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Holmgang

HOLMGANG

This is a Vjurk word for a "duel for honour." Sometimes, leaders of a faction during a Thing who absolutely cannot agree, will result in one challenging another to a Holmgang. Holmgangs in the Northlands — often referred to as “stepping between the hazel posts” — are highly formal affairs and follow a set procedure. First, the challenge is issued in public, preferably in front of the entire Thing. If the challenge is accepted (and it almost always is since to refuse a challenge is to lose all honour), then the duel takes place at the next sunset or sunrise.

RULES OF CHALLENGE

1 – The Challenger must be Vjurk

2 – The Challenger must state the reason or objection for such a duel

3 – The Challenger must be willing to fight for their honour.

4 – If the Defender wishes, he/she may assign their participation via proxy, but announcing another will fight on their behalf. If the challenger wish, he/she may then assign a participant by proxy as well; but only after the Defender waives this first.

5 – The assigned proxy can decline, but doing show illustrates a line that they have drawn that they do not agree with the position of the person who assigned the fight to them. If a proxy declines to fight, the other combatant is under no obligation to cancel his/her proxy. This means to ask someone to fight in their stead, they are doing so with the gamble that the proxy agrees with their plight, and is willing to defend it; possibly to great bodily harm or even death.

 

RULES OF THE COMBAT

The rules are strict, and no deviation is to be allowed (yet, like anything undertaken under the auspices of Vjurk law, it is up to the aggrieved party to see that justice is served).

1 - The participants are not allowed to make use of magic or magical abilities.

2 - Each duelist must arrive armed with a melee weapon and three shields, and must use both in the duel.

3 - No ranged weapons are allowed,

4 – A fight must be using a shield.

5 - The duel takes place inside a square area 15 feet on a side, bounded by rowan staves or hazel rods.

6 - The winner is the one who either breaks all three of his opponent’s shields, or drives his opponent out of the dueling area, rendering a combatant unable or unwilling to proceed, or by killing his opponent,.

 

 

Killing the leader of a faction in a duel typically splits that faction, giving half the votes over to the faction that won the duel, while the other half will not support the victorious party in any way and will seek to oppose the Thing’s decision if the opposing faction is victorious in the debates.

 

NUANCES

Don't fall into the 'civilized' ways of sarcasm, innuendo, and snide remarks: Questioning someone's honour is asking for a fight. Sometimes it happens by accident - especially at drunken feasts, and friendly games of ridicule is a boisterously fun pastime. Sometimes when one crosses the line too far, northerners are quick to laugh off such happenings...once a sincere apology is given, however.

 

Sometimes only bloodshed can heal a warrior's wounded pride. Holmganga, translates to "going to the island," is so named after the first duel fought in this manner. When an island isn't available, duels are typically fought at crossroads, in sacred glades, or on a cloth staked to ground, or as it is done during a Thing, done so between the hazel posts. The fight ends only when one combatant flees, pushed from the fighting square, or can no longer continue (including death).

 

Typical provocation for a duel is accusing a warrior of a crime, of cowardice, or falsely claiming credit for heroic deeds, or even challenging ownership or rights to privilege. Whomever caused the offense has three days to publicly apologize for the slight or meet the aggrieved party for the challenged duel. Failure by either side to show up earn them a reputation as a níðingr and in some cases can lead to outlawry for a year or two. Each warrior is traditionally allowed to take their personal arms, armor, three shields to the dueling ground. No magic of any type is allowed. The northerners take these rules and tests of one's mettle very seriously in order to properly keep or win back their honour.

 

In the case that a duel is obviously unfair, such as the challenged one being a non-warrior, a champion may fight in one's place or the defender can go before the local Thing and petition to have the duel declared unfair. Many warriors make a good living as wandering duelists, making challenges in order extort "gifts" from men who are unable to stand against them. Others make a good living as a wandering duelist to act as a champion for those who are non-warriors.


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