Post by Dread Gnat on Oct 19, 2012 1:16:00 GMT -5
Rules of the Duel Under Solace Law
These rules are set in place to provide a standard code by which matters of honor may be settled in Solace between offended parties and their offenders. Under the Rules of Society, it is Treason not to abide by the terms of a duel, including the provisions herein. Duels and duelists that break these rules of civil conflict will be brought before the Council of Solace for their transgressions.
Rule 1: Upon receipt of a slight, dishonor or injury, the offended party may petition the Council of Solace for permission to seek a duel. If approved, the duel must be overseen by the Magistrate for it to be legal by Solace law. (OOC NOTE: A GM must also be present during the duel, as PvP actions can become heated.)
Rule 2: Once approved by the Council, the offended party may challenge the offender to a duel. This challenge may be issued in one of three ways: verbally, in a public posting, or by throwing a glove or gauntlet at the feet of the offender.
Rule 3: Upon being challenged, the offender may offer immediate and public apology, or may accept the duel. Accepting a duel may be done verbally in public, in a public posting, or by lightly slapping one’s glove across the face of the challenger.
Rule 4: The challenger is obliged to divulge his cause of challenge unless excused from doing so by the challenged before their meeting.
Rule 5: If the challenged both refuses to duel and refuses to make an apology, it is to be taken as an admission of guilt and loss of honor. The exception to this is if the challenger is not of equal rank as per the requirements of the Rules of Society (i.e., the challenger is of lesser rank than the challenged.)
Rule 6: If no apology is offered, both principal parties must publically name their seconds to arrange further matters of the duel. These seconds may also fight themselves, at the perogative of the challenger's second. This shows that the second believes his principal to be right in the matter of honor, and is willing to shed his own blood to defend that honor.
Rule 7: If the principal is, in good faith, unable to attend the duel, the opposing principal may choose to fight his second or to delay the duel.
Rule 8: Seconds should be of equal rank in society with the principals (i.e. challengers) they represent. As a second may fight in the place of a principal, he should be of appropriate rank to take his principal's place.
Rule 9: The challenged has the right to name the weapons used, unless the challenger gives his honor he is unable to use the chosen weapons. The challenged can then make another choice of weapons. If the challenger gives his honor he is unable to use the additional chosen weapons as well, then the duel shall be fought with longswords.
Rule 10: It is the responsibility of the challenged to provide equal weapons for both sides, and to give the choice of specific weapon to the challenger. The challenger may waive this obligation and provide for his own (appropriate) weapon.
Rule 11: The challenged chooses his ground (facing direction, high/low ground at site, etc.); the challenger chooses the distance; the seconds fix the location, time and terms.
Rule 12: Seconds are bound to attempt a reconciliation before the meeting takes place, or after sufficient hits, as specified.
Rule 13: But no apology can be received, in any case, after the parties have actually taken to the grounds, without exchange of blows.
Rule 14: Honor is not gained by a party simply for taking to the grounds; as a gentleman, he must maintain dignity and decorum during engagement, and proceed with the duel with honor.
Rule 15: If the cause of the meeting be of such a nature that no apology or explanation can or will be received, the challenged takes his ground, and calls on the challenger to proceed.
Rule 16: Engagement may be regulated -- first by signal; secondly, by word of command; or thirdly, at pleasure -- as may be agreeable to the parties. In the latter case, the parties may engage at their reasonable leisure, but additional starts and rests are strictly prohibited.
Rule 17: If engagement is regulated by signal or word of command, and one party steps off mark before such as time as is allowed, the opposing party’s second is honor-bound to strike him a blow.
Rule 18: If seconds are to exchange blows themselves, it must be at the same time and at right angles with their principals, side by side, with five paces interval. The conditions of the seconds' combat are to be the same as the principals'.
Rule 19: No false attacks meant to avoid causing harm to the opponent is admissible in any case. The challenger ought not to have challenged without receiving offense; and the challenged ought, if he gave offense, to have made an apology before he came on the ground; therefore, children's play must be dishonorable on one side or the other, and is accordingly prohibited.
Rule 20: Any wound to the arms sufficient to prevent the combatant from continuing with honor must end the business for that day. If a party is so wounded, and the challenger’s honor remains unsatisfied, he may allow the wounded party’s second to complete the duel in the primary duelist’s place.
Rule 21: The parties engage until one is well blooded, disabled, or disarmed, as per the terms decided; or until, after receiving a wound, and blood being drawn, the aggressor begs pardon. The disarmer may (strictly) break his adversary's sword; but if it be the challenger who is disarmed, it is considered as ungenerous to do so.
Rule 22: In the case the challenged be disarmed and refuses to ask pardon or atone, he must not be killed, as formerly; but the challenger may lay his own sword on the aggressor's shoulder, then break the aggressor's sword and say, "I spare your life!" The challenged can never revive the quarrel -- the challenger may.
Rule 23: The challenger may end the duel at any time if he deems his honour satisfied.
Rule 24: Once engagement has ended, the issue is to be considered resolved, regardless of the outcome. If additional terms were agreed upon per vindicated party, these terms must be immediately addressed.
These rules are set in place to provide a standard code by which matters of honor may be settled in Solace between offended parties and their offenders. Under the Rules of Society, it is Treason not to abide by the terms of a duel, including the provisions herein. Duels and duelists that break these rules of civil conflict will be brought before the Council of Solace for their transgressions.
Rule 1: Upon receipt of a slight, dishonor or injury, the offended party may petition the Council of Solace for permission to seek a duel. If approved, the duel must be overseen by the Magistrate for it to be legal by Solace law. (OOC NOTE: A GM must also be present during the duel, as PvP actions can become heated.)
Rule 2: Once approved by the Council, the offended party may challenge the offender to a duel. This challenge may be issued in one of three ways: verbally, in a public posting, or by throwing a glove or gauntlet at the feet of the offender.
Rule 3: Upon being challenged, the offender may offer immediate and public apology, or may accept the duel. Accepting a duel may be done verbally in public, in a public posting, or by lightly slapping one’s glove across the face of the challenger.
Rule 4: The challenger is obliged to divulge his cause of challenge unless excused from doing so by the challenged before their meeting.
Rule 5: If the challenged both refuses to duel and refuses to make an apology, it is to be taken as an admission of guilt and loss of honor. The exception to this is if the challenger is not of equal rank as per the requirements of the Rules of Society (i.e., the challenger is of lesser rank than the challenged.)
Rule 6: If no apology is offered, both principal parties must publically name their seconds to arrange further matters of the duel. These seconds may also fight themselves, at the perogative of the challenger's second. This shows that the second believes his principal to be right in the matter of honor, and is willing to shed his own blood to defend that honor.
Rule 7: If the principal is, in good faith, unable to attend the duel, the opposing principal may choose to fight his second or to delay the duel.
Rule 8: Seconds should be of equal rank in society with the principals (i.e. challengers) they represent. As a second may fight in the place of a principal, he should be of appropriate rank to take his principal's place.
Rule 9: The challenged has the right to name the weapons used, unless the challenger gives his honor he is unable to use the chosen weapons. The challenged can then make another choice of weapons. If the challenger gives his honor he is unable to use the additional chosen weapons as well, then the duel shall be fought with longswords.
Rule 10: It is the responsibility of the challenged to provide equal weapons for both sides, and to give the choice of specific weapon to the challenger. The challenger may waive this obligation and provide for his own (appropriate) weapon.
Rule 11: The challenged chooses his ground (facing direction, high/low ground at site, etc.); the challenger chooses the distance; the seconds fix the location, time and terms.
Rule 12: Seconds are bound to attempt a reconciliation before the meeting takes place, or after sufficient hits, as specified.
Rule 13: But no apology can be received, in any case, after the parties have actually taken to the grounds, without exchange of blows.
Rule 14: Honor is not gained by a party simply for taking to the grounds; as a gentleman, he must maintain dignity and decorum during engagement, and proceed with the duel with honor.
Rule 15: If the cause of the meeting be of such a nature that no apology or explanation can or will be received, the challenged takes his ground, and calls on the challenger to proceed.
Rule 16: Engagement may be regulated -- first by signal; secondly, by word of command; or thirdly, at pleasure -- as may be agreeable to the parties. In the latter case, the parties may engage at their reasonable leisure, but additional starts and rests are strictly prohibited.
Rule 17: If engagement is regulated by signal or word of command, and one party steps off mark before such as time as is allowed, the opposing party’s second is honor-bound to strike him a blow.
Rule 18: If seconds are to exchange blows themselves, it must be at the same time and at right angles with their principals, side by side, with five paces interval. The conditions of the seconds' combat are to be the same as the principals'.
Rule 19: No false attacks meant to avoid causing harm to the opponent is admissible in any case. The challenger ought not to have challenged without receiving offense; and the challenged ought, if he gave offense, to have made an apology before he came on the ground; therefore, children's play must be dishonorable on one side or the other, and is accordingly prohibited.
Rule 20: Any wound to the arms sufficient to prevent the combatant from continuing with honor must end the business for that day. If a party is so wounded, and the challenger’s honor remains unsatisfied, he may allow the wounded party’s second to complete the duel in the primary duelist’s place.
Rule 21: The parties engage until one is well blooded, disabled, or disarmed, as per the terms decided; or until, after receiving a wound, and blood being drawn, the aggressor begs pardon. The disarmer may (strictly) break his adversary's sword; but if it be the challenger who is disarmed, it is considered as ungenerous to do so.
Rule 22: In the case the challenged be disarmed and refuses to ask pardon or atone, he must not be killed, as formerly; but the challenger may lay his own sword on the aggressor's shoulder, then break the aggressor's sword and say, "I spare your life!" The challenged can never revive the quarrel -- the challenger may.
Rule 23: The challenger may end the duel at any time if he deems his honour satisfied.
Rule 24: Once engagement has ended, the issue is to be considered resolved, regardless of the outcome. If additional terms were agreed upon per vindicated party, these terms must be immediately addressed.