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Dueling Club of the Yeomanry

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Members List

The purpose of the Dueling Club is to foster the skills of swordsmanship and fair play among equals. Members of the Dueling Club are educated on the fine arts of swordplay, weapon skills, and the value of sportsmanship. The Dueling Club attempts to fulfill this purpose by fostering the dueling tradition that was nearly lost after the Yeomanry broke with Keoland. The dueling tradition was brought to the Yeomanry by the Keoish during their occupation of the Yeomanry, and was largely popular among the Keoish nobility. With the loss of the nobility, at least in title, there was little call for the services of duelists as champions to defend and settle the disputes of the upper class. The spirit of swordsmanship is a strong one, however, and it found a home among members of the military who wanted to retain the old styles and traditions while keeping with the new ideals of the democratic Yeomanry government. This is the only way to legally duel in the Yeomanry.

Prerequisites

  • A member of the Duelist's Club must hail from the Yeomanry. Switching regions from the Yeomanry results in expulsion from the group and all the benefits that come with it.

  • To acquire membership in the Dueling Club, a PC must make contact with an Armsman in good standing at an interactive or other meta-event that features a Dueling Club booth. The PC is required to provide proof of residence to an official representative at that booth and the referring Armsman must vouch for his or her good conduct.

Requirements

  • A PC wishing to join must also pay 3 TUs and 100 gp in dues immediately. Each year, when time units replenish, a Dueling Club member must pay 3 TUs and 100 gp or revert to Initiate status until they paid.

  • New members join as Initiates, as detailed in the Organization section below. With their first duel, win or lose, they become Armsmen. Armsmen have the right to enter Melees and are considered full members of the Dueling Club, but they do not have the right to vote in the Club's affairs. That privilege comes with the Armsman's first successful duel.

Benefits

  • A Dueling Club member may enjoy an "Adventurer's Standard" lifestyle in regional adventures that begin in Loftwick, Longspear, or Westburn at a cost of 1gp. Make a note of this on your Adventure Record.

  • Members may purchase padded armor, leather armor, studded leather armor, daggers, or any blade legal for dueling at 75% cost. These weapons and armor are always of standard quality. Weapons broken during the course of a duel can be replaced at 50% cost if the duel takes place in a chapter house city or during a Melee or Grand Melee. Even masterwork weapons can be replaced in this manner. This applies only to nonmagical equipment and only within the Yeomanry.

  • Members can act as a champion during trials of grievance if called for or requested during the course of an adventure. The member must charge the standard Club rate for this service; 10 gp per level of the NPC he or she is expected to duel multiplied by the member's own character level. Half of this fee is tithed to the guild after the duel.

  • Members can fight in the Melees and Grand Melees held by the Dueling club, pursuant to the rules of those contests.

Available

Prestige Classes
Devoted Defender
Duelist
Gladiator
Tempest
Weapons Master
Feats
Chink in the Armor (S&S)
Snatch Weapon (S&F)
Death Blow (S&F)*
Dirty Fighting (S&F)*

* Can learn these "ungentlemanly" feats. The taking of any of these "ungentlemanly" feats costs 1 TU as special training is needed.

Background

Established originally as a method of ranking warriors within the Yeomanry by level of fighting skill, the Dueling Club has grown far past its military origin. The choice of the name 'club' over a word like 'guild' was an attempt to both note the independent nature of the organization and to distance it from the growing mercantile powers using 'guild' to denote their various subdivisions. The Club is a fairly sizable (though in no way as massive as the trade guilds or other expansive groups) organization with chapter houses in Loftwick, Longspear, and Westburn. Farvale and North Reach often host Melees, but do not have permanent facilities for the Club. Members of the Dueling Club engaging in official matches are a common sight at any large gathering or fair. Many Spokesmen and Grosspokesmen fill out the Club's ranks.

The dueling laws in the Yeomanry began fairly simply, allowing for an armed settlement of disputes so long as an independent source could vouch for the consent of both parties to do so. The early form of the Club worked within these laws to form a structure of fairness and equality in such disputes, and eventually the laws were changed so that only members of the Dueling Club may engage in such combats. An important note to these laws is the inviolability of a duel; interfering through magical or mundane reasons is a criminal offense.

Furthermore, trials by combat still exist in the Yeomanry. Members of the Dueling Club can legally be retained as champions in such combats. Combat trials are generally to the death and terms of the combat are not as formal as the Club's dueling bylaws; the terms of the combat are instead set at the trial. Compensation is negotiated on a case-by-case basis by the duelist with the person who seeks a champion. This practice is looked down upon by much of the populace but it is very lucrative for surviving duelists.

The current incarnation of the Dueling Club maintains the Club's original values and offers a valuable service to the Council of Common Grosspokesmen; a source of training and discipline that is not directly funded by the government. Seen as a tactical, if unorthodox, asset by the Freeholder, the Dueling Club has found a rogue niche to fill and is secure in its place there. Because of the Keoish origin and upper class nature of the dueling tradition, it should be noted that members of the Club are often seen, rightly or not, as Royalists (Keoish sympathizers) by the commoners of the Yeomanry.

Under the current laws, the Dueling Club serves an important secondary purpose. Only recognized members of the Club may duel legally in the Yeomanry. This prevents many heated debates from becoming duels since both parties, if not already members, must go and join the Club before they can do so. Tempers often cool before this can be accomplished.

A note about the name: When the Club was first formed, it was an informal agreement between peers to keep old traditions alive. Thus, the name Dueling Club was sufficient for the few members in the organization. Now that the Club is much larger and much more "recognized", there is a push among the members for a new name. Suggestions will be taken all through 592 CY, culminating in a renaming vote at 592's Grand Melee.

The Club's motto, "One heart, One country, One blade" echoes this dual sense of competition and unity. Most of the weapons provided as prizes for the Melees and Grand Melees of the Club have this motto inscribed along it.

Membership

The Dueling Club holds duels on a constant basis, with the chapter houses always open for members to test and hone their skills. These chapter houses can also provide fine, if not free, accommodations for displaced members (this benefit allows members who find themselves beginning adventures in one of the three chapter house cities to purchase a High lifestyle at a cheaper cost), special training in combat techniques and styles, and a meeting place for like-minded members. See the Armsman certificate for details on these and other benefits, including weaponry and armor discounts in cities with a chapter house.

The primary contests held by the Dueling Club are the Melees and the Grand Melee. According to Club law, four Melees are held each year. The winners of each Melee are invited to compete in the Grand Melee, an annual contest that awards the top winner with the highest position in the club, that of Council Chairman. After the winner serves his or her year in this role, he or she becomes eligible to attain (by vote) one of the 12 seats of the Council and hold that position for life.

Aside from this grand tourney, the Club keeps careful track of countless lesser duels; some fought in the chapter houses, others fought at fairs, gatherings, or between consenting members. As long as the Club's rules are followed, an official duel can take place any time, anywhere. When time and resources allow, a web-based tracking system for duels will be added to the Yeomanry site. For more details on this, see the Dueling Rules below.

Organization

The Dueling Club is loosely organized around a core group of Armsmen, served by a council of 12 senior members. The council's duties, in addition to their work organizing and maintaining the Melees and Grand Melees as mentioned below, involve arbitration in dueling disputes, review and modification to bylaws, and other administrative duties.

Armsmen are all of equal rank, though they tend to subdivide by their number of successful duels. The only rank difference among the Armsmen is that of Armsmaster. This rank is achieved by any Armsman who successfully wins 3 Melees in a row. Considered a mark of high prestige, many Armsmasters have more influence than council members through the sheer weight of their skill and achievement. A special certificate is issued to Armsmasters with information on the benefits gained by achieving this rank.

Each member of the Council must have won at least one Grand Melee. The 12 members are elected for a life term by a two-thirds majority vote of the entire Club. They may step down from this position voluntarily, or be removed if the group feels that the member is not providing proper representation (again by a two-thirds majority). If a position on the council is left open, the vote is held at the next Grand Melee. A special certificate is issued to Council Members with information on the benefits gained by achieving this rank.

The winner of the Grand Melee serves as the chair of this council for one year, and must win the Grand Melee again to retain the chair. The Council sets the rules for all Melees, makes determinations as to where and when such events will be held, and determines (often providing as well) the prizes for winning the Melee and Grand Melee. A special certificate is issued to Council Chairman with information on the benefits gained by achieving this rank.

Special Rules

  • First Blood: Normally, combat is fought to "first blood". A combatant wins when he or she damage an opponent past their "first blood threshold". This threshold is found by determining how many hit points the PC has at first level plus Constitution bonus, if any. All damage in a "first blood" contest is real and must be healed normally, but a PC isn't considered damaged enough to bleed until he or she is reduced below the "first blood threshold". For example, a 4th level ranger with a 14 Constitution would have 36 hit points. His "first blood threshold" is (first level hit points + Con bonus) 12. In a duel, he could suffer 24 points of damage and have twelve left. Any more damage, even a single point, will blood him and end the match.

  • Other win scenarios include, but are not limited to: First disarm, first disarm with a time limit to recover weapon, first out of the ring, first to yield, first to fall, or any other scenario as long as both combatants agree.

  • All combatants must fight with a sword of some sort (longsword, bastard sword, short sword, greatsword, rapier, scimitar, falchion, two-bladed sword, or a variation thereof). The complications and risks inherent in mixing dagger fighting with longer weapons prohibits allowing daggers as a legal primary weapon. The only exception in this case is a duel with both opponents wielding daggers. If both combatants agree to this term, it is acceptable.

  • A member cannot engage in more than 40 individual duels each year.

  • An off-hand weapon is acceptable. This can be any melee weapon, so long as a sword of the above type is in the primary hand.

  • All combatants must accept the rules of engagement and agree on the win scenario before starting the duel. Rules of engagement may include but are not limited to: one weapon only, no armor, no shields, no spells, initial round of preparation.

  • Fair play is expected, but not strictly enforced. A member who uses unfair tactics (like use of the feat dirty fighting or other "questionable" methods) will likely develop a horrible reputation and have a hard time finding willing opponents, but will not be punished in any official capacity.

  • Club law does not permit duels to the death. Any combat that results in the death of an opponent will be recorded as a full point loss (equal to five "wins", see below) for the victor. Also, the mortem accidae ban applies to the victor until his debt is paid (see below).

  • An exception is a grievance duel, which is often to the death. A duel that is established and understood by all parties as a grievance duel is not subject to the full mortem accidae ban (see below) and does not count for or against win totals.

  • Trials of combat are not strictly Club duels and are not subject to the mortem accidae ban and do not count for or against Club win totals.

  • A judge must be present for all matches. This judge must be an elected Spokesman or Grosspokesman, a Freeknight, the Freeholder himself, or an Armsmaster of the Dueling Club. Judges are paid 6gp by each combatant (total of 12 gold), no more, no less, according to tradition. Judges for a Melee or the Grand Melee must be members of the Dueling's Club Council or the Freeholder.

  • A cleric must be present for all matches. Priests of Heironeous are traditionally accepted as both clerics and judges as well, and less frequently priests of the Church of Seven Faiths will preside over a duel in this role. This cleric does not cast healing magics unless the parties arrange for it (and show they can pay the applicable fees) ahead of time.

  • 2 witnesses must be present for any duel, 12 witnesses for any Melee or Grand Melee competition.

  • The mortem accidae ban: If a duel (not a trial by combat) results in the death of an opponent, according to Yeoman law, the winner must pay a weregeld to the family of the slain. This weregeld is 500gp plus 250gp per direct dependent (wife, children, indigent parent(s), etc), to a maximum of 2,000gp. If this fee is not paid before the offending PC spends any further TUs, he or she is permanently barred from the Dueling Club and is considered an outlaw under Yeoman law and is subject to the death penalty. This ban also suspends, for one full year, the member's ability to issue challenges, spend Dueling Club influence points, or participate in a Melee or Grand Melee. This penalty exists whether the weregeld is paid or not. Winners of grievance duels are not subject to this restriction, though they do have to pay the weregeld. Any duel fought (unless it results from being challenged) while under the mortem accidae ban is considered an illegal act, revokes the offending PC's membership in the Dueling Club, and will retroactively make him or her responsible for the murder of the original dueling partner. Yeomanry law has been notoriously unsympathetic in this matter.

Dueling Formats

Individual Duels

Individual duels between members may be fought at any time. A member may not extend a challenge to someone that has won fewer duels than he has. A member may, however, challenge someone that has won the same number or more duels than he has. Members have been known to request a duel of those with fewer wins and such a request is allowed informally. An exception to this system is a "rite of grievance". Any member can challenge any other member of his or lower rank on the grounds of a slight or disagreement. The slight must have been public in nature or easily provable. In this case, the outcome of the duel does not count towards official Club wins or losses, but the winner of the duel is considered correct in that grievance. Also, grievance duels are generally to the death unless both sides agree otherwise. Challenges can be refused for any reason, but doing so carries a heavy toll. A refused challenge is considered a full point (negating five wins) loss, unless it is for obvious health reasons or due to pressing military or legal obligations.

Both individuals must agree on the ground rules of the duel before beginning. The duel can be in any sized area, though tradition dictates that a 30 foot circle be drawn for the combatants to duel in. Once begun, leaving the circle for any reason forfeits the match. This can, and sometimes does, include being thrown out of the circle. An official judge must be present to adjudicate the duel, and at least 2 witnesses must be present. Winning a duel gains the winner prestige, at least unofficially, among the group. Losing a duel is considered a facet of dueling and does not seriously lower the member's prestige, although excessive losses will likely earn the PC a poor reputation.

Melees

Any members except an Initiate may compete in the four Melees. Winning duels at a Melee can advance the reputation of the duelist within the group even greater than winning an individual duel, since such duels are seen as more "prestigious". Winning or placing in the top four in a Melee grants the right to participate in the Grand Melee.

A Melee is organized exactly like an individual Duel, but by stricter guidelines. The Council determines the win conditions of each Melee, though the typical condition is first blood. The 30 foot circle is always drawn and used. At an official event, this is called the Ring of Steel after the steel inlaid circles in each of the Club's chapter houses. Four such winners are identified from each Melee. Thus, 16 combatants compete in the Grand Melee. The 16 pair off and the winner of each match advances to the next round. These eight second round combatants duel. Four contestants advance to the third round. This determines the two winners who will do battle for the Grand title.

Although not official, a tradition has arisen in the last 20 years of the "Dark Horse Tournament". On the night before the Grand Melee, all the members of the Dueling Club who have not fought in ANY Melees that year get together and fight duels until one stands triumphant. This winner is unofficially allowed to challenge any of the 16 competitors in the Grand Melee for the right to take his or her place. While this is all unofficial, it is a terrible loss of face to refuse this challenge (considered a 2 full "point" loss).

The winner of this final duel is awarded great prestige by his peers, has the right to sit on the council, and is awarded a prize as determined by the current council. The prize generally consists of some upgrade or magical enhancement to the winner's weapon of choice. For a melee, masterwork quality weapons are usually awarded to the four winners.

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