#Janeys is actually Not inept at combat. He's notably skilled with the spear and shield. Like nothing crazy but he's highly proficient
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Janeys about to win his first ever duel to the death, mostly by virtue of being a less shitty swordsman than his opponent.
DUELING IN IMPERIAL WARDIN
Dueling is partially legal in Imperial Wardin, with official duels overseen and regulated by authority figures, and unoffical duels regulated largely by social contract. This form of combat allows disputes, accusations, acts of vengeance, and slights of honor to be settled outside of court or pure interpersonal violence. Ritualized aspects of the practice act as a sort of self-regulation, allowing scores to be settled while dissuading the developments of outright feuds.
No one is materially compelled to accept a challenge to a duel, but refusing can be a tricky maneuver. In many cases, this will be taken as cowardice and a stain on the challenged party's honor and masculinity, and may add significant fuel to the challenger's accusations. The circumstances where it is socially 'safe' to refuse are when the challenger is VASTLY physically outmatched, or is of markedly lower status or otherwise seen as a social inferior (being lower class, a eunuch/woman/akoshos, an infamously dishonored party, a sex worker, etc), though even this can be risky depending on the circumstances.
Women and akoshos cannot be challenged in duels, nor can they Legally be challengers (with a very specific exception for Odonii priestesses, who have men's legal rights), though they can indirectly do so via a male relation acting as their proxy in combat. The alternative is not Entirely unheard of, but very rare, and rarer still that a male opponent will accept. The concept is, however, a motif in heroic folktales wherein a young woman disguises herself as a man and enters into a duel to avenge the murder of her brother or another family member. In most variants, this is cast as a heroic as an act of extreme familial piety, with her masculinization being an entirely temporary means of doing so (which is immediately abandoned post-duel).
Once the challenge is accepted, both parties will negotiate terms through a proxy (by convention, this is a blood relative or other legal kin). This decides the time and location of the match, as well as its stakes. The majority of duels are Not to the death, rather to a lesser end- first blood, incapacitation, submission, etc. In fully legal duels, this agreement is submitted to a local authority and its terms become legally enforceable. Even in 'off the books' duels, the terms will generally be enforced by overwhelming social contract. There is effectively no backing out once the formal agreements have been made. One party not showing up at the agreed time and place effectively concedes a victorious social high ground to their opponent, but without the matter being 'settled' (encouraging further escalation).
Legally, duels must either be fought on private property or outside of city limits (as wearing a weapon in any of the capital cities is illegal for most civilians). You can find semi-legal underground dueling sites in most of the cities, though this tends to be associated with the petty, dirty squabblings of commoners and most nobility will opt to fight in the countryside.
Duels are typically overseen by a neutral third party, with legal duels being specifically officiated by a socially protected individual (usually a priest) who directs the ritual elements of the proceedings and observes and records its outcome. The arena is measured out in a circle approximately twelve paces wide, and marked with stakes and a binding of sanctified amenchil rope wound left to right. This form of binding is broadly used in cultural practice to delineate and spiritually protect sacred spaces (wound right to left in these contexts). Its reversed use in duels provides a regulatory psychological function- the arena becomes a segregated liminal space, and the rest of the world is symbolically bound with a protective barrier, keeping the violence of the dispute confined to this space and time.
Additionally, both combatants (and their familial proxies) swear a binding oath (before a holy relic in priest-officiated duels) - swearing to obey pre-negotiated terms and rules, and declaring that the victor shall be recognized as the righteous party and that the outcome of the duel wholly resolves the dispute. Being bound to such an oath might not settle things on an emotional level, but HEAVILY disincentivizes a duel starting or worsening family feuds- even in fatal duels, the defeated party's family has no justification to demand a blood price or avenge their slain kin, or otherwise commit direct reprisals over the dispute (and would be breaking a solemn oath before God, which will have consequences).
Both parties prepare themselves to fight. Exact traditions vary across the region, but duels are near-ubiquitously fought unarmored with a single blade (sometimes, but not always, replaced by staffs or blunted swords for non-fatal fights). In the south of the region (as depicted here), it's traditional to fight topless with one's cloak clasped around their hips and hair bound into a topknot (the gull feather here is not a dueling norm, but it's lucky).
Both combatants enter the ring and stand at opposing sides, and the dual begins at the overseer's signal. The challenging party is not permitted to make the first attack, and instead must dodge or block their opponent's first swing before they can begin to retaliate. The duel will then proceed to its pre-negotiated ending.
There are additional compacts that direct the fighting. Fleeing from the arena is an automatic loss (and an EXTREME stain on one's honor and masculinity). If the combat spills out past the boundaries, it must be halted and the arena entirely moved and re-bound before restarting. Surrender is possible even in fatal fights, and it is generally taboo to kill an opponent who has verbally declared defeat (as they have lost the duel in doing so, and the matter is thus settled- proceeding further is murder). These rules will be enforced by the authority in legally overseen fights, and are largely (though not universally) enforced by social convention in illegal duels.
Upon resolution, the winner extracts a verbal affirmation of their victory from the loser (if they survived), or from the loser's familial proxy (if they didn't). In some traditions, they are specifically permitted to cut the loser's hair (which is a humiliating and somewhat emasculating act, only adolescent boys (and mourners) wear their hair short in most of the Wardi cultural sphere). A winner who feels the loser fought/died valiantly or is otherwise highly respectable may abstain, as a means of protecting their opponent's dignity. The resolution of the fight ostensibly concludes the dispute, with the winning party justified as righteous in their cause, and gaining social capital and Masc Points in their victory.
#Janeys is actually Not inept at combat. He's notably skilled with the spear and shield. Like nothing crazy but he's highly proficient#His swordsmanship however is nothing to write home about. Not like The Worst but his form is shit and he's lucky to be alive.#(He got into this over accusations of his children's illegitimacy from a close confidant of his recently dead father)
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