[HCO Lore] Duel System and Darstions

How justice is meted out in Yaralon

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[HCO Lore] Duel System and Darstions

Postby Aegis » Fri Jul 13, 2018 2:54 pm



Duel System & Darstrions



Duel System History
Ever since Isandra Haze's first duel with Raskalarn at Korlasir, the trial by combat has been a romanticized part of Yari culture. It wasn't until 109, after the failed first attempt at establishing a council of Company Leaders, that it became a true cornerstone. The system of dueling instead of legislation and laws was made to enforce the belief that only the best of the best, in all aspects of life, deserve to be in Yaralon. And by agreeing to this new tradition, it helped to reduce blood feuds and mass death, that would only further harm the city.

There have been minor adaptations to the duel system over the arcs, the most notable of which was the addition of the Darstrions. This was brought about during the last 100s due to the combat-only duels killing off a lot of the city's finest craftsmen and merchants. It was fairly well agreed upon that there should be different types of dueling to be established. But no one knew how to decide how to apply it. So stepped forth a man simple known as Norg, a human man of little renown outside of his propensity of winning duels. He suggested that all duels, when applicable, be overseen by a neutral representative, a survivor of many duels, such as himself. This person would hear out the arguments at the moment a challenge is given, and would give a recommendation for the type of duel that is to take place. If both parties agree to it, the duel begins. If either disagree, a combat duel to the death begins.

The establishment of these new types of duels created a shift in power within the Yaralon community. It forced people to be careful about who they challenged to death. It made people consider being more fair, forgiving lesser crimes, and not challenging every person that agitates them simply because they are skilled. This is Yari politics. Picking your battles. If a man is killed over a dispute concerning the price of cheese, odds are his friends and family will consider that unfair justice, and will be lining up to challenge his killer. However, if a woman is challenged for being a coward in battle, odds are her family and friends might be so ashamed, as to not challenge her killer. Because of this change, deaths fell off dramatically, and the people as a whole became a bit more shrewd and tactful.


Duel System Types and Process
There are four types of duels, with varying ways to win them. But they all begin the same, one of three ways. The most common is to draw your weapon, point it at the offender, and simply say "Duel" or "Challenge." The second is rip off one of your Ribbons from your weapon or sheathe, and throw them at the offender. The final is the rarest, and is by far the most insulting way to start a duel. It is through the use of an open hand slap across the face, backhanded or standard. Once the challenge has been given, the offender must accept, or be Banished. Upon accepting, there must be at least three witnesses to the duel present, and if able, a Darstrion present. A duel in secret is no duel at all, but rather a murder, a coward's way to handle things.

The duelers are in charge of ensuring there are witnesses present, and the witnesses are in charge of attempting to find a Darstrion. There is a one break time limit on finding a Darstrion, unless both agree to proceed without one. A duel without a Darstrion is automatically a Duel of the Spear, to the death. Once a Darstrion is found, they will allow each side to speak their piece once. Any evidence must be on hand at the time and may be presented during this time. Once they are finished speaking, the Darstrion will provide the recommendation to the type of duel, which both duelers must consider. Once agreed upon, or declined and move into a Duel of the Spear, to the death, the duel begins and does not end until such a time as the conditions are met.

Upon completion of the duel, the winner has their conditions met by the loser, should the loser still live. If the duel was over the pricing of corn, the winner gets the corn at the price they believed it should've been priced at. Should the loser die, the Rites of Death begin, but this guarantees nothing to the winner.

Duel of the Spear
This duel type is combat oriented. It is the most common type of duel agreed upon. In increasing degree of severity, the types are as follows. There is no yielding or surrender, to do so incurs the punishment of Banishment. Often these are given out by Darstrions that are mercenaries.
  1. First Touch - The first combatant to strike the other's torso or head with their weapon wins the duel.
  2. First Blood - The first combatant to draw blood from the other wins the duel.
  3. Disarm - The first combatant to forcibly remove the other's weapon wins the duel.
  4. Disable - The first combatant to strike a crippling blow to the others arm or leg (or wing) wins the duel.
  5. Unconscious - The first combatant to knock the other out, or force them to faint, wins the duel.
  6. Death - The first combatant to kill the other wins the duel.

Duel of the Hammer
This duel type is crafting oriented. Because of this, it can often take a longer amount of time and a change of venue, during which the witnesses are obliged to go along with. These are most commonly used to take over businesses, settle business disputes, or to be allowed into one of the crafting guilds. Often these are given out by Darstrions that are also craftsmen. The challengers must provide their own supplies and tools, or acquire them during the course of the duel.

  1. An Eye for Quality - Several crafted items are brought before the challengers, who must rank them from lowest to highest in terms of quality, as agreed upon by the Darstrion.
  2. Strength of Arm - The pair are given a time limit to make as many of a certain type of item, i.e. You have 15 breaks to make leather gloves. The time limit is meant to be long, so as to test endurance. Whoever makes the most, wins the duel. In the event of a tie, the Darstrion will be judge the level of quality of the produced items and determine the winner.
  3. Replicate - The pair are given a single crafted item, and must make as close of an exact replica as possible to this, as determined by the Darstrion.*
  4. Masterwork - The pair are told to craft a single item of the finest quality. The winner is determined by the Darstrion.*

* = No specific time limit, but to do anything else but working toward this duel is considered a yield, and will result in Banishment.

Duel of the Coin
This duel type is trade oriented. Because of this, it can often take a longer amount of time and require a change of venue, during which the witnesses are obliged to go along with. These are commonly used for taking over a business and handling business or trade disputes. Often these are given out by Darstrions that are also merchants. Prior to the beginning of the duel, the challengers are stripped of all belongings except for the clothes upon their back and any weapons they may have. The Darstrion keeps the removed items until the duel is over.

  1. The Heavy Purse - The challengers must acquire as much coin as possible during a time limit.
  2. The Haggle - The challengers are told to acquire a specific item using only what they have on their person.*
  3. The New Route - The challengers are directed to acquire a new trade line for the city, by a specific date.
  4. Two Sided Coin - The challengers are directed to establish a business type of the Darstrion's choice. Both are directed to create said business. The most successful business by a set date determines the winner.

* = No specific time limit, but to do anything else but working toward this duel is considered a yield, and will result in Banishment.

Duel of the Shield
This type of duel is focused around improving the city in some fashion, or better protecting it. Because of this, it can often take a longer amount of time and require a change of venue, during which the witnesses are obliged to go along with. These are commonly used for prominent or well known people, regardless of a positive or negative reputation. These are given out by all types of Darstrion, though particularly those that see things that need fixed in the city. Usually these challenges are suited to the management of other people.
  1. Smite - Often given out after a recent attack upon the city, the challenges must exit the city and hunt down a specific beast or named beast, kill it, and bring it back to the city.
  2. Renew - Often given out after a recent attack upon the city, or after a disaster, this challenge is designed to fix a specific problem. This might be organizing the repair of a crumbled section of wall or finding a way to fix a particularly annoying lice problem. Whoever completes it first, or best, wins, as per the Darstrion.
  3. Revitalize - Often given out when a particular lack of a profession is shown. The challengers are to go abroad and send as many recruits as possible to Yaralon via The Run. This usually occurs over a full cycle. Most often the desire is for healers, but occasionally other professions or skillsets are in need. Whoever has the most Silver Circled members upon their return to Yaralon is the winner.
  4. Race - This one is fairly simple. The pair must leave Yaralon immediately for a city of the Darstrion's choice, meet with a Runner there, and race back with a contract from the Runner. First one back, with the contract, wins.


Darstrions

Darstrions are veterans of duels. They've competed in multiple types of duels, won some, lost some. They've given out challenges and received them, and they have killed people in duel. They are the only truly fair judges to preside over duels. In order to become a Darstrion, one must first meet the requirements. While there is no system of oversight IC of observing these requirements, it is handled by public opinion and opinion of the existing Darstrions. This is a Title, not a paid position, so it does not affect the job count.

Requirements for PC Darstrion
  1. Must have participated in at least 15 duels.
  2. At least 5 of these must be duels that the prospective Darstrion initiated.
  3. At least 5 of these must be duels that the prospective Darstrion was challenged to by others.
  4. At least 5 of these must be duels with other PCs.
  5. Must have participated in duels across 3 of the 4 types.
  6. Must have killed at least twice during a duel.
  7. Must acquire, IC, the approval of 4 existing Darstrions.


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[HCO Lore] Duel System and Darstions

Postby Aegis » Fri Jul 13, 2018 2:54 pm

This Lore Article is now approved. Like all Yaralon Lore Articles, it is open to peer review. Any questions, suggestions, concerns, across any of the topics herein, including grammar, wording, lore consistency, etc are to be posted within this thread. I will answer each and every single one of them, and if the information is not present here, or elsewhere, I will proceed to add it. Thanks, and enjoy!

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