The Code Duello

The most important dueling document for the Common-speaking world was undoubtedly the Code Duello adopted at the Norwind Autumn Gala, 176, for the government of duellists, by the gentlemen of Forreale, Galeway, Mayo, Sligo, and Roscoy, and prescribed for general adoption throughout The Empire.

A Dignified System of Combat

When men of agency and high breeding engage in combat, they do not do so in matters of "rounds", "initiative", and such. They trade blows in response to Offense, with the order of the offenses dictating the order of returns. Each participant requires a Second, who together will act as referees.

Instigation

A duel does not begin an encounter, but results of it. When an Offense is made (by Party A), the receiver (Party B) is given Offense counters equal to its weight. A duel cannot begin until both parties have Offense counters. If Party B abstains from retorting, treat it as a Forfeit.

Offenses

Action Weight Speaking out of place or turn 1 Lie circumstantial 1 Retort to offense 1 Lie direct 2 Blows upon the body 3 Cheating at play, horses, etc. 3 Offense of one in their care Base + 1

The method of duel is decided by Party B, though Party A is allowed a single veto of Magic combat. If either Ranged or Melee combat is chosen, Party A must oblige. Party B chooses the location, and the seconds agree upon the time.

The seconds must hand the weapons over to their parties, each verifying that the weapons are clean and unenchanted. If either party cheats, it is considered an offense as listed above.

Subsequent Rounds

Initiative is directly decided by the number of offenses each party currently has. If the offenses are equal, Party B gets the first blow. After receiving and delivering an attack, a party may Apologise, which removes one offense from the other.

If at any point both parties are reduced to zero offense, the duel is considered over. If the duelers do not break combat, their seconds must remind them.

Severe Wounds

Any wound which agitates the nerves or causes the hand to shake must end the business for the day, to resume later.

Termination

A usual duel does not last beyond a round, as it is simple to apologize for offenses and be done with the matter. After both parties have delivered an attack, they may begin reconciliation, provided neither party has more than three offense.

Reconciliation

Offense Action Reduction 4+ Two rounds combat 2 3 Beg Pardon 2 2 Apology 1 1 Explanation 1

The two must then issue alternating Apologies until all counters are removed. If the duel ends but the parties themselves are unable to reconcile, their seconds must attempt reconciliation. If that does not resolve the matter, the duel should continue.

Forfeiting

At any point, either party may forfeit the duel. Their seconds are only allowed to forfeit on their behalf if there is a grave wound. A forfeit ends a duel immediately, with the remaining Offense counters from both parties shifting onto the forfeiter. This remains as a -1 Cha penalty per Offense, clearing at a rate of one offense per week.