Duelling
Duelling has become a staple across a plethora of cultures in Aesteria. Before even the Pale Elves took command of most of the world, duels were fought as a way of settling minor conflicts in eastern human culture, and as a way of proving strength within Orcish culture. When the Elves made war and then conquered the fledgling baronies, kingdoms, and lords of early Aesteria they took much of the culture from which they conquered. With little of their own from their under fey rule, the Pale Elves would cherry pick interesting bits from those they lorded over.
Duelling under Elvish rule was sport or punishment. For nobility, Duels were shows and exciting events allowing the elves to feel still like a warrior people, even centuries after they had waged their conquering war. Nobles would perform in sporty duels for show, and sometimes coin or petty deeds. Rarely was anything wagered of true value - though in the cases that this did happen, it's believed to have put on a show. Often held in Darnith, were the lower duels. Prisoners would fight for the amusement of the upper classes. These would be rebels, troublemakers, and thieves. Orcish imprisoned and enslaved beast tamers would work tirelessly to fill the pits of Darnith with all manner of beasts.
During Elvish rule, the Dwarven duelling culture would develop. Under heavy oppression from the Empire, the dwarves would live in a state of constant watch. Most weapons were highly forbidden, bar the tools of their work. When conflict between rival Dwarven families or clans broke out, they could not afford major battles. Duelling became high stakes fights for territory or supplies, quiet one on one or two on two fights within the "Stones Square" - a predetermined arena size. Leaving the arena was considered a forfeit, and so pushing one's opponent was considered as good a strategy as brutalising them. Dwarven duels were, traditionally, fought with hammers, knives, and some form of shield - often barrel lids or scrap metal. After the elves fell, Duelling became much more legitimised. Clan leaders would duel others for territory, to settle grudges, or relent on parts of negotiations. Weapons were allowed, but rules set in place by both combatants before - either first blood, death, or submission were viable ways to end a duel. Dwarves never duel for fun - it is always a way of settling something when talk no longer can.
Orcish duelling culture never left them. Even during the time of the Elves, the Orcs fought one another and monsters. Orcish culture is one of pride and accomplishment. One must strive to be the best in what they do, and take failure as a step towards getting better. In order to become masters of their craft, one must challenge another of equal skill and either succeed or learn. And so they fought one another in everything from combat to cooking. In the sand pits, Orcs would duel one another in all manner of skill. When it came to combat, they would take not just one another as opponent but various creatures from across the now Lordless Lands. Beast tamers are a respected group, subduing and capturing strong creatures for arena duels. For matters of interpersonal conflict, Duels have become a way of settling things publicly. There is never anything on the line outside of pride or ones life (if both parties agree), but this is often enough to let Duels become a tool of the sly politician. Defeating another in a fight in public can bring shame to them, as others can now view them as lesser in their craft than the victor. Duelling is also the foundation on the political structure of Omalgath - challenging the head Clan of the city that was once Darnith requires one to have a strong enough reputation to challenge them. If a strong opponent of perceived equal talent or skill challenges you, and you refuse, it's a black mark and a sign of weakness. Defeating a rival clan in a series of duels can often be what is needed for them to relinquish control of territory, as the citizens will see the winner as more worthy.
Within Vanderealm, in what would become Vanreth, sport duelling was incredibly popular. Champions of noble lords would fight not only for entertainment but for sly political gains. Tournaments of one on one duels, jousting, and small scrimmages are kept non-lethal. Noble heads pit their best against others, not in a way of winning any coin or land but as political plays. Tournaments are still a way of gaining political in the modern day - knights duel in caged arenas until submission or knock out. Often the winner is given some favour or coin, but the true prize is in the victors house gaining some reputation for combat. Strong warriors often mean strength elsewhere, and can help even the smallest house in their dealings. Vanreths warfare is not waged in the dueling pits. Outside of training, when civil war has come to Vanreth (as is tradition) the tournaments cease until peacetime.
Finally, the Drow have evolved the ancient elvish combat thanks to their new found God. Built of much of the fleeing nobility, the Drow devoted themselves to Sildess the Mother of Spiders. It's said that the Pale Elf nobility always possessed a large amount of cruelty within them, and that the Mother of Spiders merely allowed them to express it fully. Their fights through the Underdark and low population size before the Mothers blessing turned the ancient, low stakes duelling into fierce bouts. Drow duelling is not about winning favours or even territory. It is entirely about killing someone. Duels are performed where acceptable, there are no restrictions upon them bar both opponents must be allowed the same base weapon - often the Savar or "Fang" long knife. These blades are close to short swords in length, and fold into the handle. The richest of drow houses build their Savars with poison holds within the handle - coating the blade each time it is sheathed. Bets can be made on duels, but nothing but the lives of each person is up for grabs officially. Denying a duel carries little shame, meaning the pressure for a duel comes almost entirely from both parties desire to kill the other. After a few years under the surface, duelling fell out of fashion as the Drow waged war in a more traditional sense again. However, with the rediscovery of Esari, the founding of Dark road, and the War of Old Grudges - duelling would become in fashion again. Drow were unable to wage war against their rivals in the gateway city, and so small scale killings and shadow conflicts were more appropriate. Duelling a rival just to remove them from the field is a common tactic, and challenges are common enough that nobles never leave the house without body guards to fight in their stead or their Savars. A denied challenge may not carry much shame, but it does carry information. One may deny for fear of skill, hubris, or to insult their foe. One may also instead request another fight in their stead, but this too can grant the challenger insight. Additionally, many Drow families recruit those with a knack for insult and provocation - to bait duels. Drow duels are considered legal in Dark road, seen as a way to stop another war from boiling over and for tensions between families to relieve themselves without hefty bloodshed.
