fee: 800 silver per person per event before signup deadline. 1,000 silver per person per event after signup deadline. This entry fee covers one event in a Grand Tournament (Archery, Dueling, etc) and a limit is 2 events per person. (Unless event is given an open call notice, therefore won't count against entry limit)
Standard Event Entry Fee: 400 silver per person per event before signup deadline. 500 silver per person per event after signup deadline.

Any major signup for the Tournament who doesn't show forfeits their entry fee and 50% of their insurance deposit. Anyone who signs up, but then withdraws before the Tournament forfeits only 10% of each of the entry fee and insurance deposit. If a person however withdraws while the Tournament is in progress they lose all of the fee and insurance deposit. The exception are Alternates. If they don't fight then they do not lose any of the insurance or entry fee they paid and but they suffer the same penalty if they are called to fight and are no shows.

Insurance
Basic Insurance Package: 30,000 silver. This package covers one resurrection of a person who has fallen in battle, however it will not cover any limb regeneration and the person is so weakened from the spell they require a week of bed rest before doing anything such as walking long distances or engaging in any lightly strenuous activity.
Premium Insurance Package: 80,000 silver.

The main fighting floor itself is bordered by a 40 foot wall with a 10 foot wide, 15 foot deep moat surrounding it. The floor is a thin layer of dirt covering mostly rock. Scaling the wall is nearly impossible, as one would have to get over the moat and then the 40 foot wall, and also in a match it's deemed very unsportsmanlike for anyone to try and escape or flee during a match.

Entry Points of the Arena

There are entry doors on the North and South sides, leading to a lobby room where then people go up stairs to the seating area. Nobles and V.I.P. guests seating in the pavilion enter through an exclusive doorway on the same side as the Victor's Arch and are escorted up to the pavilion. Contestants, Fighters and Gladiators enter from the Gladiator's Hall (Same building entered to lead to the Underground Holding Area) and them emerge when it's time from the Warrior's Entrance. Those Gladiators waiting to fight watch from the Keeper's Building. Spectators pay admission or show a ticket to people usually stationed at the entrance doors on the North and South side. There are no entrance doors on the East side of the Arena.

The Gladiator Hall is a building located within the Marketplace along the East side outside of the Arena, usually well guarded. Only fighters and sparrers can proceed past this point. The building itself is rather small, with just a main lobby, an office, and a stairwell proceeding down to a tunnel which goes underneath the street and to the Underground Waiting area.

Sparring

When no events are occurring at the Arena or scheduled, people are welcome to spar provided they have paid the admission fees or utilize the gym and workout areas in the Underground Holding Area. 

Special Features of the Arena

Keeper's Building: About a dozen or so heavily armored "keepers" watch the combats from this bunkerlike structure. Keepers are responsible for setting up any props between battles, managing the animals and monsters used, goading unwilling combatants to fight, and dragging away any bodies afterward.

Moat and Wall: Referees with longbows man the top of the wall every 50 feet or so, They stand in pairs back to back: one watches the gladiators, the other watches the crowd.

Underground Holding Areas: Underground tunnels connect these two rooms to a nondescript building across the street from the arena (where the gladiators enter, out of the sight of rabid spectators). This building is also where those wishing to spar go and pay "Entry Fees" and are escorted these rooms. The quality of these rooms are rather nice warm-up chambers where any fighter's staff, coach, weaponsmith or entourage can gather. 

Warriors' Entrance: This tent covers the stairway from the holding area and can be collapsed when a keeper pulls a single rope - a dramatic entrance sure to fire up the crowd. Gladiators generally enter one at a time, accepting the accolades of the crowd, then move west to await the start of the match.

Victor's Arch: Winning gladiators traditionally head through this arch, where they are showered with flower petals from nobles and their attendants and where the Baron can get a good view of the winner. The arch leads to a guarded series of waiting rooms, where the gladiator can either view following events, enjoy a fine feast, or depart from the Arena complex via a guarded door.

Each Grand Tournament and other events consist of several different fields or event types, some picked at random.
Contained within is a list of names and of warriors and people who have obtained championships or trophies within the past events of the Arena and of Tournaments that have occurred in Verdania.

New events are happening all the time. To find out more, click on this section to see latest Tournament and Arena announcements.

Past Tournaments have occurred at this Arena as well as others. Within you'll find a small history of these and other such events.

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