Society and its structure:
Feudal Lords command this world, there are very few checks on their power and while many are ostensibly enemies, all enforce the norms they’ve cultivated to their mutual benefit. These characters are rational actors who can be reasoned with. However, they often have their own - very different perspectives and motivations, and do not owe an explanation to others.
Feudal Lords are the military, government, and judiciary. The Kingdoms are not states in the modern sense, they are a collection of private property and allegiances. Conflicts and state policy are matters of personal dispute.
The values of these societies often defer from our modern sensibilities. The measure of a leader is often their ability and willingness to engage in violence, while a leader who is seen as too forgiving or permissive is often perceived as weak or incapable. The Feudal Lords value their face and authority greatly, and challenging either will usually be met with severe consequences.
Honesty and loyalty are considered extremely important in Antora. Deals are made in good faith, and much of Antora functions on gentlemen’s agreements. Those violating their word or breaking faith will quickly find themselves a pariah, condemned even by their allies. Oath breakers in particular are universally reviled.
There are very few people in Antora who do not answer to someone. The Feudal Lords offer the protection of law to their subjects and defend them by military means. Existing outside the structure of Feudalism is a very dangerous place to be, and is often the place of the rebel or outlaw.
Armed Conflict:
Warfare is a game with well-established rules to the lords of Antora and their cultures, and it usually isn’t that personal. It is not uncommon for parties and kingdoms to alternate between killing each other on the battlefield one year, to feasting together the next, and back to killing each other again the year after. It is widely accepted as the way things are.
There are procedures, expectations, and norms initiating and engaging in armed conflict. Those in violation of these procedures will find themselves widely condemned. The broad template is as follows:
1) Declare grievance and offer some form of redress, including an intent towards hostilities. If you are determined to fight - these do not need to be especially reasonable. These are often the stakes of the conflict.
2) Assuming your grievance has not been redressed, hostilities are declared.
3) Warfare is a means towards policy, plunder, and personal glory, many will die - but the goal is not butchery, it is to force concessions. It isn’t good enough to win by any means, reputations are always on the line.
4) It is more profitable to capture an enemy than kill them. Not only can they be ransomed back for coin or other material goods, but they can be used as leverage in negotiations. Now, some will die and that can’t be helped, but at least when possible, prisoners should be taken alive and treated with dignity. Dead nobles can’t sign treaties, and dead peasants can’t work the fields you just seized.
5) Surrender is to be honored. Killing a foe who has yielded is considered a grave offense.
6) When the conflict is over, it is over. Glory, land, or riches have been won or lost, but the slate is wiped clean. Grudges may remain, but they will need to wait until the next chance to fight.
7) Not everyone has the right to initiate combat. Recognized states and nobles may declare hostilities. Commoners and mercenaries have no rights to the above unless commanded by someone who does. Rebels and bandits are not afforded the same courtesies as legal combatants.
Dueling:
Smaller personal disputes may be settled with a duel, this is often the last chance to settle a dispute before war. Refusing a challenge to duel is seen as a great loss of face, but someone of status does not need to entertain challenges from just anyone. Only those with “Duel Right” may issue a challenge. This includes: Nobles, Paladin, Heads of states, Officers, Ship’s Captains, Mamluks, Mercenary Commanders of a recognized and reputable band. Certain Arcane casters MAY have Duel Right depending on their prominence.
Traditionally, a duel is fought between the offended party and the offender. The challenger proposes the severity of the duel, for example: to the death, to first blood, etc… The stakes of the duel, and lastly the challenger also proposes a ruleset for the duel (what style the duel will be held in.) The challenged may either accept that ruleset OR default to the traditional rules of their culture. The challenged may not propose other rulesets.
Astalore: Melee Only. No magic.
Entador: Greatswords and Magic.
Ripjaw: Wrestling!
Kingdom of Stormbreak: Melee only. No Magic.
Salvatoria: Ranged Weapons (Under 1 ton) Dueling is discouraged in Salvatoria.
Vefali Sultanate: Each duelist may select either Sword/Spear and Shield, OR Bow and Mace (No shield.) This is usually a blind decision in which the other party will not know your choice. Divine magic permitted.
There are circumstances where a champion may be appointed to fight for either party. This is commonly the case when one party is unable to be personally present, is incapacitated, or in instances of trial by combat where a command structure or governance is considered the party issuing a challenge.
Commoners and lay people may sometimes imitate the trappings of a formal duel, but these are not recognized by the powers that be, and may sometimes be interpreted as criminal violence. Often the style for these conflicts involve daggers and wrestling.