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Trial of Blades

Various cultures throughout the world practice some sort of trial by ordeal in the way of combat. Usually these trials by combat occur when opposing parties do not have sufficient evidence to determine a verdict of guilt or innocence of a crime, and so guilt is decided by a duel overseen by a local lawkeeper or other law-enforcing figure in a particular society. The victor of the duel is judged to be in the right, while the loser is in the wrong. These duels are usually to first blood, but in some cases of particularly high-level crimes the duels can by to the death.   This article pertains to the Ælnean tradition of the Trial of Blades.

Execution

In Ælnean tradition, a trial of blades can occur when an dispute between two parties does not have sufficient evidences to determine which party is in the right. When a trial by jury reaches this stalemate conclusion, either the plaintiff (the one of who initially said the accusation) or defendant (the one who have been accused of a wrongdoing) may request a trial of blades. When the plaintiff of the one who issues the trial of blades, and the defendant rejects the challenge, the plaintiff will be determined to have been in the right, and the defendant must pay reparations (15 gold for civil disputes, property, or a sufficient blood price in cases of murders that had no witnesses) to the plaintiff or undergo the usual sentence for the crime committed. If the defendant issues the challenge and the plaintiff rejects, the plaintiff will be considered to have made a false accusation against the defendant and must pay a fine of 30 gold. Regardless of who initially issues the challenge of a duel, the other party has 1 day to give their response to participate. If no response is given, then the issuer of the challenged is determined the victor and the rejecter pays a fine of 15 gold. If the challenged parties flees before giving a response, they will be considered an outlaw and a bounty will be placed on them.

 

When a trial of blades is accepted, the parties will meet again on next Oathsday. Either party has the right to name a champion to fight the duel in the stead of the plaintiff or defendant. The duel takes place in a 30 foot diameter circle, which has large stones around the circumference to mark the perimeter of the dueling arena. Stepping outside of the perimeter nets a lose of whoever did so and the other party is declared the winner. Purposefully fleeing from the arena after the start of a duel will not only incur the according fines and punishments but will also lead to the fleeing party being considered a coward, and will therefore be thought of no longer possessing honor.

 

Duels can be either to first blood or to the death depending on the gravity of the crime. For civil cases, such as property disputes or insults, duels are typically to first blood; while for some criminal cases, particularly murder, the trial of blades is fought to the death. Before the duel starts, the squire of the presiding Lawsworn judge will inspect both parties to ensure that neither is under the effects of any spell. If a spell is detected, the squire will identify the nature of it and inform the judge. If the spell is an enchantment that enhances the ability of one of the dueling parties, that party will be determined to have forfeited the fight for illegal use of magic and will have to pay a fine of 20 gold to other party. If the spell debilitates one of the fighters in some way, the other party is considered to have forfeited the match and will have to pay a fine of 20 gold as well.

Components and tools

During a trial of blades, a Lawsworn judge will provide both parties who are to participate in the combat with equipment. This equipment consists of leather armor, and the fighters' choice of using any simple weapon, martial weapons may be used only if both parties possess the ability to use such weapons. If one party decides that they will fight unarmed, the other will have to follow suit. Ranged weaponry such as bows or slings are not allowed in a trial of blades. Magic is not allowed during these trials and so a mage who has accepted a duel will typically hire a Champion to fight in their stead.

Participants

The duel is presided over by a Lawsworn judge and Lawspeaker. The Lawspeaker reads to both parties the rules of the duel, what the reward is for winning the duel is and the punishment for the loser in trials that are predicated on a crime rather than a civil dispute. The Sworn Judge and the Lawspeaker observe the duel and the Judge will call when the duel is over. The Lawspeaker, while observing, is expected to be on the watch for the use of any kind of magic that is used by either party. If magic is detected, the Lawspeaker will identify the spell, on whom is it cast, and inform the presiding Sworn Judge. Based on the circumstances, the Judge will call for the end of the duel and determine one party to have forfeited the trial of blades on the basis of the illegal use of magic.

Observance

All Trials of Blades take place on Oathsday, the first day of the week, typically between noon and evening. Duels are not allowed to take place at night, even if both fighters possess the capabilities of seeing clearly in the dark.
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