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Nomadic Duels

History

When the Japanese came to the The Archipelago of Seasons the Nomad/Naozhso groups had wanted to separate, and so had devised special duels as a tradition when one enters a Nomadic Hotspot. A Duel serves as both entertainment and a chance to gain special privileges if one is to duel. A Champion is often chosen, most likely one without their Roningasa or Tengai hat on, and the person must fight it. If the Champion wins they get to keep their hat off and do things that break the Nomadic Vow, but if the new person wins, they get to remove their hat and do things illegal under Nomadic Vow, and the Champion must put their hat back on.

Execution

1. Remove any objects that contain runes or aids in your fighting on them.   2. Have your sword checked by a team of personnel. No Runes nor Kamaitachi liquid are permitted onto the duel. However, modifications to the blade-like holes to catch blades and parrying daggers are allowed, as these are often downsides.   3. Sheath your sword onto the side of your most minor dominant hand, so your dominant hand can quickly grab it. When the sword is sheathed, the music played by nomads will begin with slow flutes with a drum to keep the beat.   4. Place the thread with the black bamboo vial around your neck. This vial is filled with red liquid if you are human or white if you are a beast.   5. Stand 3 metres apart from your opponent.   6. Squat down into a Sonkyo or Sak position or a kneeling position with one leg forward. This marks respect for the opponent. Failing to do this if you are able is considered dishonourable.   7. Stand up and walk up to the opponent so that you are 1 metre apart from each other. At this moment, the drum will start beating to three with random lengths. Often these lengths are 10-12 seconds long.   8. On the third beat, draw the weapon and attempt to slice the bamboo vial whilst avoiding your bamboo vial from being slashed. You may have one chance at this stage, and afterwards, you must stay still so the judges may inspect whether the liquid has spilt.   9. If the judges find that liquid has spilt on the opponent, you win. If it has spilt on you, then the opponent wins.   10. If the Judges deem that no liquid has been spilt, then the opponents are allowed to duel around the environment whilst also attempting to protect their vial from leaking.   11. See Step 9 again   12. Bow to your opponent afterwards whether   This tradition is a signification of rebelling against the traditional duel, which was fights to the death with strict honour. These had little but easy to gain honour and allowed for a person's real skill to play without the risk of death. Of course, The Nomads created this during the time of Japanese rule and Japanese tradition, so some elements were taken and changed, including elements of Kendo and Iaido with long paused sword movements and the Saikyo squat before a battle.

Participants

To play a duel, there must be a band containing at least One flute player and one Drum player to add effect and keep the beat. 3 Higher Nomads, particularly those with 3 stripes on their sarong will judge the swords and the vials of each opponent. There are also Local Blacksmiths with prepared swords and Tailors with spare uniforms if they are to break within the duel.

Observance

The rites take place when a new Nomad enters a Nomad hotspot, something less likely than one would think, as the Nomads aren't ones who stir up commotion

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