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culture:holmgang [2024/03/10 19:00] – created Ron Helwig | culture:holmgang [2025/06/21 19:45] (current) – Ron Helwig | ||
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- | ====== hólmganga ====== | + | # Hólmganga |
- | A holmgang is a fight between two individuals, | + | |
- | The Norse thought of honor and reputation as being very important traits, so if either was challenged then the offended person could call for a holmgang. In early times, even a simple insult could result in a call for holmgang. Someone might also issue such a challenge if they were accusing someone of theft or had some other legal dispute. | + | A **hólmganga** is a traditional |
- | The actual holmgang would happen 3-7 days after the challenge was issued. If the person being challenged/ | + | --- |
- | During the time between the challenge and the battle, the parties may discuss the rules, including any results. Their negotiations must be agreed upon by both sides or the standard rules will apply. Either party may designate | + | ## Why a Hólmganga? |
- | ===== Running | + | If a person' |
- | First the agreed upon rules are recited. If no rules have been negotiated, then the standard rules will apply. | + | |
- | The fight itself takes place in a small enclosure. Often this would be a small island or a fenced in area of about 10 foot square. | + | - 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 | ||
- | ==== Standard Rules ==== | + | During the waiting period, both parties may agree on **special rules or terms**. If no agreement |
- | * The challenger strikes first, then the challenged. They repeat taking turns until a victor is declared. | + | |
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- | - Early or barbaric fights end when one participant has died | + | |
- | - Others could end when one participant has been incapacitated or knocked out | + | |
- | - Later or more civilized fights might end when the first blood has been drawn | + | |
- | ==== Shield Damage ==== | + | --- |
- | Shields have 4d4 (9) hit points each. When an attack roll results in a hit against someone wielding a shield, it is assumed to be a hit on the shield unless it is a natural 20. | + | |
- | ===== Results ===== | + | ## Running a Hólmganga |
- | If one of the combatants dies, then the victor | + | |
+ | 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**, | ||
+ | - A **small island or roped-off field** | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## Standard Rules | ||
+ | |||
+ | - **Initiative**: | ||
+ | - **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**: | ||
+ | - **Victory Condition**: | ||
+ | - **Early / Barbaric societies**: | ||
+ | - **Common settlements**: | ||
+ | - **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**, | ||