# Hólmganga A **hólmganga** is a traditional Norse duel—an honorable one-on-one fight used to settle disputes. In Viking society, where **honor and reputation** were as valuable as gold, a holmgang was seen as a lawful and respected way to resolve serious accusations or insults. --- ## Why a Hólmganga? If a person's **honor was challenged**—perhaps due to an insult, a theft, or another accusation—they could demand a holmgang to settle the matter. In early times, even a harsh word might lead to one. - The duel would occur **3 to 7 days** after the challenge. - If the **challenged** person failed to show up, they were considered guilty. - If the **challenger** failed to appear, they would be labeled a [níðingr](culture:níðingr)—a dishonorable coward—and could even be made an [outlaw](culture:outlaw). During the waiting period, both parties may agree on **special rules or terms**. If no agreement is reached, **standard rules apply**. Each party may also send a **champion** to fight in their place—no approval needed. --- ## Running a Hólmganga 1. The agreed-upon rules are **publicly recited** before the duel. 2. If no special rules are declared, use the **Standard Rules** below. 3. The duel takes place in a **small arena**, often: - A **10-foot square enclosure**, or - A **small island or roped-off field** --- ## Standard Rules - **Initiative**: The **challenger strikes first**, then the challenged. They alternate turns until one is declared the victor. - **Shields**: Each fighter receives **three shields**. - If a shield is destroyed, combat pauses for the fighter to switch. - If all shields are gone, they fight without one. - **Weapons**: - Fighters begin with a **battleaxe**. - If the axe breaks, they switch to a **seax** (short knife). - If both weapons break, they may use their **fists**. - **Armor**: Any worn armor may be used. - **Forfeit**: A fighter may shout "**forfeit**" at any time to end the duel and surrender. - **Victory Condition**: - **Early / Barbaric societies**: The duel ends in **death**. - **Common settlements**: Ends with **incapacitation** or **knockout**. - **Civilized cultures**: Ends with **first blood**. --- ## Shield Damage - Each shield has **4d4 HP (average 9)**. - Any successful attack hits the **shield** unless: - The attack is a **natural 20**, in which case it bypasses the shield. This makes shields degrade quickly under heavy blows, adding tension to the fight. --- ## Results If a combatant dies, the **victor inherits their property**. This is **not considered murder**, and the winner **cannot be challenged** for the death. --- ### Optional Rule Hooks for Roleplay - Community leaders may **witness and record** the results. - A seer might offer a **blessing or omen** before the duel. - A character with high Charisma might **negotiate alternate victory terms** (e.g., first to disarm, or symbolic victory). --- ## Educational Note Hólmganga reflects a culture where **justice, courage, and public accountability** were tightly connected. Adapting this to your game provides a rich opportunity to explore those ideas in character—while encouraging players to **resolve conflict with structure**, not chaos.