Let me know if I should bother continuing this, and if so, where it can be improved.
Targan Honor Codes
Targus is the God of War. While arcanists can roll their eyes and claim the gods are false constructs- they cannot deny that those who follow the gods are granted powers to spread their message. That’s essentially what a cleric is, a Church is organized to spread this message. A Church trains its cleric in the interpretation of the dogma and how to most efficiently spread it to the benefit of the patron and nation the church is beholden to.
The Church of Targus is unique in that it isn’t unified. Every nation, Enclave, Tribe, and group has their own interpretation of the dogma of Targus. Which can roughly translate to, “Promote conflict, for it makes people strong. Don’t resort to cowardice and run away from a fight, for only in adversity can you grow stronger than you are- those who flee from a fight are doomed to inadequacy.” The Churches in Netheril promote this version:
1. Peace is for the weak. The empire expresses its strength through its martial and magical superiority in all things.
2. Diplomacy should be done from a position of strength, after proving one’s superiority in battle.
3. Obey the word of one’s superiors, in return, they shall provide the spoils of battle.
4. Respect strong warriors, be they foe, ally, or third party. War is not personal, and should not interfere in the relationship between friends or rivals.
5. Ambush and deceit should be scorned as cowardly, honor and strength can only be determined in head-to-head combat. That isn’t to say scouting and information gathering are not valid tactics, they shouldn’t be used to say, assassinate the enemy’s general before battle commences.
6. Non-combatants are determined to be those with no skill-at-arms. Anyone on a battlefield is a combatant, unless it’s abundantly clear they are not (children, pregnant women, the elderly). If they are there by chance, that is their own fault, and neither army can be held responsible for the death of civilians on a battlefield.
7. Fairness is an illusion, there is only strength, and only the strong can determine what rules others will abide by, otherwise, they are empty words lacking the power to back them.
This code of conduct varies from Enclave to Enclave. Sometimes, the Church is little better than a bandit organization, raiding and plundering with wanton abandon. Other times, it is a noble organization dedicated to rooting out the worst abuses of the strong done towards the weak. The Dukarrus Legion subscribes to the code listed above. Violations of this code are grounds for reprimand and potential execution depending on severity. Purposefully hunting down women and children in a Rengarth settlement that resisted the glorious march of our legions has been disciplined harshly in the past. We are not savages, and our people cannot prosper if these future slaves are put to the sword.
The Rengarth Tribes follow a differing code of honor in regards to Targus, mostly centered around personal disputes. The Netherese Church is integrated into her armies and emphasizes groups, strategy, and the role of the soldier in the context of the greater body. Rengarthian Shamans emphasize the achievements of the personal warrior over the collective, with many of their heroes acting in small groups or in solitary battles in one versus one conflict. In Netheril, honor, glory, and achievement are earned by completing a superior’s orders and tasks to the benefit of the whole. Rengarthian Warriors, in short, fight for personal honor. Netheril fights for the collective whole. Roughly, their code of honor can be summarized as such:
1. Honor is equal to glory, those who achieve the most glory is the most fit to lead.
2. Strength makes right. The strong can do as they wish.
3. A glorious death is preferable to a cowardly life.
4. Only those who have achieved glory are worthy of following
Essentially, if you’ve not attached deeds to your name, the Rengarth will not heed your words. Your wisdom possesses no merit, and your cunning shall not be heeded. Ultimately, strength is all that matters.
The Targan dueling traditions vary, single combat is often a spectacle and entertainment in the faith, and various feuds and conflicts are settled before growing out of control. For example, two men pursuing the same woman may choose to settle the fight in an arena rather than draw their brothers and family into the feud as well, preventing undue harm in what is ultimately a personal matter. As with Rengarth and Netherese traditions listed above, they tend to vary. Between specialties in devices (cunning rogues may choose to set a contest of skill as opposed to martial might) or arcanists may wish to fight with wit- the Targan Church eschews both- and settles for simple violence. Being said, there are numerous styles, and each duel should be settled on its individual merits- but generally, these rules are applied:
1. Duels are between equals. The stronger individual reserves the right not to fight a weaker foe.
2. Duels should be fought for something of equal value. The pride of a peasant cannot compare to the pride of a noble.
3. Enchantments should be dismissed prior to battle beginning, as sometimes magic is greater than the might of a warrior.
4. Supplies and magic are to be determined by the people performing the duel.
5. Only those suffering injuries or are ill may nominate champions. Generals, rulers, and leaders may also position champions for their cause.
6. If two armies battle numerous times with no clear winner, a fight to the death between army champions is acceptable, as long as its outcome is adhered to.
A king and a peasant should not fight, unless it is not on a field of war. It lowers the standing of the classes. The peasants obey, and the king leads. Duels are fought over something of agreed upon equal value. All that matters is that the warriors are willing to battle for it. The matter of magicking before a duel is a state of honesty and integrity all great warriors possess. Those who cheat rules and norms bring only disharmony into the ranks and places into doubt the trust their brothers can place in them. The matter of champions is complicated, while people should fight their own battles- those who lead often have more enemies than arms, and cannot fight every single contender or person opposing their vision. Thus, those who bend knee to them, swear allegiance to them- or even simply consider them friend can take on the mantle of Champion and settle disputes in their name. As for the latter- if war weariness infects two armies, it is clear Targus wills the battle to be resolved between the two finest warriors in the conflicting hosts. Honor demands the armies and nations agree to its verdict, unless foul play is proven beyond all doubt.
More to be written.Tor Fensblood