Duels of honor
Keralon is known for its many knightly orders. Knights settle disputes among themselves through duels on official “fields of honor” of which there are two in the High City. The Outer Ring does not have any official fields of honor, but two unofficial dueling fields were created at the College of Blades. These are mostly used by Hedge Knights.
There are two types of duels.
Duels for blood: these duels are allowed but frowned upon. They are real fights between knights where both try to wound the other. Victory conditions can be first blood, until one yields or even to the death.
Duels for steel: these are more ritualistic duels where both combatants attempt to disarm the other person. These are the most common.
Weapon and shield: ignore the first failed disarm save by dropping shield instead of weapon, or ignore the first two failed disarm saves by allowing the shield to get damaged and break.
One-handed weapon: can reroll 1 attack roll and 1 disarm save per duel.
Duels for steel: these are more ritualistic duels where both combatants attempt to disarm the other person. These are the most common.
Issuing a duel
While everyone can fight in a duel, only recognized members of the circles can challenge another to a duel. Duels are never mandatory, and a challenge can be refused or revoked at any time, up until the duel commences. This might have some other (social) consequences. Challenging someone can be dangerous. The person challenged can determine much of the details of the duel, such as the type (for blood or steel), time and location. Neither the challenger nor the challenged can be proxied by a champion. Duels are a highly personal matter. Both parties get to set a consequence for their victory that the loser will have to accept. Duels are overseen by the dueling field’s Master of Honor. He records the chosen details and consequences of the duel and acts as a referee if necessary.Duels for blood
These are normal one on one figths using the normal combat rules.Duels for Steel
These duels have their own rules and follow the steps explained below.Step 1: Face down
Each duelist makes a Charisma (Intimidation) check with a DC equal to his opponent’s Wisdom score. If successful, the duelist has advantage on the duel’s first attack roll.Step 2: attacks
Each duelist makes an opposed attack roll, with the highest winning the round.Step 3: disarm save
The duelist that lost the opposed attack roll makes a Strength saving throw. The DC starts at 10 and increases by 2 each time that duelist needs to make a disarm save. A duelist that fails the Strength saving throw drops his weapon and usually loses the duel.Dueling styles
Duels for steel can be fought with many weapons, each offering their own style with advantages and disadvantages. Below are the three main fighting styles and the benefits they offer. Two-handed weapon: advantage on all disarm saves, disadvantage on attack rolls.Weapon and shield: ignore the first failed disarm save by dropping shield instead of weapon, or ignore the first two failed disarm saves by allowing the shield to get damaged and break.
One-handed weapon: can reroll 1 attack roll and 1 disarm save per duel.
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