Challenge Combat (DK)

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The practice of single combat between representatives of larger forces is generally accepted on Athas, though attitudes vary greatly. Whether at the head of a large army or merely one in a party of adventurers, a warrior may wish to initiate a challenge or be prepared to answer one from another warrior character. The combat is known commonly as "combat by champions." Calling for combat by champions is called a "challenge."
Before a battle begins, one warrior may challenge the opposing side. The opposing side can turn down the challenge, or it can accept and choose its own warrior. Once accepted, the outcome of the battle is decided by single combat between the two champions, according to the unspoken creed.
==The Unspoken Creed==
: Warriors fight challenges with the weapons of warriors. Weapons of magic or the mind violate the challenge. The loser's forces leave the field.
Though individual races may have their own additions, this creed is held as law throughout Athas. Once accepted, the combat is to the death. Violating the challenge through cowardice or deception has dire consequences.
Depending on the situation, a warrior's followers may see him in a new light upon being challenged. They may see him as foolhardy if he accepts a challenge he likely would lose, or as a coward if he declines a challenge he might win. Of course, a warrior who wins a challenge gains tremendous respect from his followers.
Use of magic: Magic is strictly prohibited. If it is found, the challenge is breached.
Use of psionics: Psionics is also prohibited but is more difficult to detect. If it is detected, the challenge is breached.
Use of mounts: Mounts may be agreed upon before combat begins. Breaking this agreement breaches the challenge.
Choice of weapons: Athasian combat does not require identical weapons. If they are agreed upon in advance, any deviation breaches the challenge.
Any breach usually causes both sides to attack immediately, regardless of the ongoing challenge.
==Races and Challenges==
Each race has its own attitudes toward combat by champions.
Human: A human warrior's acceptance of a challenge depends mainly on his ability to succeed. A human usually weighs what he knows of the other champion and army, then decides the course of action that most likely leads to success.
Slave tribes: Since they are usually short on troops, combat by champions is an ideal option for most slave tribes. Slave champions tend to be former gladiators.
Sorcerer-kings: A sorcerer-king may send out a champion before a battle if it amuses him at the moment. He may also ignore the creed if the outcome of the challenge doesn't suit him.
Dwarf: A dwarf will only challenge or accept challenges that directly relate to his focus. In fact, if the dwarf believes that this battle helps fulfill his focus, he will want to be a champion. If the battle is a nuisance, a dwarf will rarely take notice enough to have an opinion.
Elf: Elves are noted as blatantly untrustworthy, especially when it comes to challenges. It is widely known that an elf will attempt to cheat in a challenge and that his followers seldom observe the unspoken creed. Elven treachery with champions has spawned the phrase "reliable as an elven challenge" in common parlance.
Half-elf: Eager to prove themselves to human and elven opponents, half-elves often far too quickly give or accept challenges. A half-elf is likely to take on a much more powerful warrior if victory might mean acceptance by either side of his parentage. Half-elves are known for accepting tribute when they win a challenge.
Half-giant: A half-giant's attitudes toward challenges change with his alignment. Half-giant warriors are often chosen to accept challenges from within an army.
Halfling: The notion of challenges and combat by champions is foreign to the halflings of the Forest Ridge, so they never offer a challenge. Pragmatic to the core, a halfling rarely accepts a challenge, because his ego doesn't come into play.
Mul: Muls are usually the first to suggest that a battle be settled with champions. They are also first to complain against the creed when their champion is slain.
Thri-kreen: The mantis warriors make challenges only to one another, and then the combat is governed by strict rules-no weapons. Thri-kreen warriors will not challenge "meat" animals (the other player character races), nor will they accept such challenges.
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Gith: Gith armies are too disorganized to accept a creed. An issued challenge might cause the gith ranks to pick multiple champions who would first fight it out among themselves.
==Non-Warrior Characters==
Characters of different classes (wizard, priest, rogue, and psionicist) can accept challenges, but they must adhere to the letter of the creed. They cannot use magical or psionic powers, but must instead use weapons, armor, and strength to defeat the opponent.
==Breaching a Challenge==
A warrior (other than an elf) who violates the creed damages his reputation severely. His followers may abandon him, and he may gain no new followers for years, or until he sets right his terrible wrong. Other warriors seek the violator to slay him. Even the peace kept by the templars allows for the wanton killing of challenge violators.
Keep in mind that there is no stigma attached to a warrior who uses magic, psionics, or deception outside a challenge to overcome his enemies. However, once a challenge is accepted, a champion must fight as a warrior alone.
==Challenges in the Campaign==
Combat by champions is an excellent tool for bringing grand battles back down to the character level. No matter what the troop strength, magical and psionic aids, trains of supplies, plans, tactics, morale, etc., the struggle comes down to the swings of weapons between two powerful warriors.
Challenges can also even the odds. When the PCs are surrounded by superior numbers, they can offer challenges to save their skins. The reverse is also true; no matter how large the PCs' armies are, proper role-playing can put them into a situation where they must accept a challenge. Their sure thing can come down to a single combat.