Laws don’t mean much if there’s no one willing to stand up for them. And out on the frontier, justice means different things to different people. The bandit queen Breggan is a wanted criminal, but when she comes riding into the town of Quickstone with her troop, the sheriff may well decide to stay in his office for the night; he knows he doesn’t have the forces he’d need to arrest her, and innocents might get hurt if he starts a firefight. Besides, Breggan’s buying people drinks at the Crown and gambling away her ill-gotten gold. Where’s the harm? That is, until Breggan accuses the town healer of cheating at cards and threatens to kill him. Will the sheriff intervene then? And if he doesn’t, will adventurers take action? If so, will they just leap into combat with blades drawn? Will they call out Breggan and try to resolve the situation diplomatically? Or will they challenge the bandit leader to an arcane duel?
A side effect of this is that the Western Frontier is a magnet for outlaws, deserters, renegades, and other people who can’t safely walk the streets of the Five Nations. Some may have had good reasons for what they did; others could be vile war criminals or worse. The Broken Blade in Graywall is a particular nexus for such exiles and expatriates.
Brelish Law. Communities that identify as Brelish will have a sheriff who’s charged with maintaining the peace and upholding the Code of Galifar. Some may do their job to the best of their ability. Others may have arrangements with brigands or even be former bandits themselves. Depending on the size of a community, a sheriff may have deputies; if they don’t, they always have the ability to rally a posse and deputize people to assist. This is one of the simplest ways to set an adventure in motion. Sheriff Constable calls you all to city hall. “It’s time we did something about Breggan Blackcrown, and you’re the only people with the guts and the steel to get it done. Will you ride with me?” See the Crimes and Punishments section in chapter 3 for a closer look at law in a Brelish town.
Droaamite Justice. Traditionally in Droaam, justice is synonymous with vengeance. The primary deterrent to crime is the understanding that any wrong will be avenged, whether by the victim, their kin, their friends, or a Fang of the Fury (a divinely inspired professional avenger). Znir mercenaries or forces like the Flayer Guard of Graywall typically won’t intervene in what they consider to be personal matters. The Daughters of Sora Kell are working to improve the state of Droaamite justice. Katra’s Voices travel around the nation, acting to mediate disputes and listening to complaints. But the Voices are far and few between, and Droaamites usually take matters into their own hands.
Vigilantes and Dueling. Adventurers will often find themselves between Brelish law and Droaamite justice. How they handle this is a defining aspect of a Western Frontier campaign. Will they take the ruthless path of vengeance? Or will they try to uphold the principles of Galifar, even when they have to do it alone? Just because they can kill these cultists without consequences, is that the best answer? Ultimately, it’s up to the DM to decide whether to encourage ruthless justice or to explore the broader consequences. When the adventurers fight a stone cult, if they do manage to keep the cultists alive and sever their ties to the cult rather than just killing them… maybe the family of a cultist invites them over for dinner in the next session. Maybe a cultist gives them an uncommon magic item—a family heirloom—in thanks for their freedom. Conversely, if adventurers do ruthlessly slay their enemies, they may see the consequences of Droaamite justice, as the friends or kin of their victims hunt them down, spread stories about them, or otherwise make life difficult. One such consequence is that an adventurer could be challenged to a duel. Overall, most people on the Western Frontier support dueling if the cause is seen as justified. If a wandslinger comes to town and declares that an adventurer killed his brother in a cowardly fashion and that the adventurer is currently wearing the brother’s amulet, stolen from his corpse—if the adventurer refuses to duel or cheats to win, they could quickly acquire an infamous reputation. And if adventurers truly become villains… Well, perhaps another group of adventurers will show up to call them to account.
Sentinel Marshals and Tharashk Hunters. The Sentinel Marshals of House Deneith are authorized to enforce the Code of Galifar and to bring fugitives to justice. A Sentinel Marshal working a job might speak to a local sheriff; they can’t make demands, but they’re both on the side of the law. Critically, Sentinel Marshals aren’t authorized to break the law in pursuit of their quarry, and they are held to high standards; Sentinel Marshals are supposed to be the best of Deneith. By contrast, a Tharashk bounty hunter has no special dispensations and no expectations. Their aim is to get the job done, whatever it may take. And while the Marshal’s reputation may carry weight in the Five Nations, west of the Border Road the Tharashk heir may find more friends among the Droaamites. Adventurers could work with Marshals or hunters—or, if they cross a line, they could be targeted by them.
When Adventurers Are The Law. Whether it’s part of the foundation of a campaign or something that happens as a story evolves, it’s possible that an adventurer could be appointed as a sheriff—or if they’re Droaamite, that they could be called to serve as a Fury’s Fang and enact vengeance on behalf of someone who’s been wronged. In a typical village, the sheriff doesn’t have a great deal of resources to draw on. Their primary powers are the ability to dispense summary justice and to deputize people when they need support—which is to say, they can call on a capable group of adventurers to help solve problems. Of course, as a Brelish sheriff, an adventurer will have to decide what to do when one of the Black Crowns or a representative of the Halamar Clan shows up and offers them a little gold to look the other way on something. Will they set an example and strive to make their town a better place? Or will they keep the peace by placating dangerous people?
Hit Points are an abstract concept that represents durability, skill, luck, and the will to live. The idea isn’t that a character with high Hit Points can simply laugh as someone stabs them over and over; it’s that as long as they have Hit Points, they can avoid a lethal blow. Standard combat reflects the idea that combatants are dodging, parrying, and evading attacks even as they are losing Hit Points. People can and do fight challenges in the street using the normal rules of combat, which means they’re dodging and moving and getting hit multiple times before they fall. But an arcane duel is an entirely different form of combat. It’s about raw courage, speed, and skill: the courage to stand your ground, the speed to strike first, and the skill to land your spell. There’s no dodging in a duel; you need to look your rival in the eye as you strike them down. Because of this, an arcane duel only involves a single attack from each combatant—and that single blast can be deadly, regardless of how many Hit Points you possess.
Optional Rule: Wands as Weapons
Magic is a part of everyday life in the Five Nations. In the wake of the Last War, wandslingers have begun to displace traditional archers. But there are no rules that make a wandslinger’s choice of weapon matter—there is no mechanical difference between using a Wand or a Staff. However, the 2024 version of the fifth edition Player’s Handbook introduces Weapon Masteries—properties that reflect the full potential of a weapon, which can be unlocked by a skilled combatant. Adding Mastery properties to Arcane Focuses is a way to embrace the concept that Wands and the like are weapons in Eberron and to provide a distinct flavor to each focus. With these rules, the Wand is swift and vexing, the Rod staggers a target with brute force, and the Staff shoves them back with the power of its blast.
This is an optional rule that must be approved by the DM. If it is used, add the following Masteries to spellcasting focuses:
- Wands have the Vex property.
- Rods have the Slow property.
- Staffs have the Push property.
- Orbs and Crystals have the Sap property.
These variants are treated just like regular weapons: a character must have the Weapon Mastery feature and choose the specific type of arcane focus to use with it. The Mastery property can only be used when the character casts a cantrip that requires an attack roll: they do not apply to any other type of spellcasting.
The arcane duel is an old tradition with deep roots, especially in Aundair. Lethal duels are outlawed in the Five Nations, but few people care about that on the frontier. Dueling is about the perception of justice and of reputation. A would-be duelist calls out their opponent in front of as many people as possible, laying out their grievances. To refuse a duel is an admission of guilt and cowardice. In most communities, if someone refuses a duel, it’s probably time for them to leave town—or they might find themselves run out of town with a conductor stone hanging from their neck.
An arcane duel consists of the following phases, in this order…
1. Setting the Stakes. Is your duel for pride, blood, or death?
2. The Style. What is your strategy? How much power will you put into your spell?
3. The Stare. Complete a series of three opposed ability checks to gain Trick dice or to give your opponent Fault dice.
4. The Shot. Make a spellcasting ability check modified by your style, Trick dice, and Fault dice.
5. The Score. Determine the outcome of the duel.
These five phases are each discussed in detail below.
When a would-be duelist calls out an opponent and states their grievances, they set the stakes of the duel. Is it for pride—proof of skill and courage, but without the intent to cause serious harm? Is it to first blood, where the victim suffers significant but nonlethal damage? Or is this duel to the death, in which case the loser will be dropped to 0 Hit Points?
The challenger states the terms of the duel; their opponent can debate, if they choose. But regardless of what is decided, each combatant secretly writes down the stakes of their shot. It’s highly dishonorable to agree to duel for pride and then to aim for a killing shot… But these things happen on the Western Frontier.
Every duelist has a signature style. The twitchy warlock from Callestan relies on pure speed to bring down an enemy, while the noble trained at Arcanix takes their time to cast the perfect spell. In this phase, each duelist secretly chooses their Style. In addition, they choose the level of spell slot they will expend in the Shot; using a cantrip is treated as a spell slot with a level of 0. If they can cast a spell without expending a spell slot, they can choose to do so instead, expending a use as if they cast it normally. In that case, it counts as expending a slot of that spell’s lowest possible level for the Shot phase. They write both of these things down in the same place as the Stakes.
There are five basic Styles:
Steadfast. Gather your courage and take the time to do things right. Effective against Quick or Disruptive.
Quick. Speed is everything. Strike before your opponent can gather power. Effective against Overwhelming or Weird.
Overwhelming. Channel as much raw power as possible. Effective against Steadfast or Disruptive.
Weird. Your technique is unpredictable or untraditional. Effective against Overwhelming or Steadfast.
Disruptive. You don’t play by the rules. Effective against Weird or Quick.
Each Style has a unique benefit, plus an additional benefit if the chosen Style is effective against the choice made by the duelist’s opponent. However, Style isn’t revealed until the final phase! The effects of the Styles are summarized in the Dueling Styles table.
Style | You always get... | You sometimes get... |
---|---|---|
Steadfast | During the Shot, you can reroll one of your Fault dice. If you do so, you must use the new result. | If your opponent chooses a Quick or Disruptive strategy, you have Advantage on your attack roll during the Shot. |
Quick | During the Shot, you can reroll one of your opponent’s Trick dice. If you do so, you must use the new result. | If your opponent chooses an Overwhelming or Weird strategy, you have Advantage on your attack roll during the Shot. |
Overwhelming | During the Shot, you can reroll one of your Trick dice. If you do so, you must use the new result. | If your opponent chooses a Steadfast or Disruptive strategy, you have Advantage on your attack roll during the Shot. |
Weird | During the Shot, you can reroll one of your opponent’s Fault dice. If you do so, you must use the new result. | If your opponent chooses an Overwhelming or Steadfast strategy, you have Advantage on your attack roll during the Shot. |
Disruptive | During the Score, you can choose the consequence the loser faces. | If your opponent chooses a Quick or Weird strategy, you have Advantage on your attack roll during the Shot. |
Now, the two duelists look into each other’s eyes, watching every motion their opponent makes and searching for a weakness. A blink or a single bead of sweat can give the game away. The Stare lasts for three rounds. In each round, take the following steps:
1. Roll for Initiative. Both duelists roll for Initiative.
2. First Declaration. The duelist with the lowest Initiative score declares the Move they will make.
3. Second Declaration. The duelist with the higher Initiative score declares the Move they will make.
4. Roll the Stare. Both duelists make an ability check using the ability and skill linked to their Move.
5. Resolve. The victor of the check gains the benefit of the Move. If there is a tie, both duelists reroll the check.
As Initiative is rerolled in each round of the Stare, the balance of power can shift. This is important, because each Move is especially strong against a countering Move. If a duelist uses a Move that is strong against their opponent's move, they get to add 1d4 to their ability check. So, if the first duelist chooses to Twitch, the second duelist may use their best skill—or they can choose See Through Them and add 1d4 to their result. Alternatively, if the second duelist chooses to use Eye of the Beholder—which is weak against Twitch—the first duelist will get the +1d4 bonus; this would be an odd choice, but if they’re really strong with Perception, it could make sense!
The Stare is an intense experience, as you size up an opponent and prepare to cast a spell. Because of this, you cannot maintain Concentration on a spell during the Stare, and you cannot use Reactions during it. However, other people can interfere, and any effect that modifies ability checks—such as Guidance or Bardic Inspiration—can affect a round of the Stare. However, an arcane duel is supposed to be a contest between two individuals, relying on their personal courage and skill. Receiving assistance from someone else goes against the principles of dueling, and if such actions are noticed, impartial observers may become hostile and the outcome of the duel may be dismissed as invalid. It’s not uncommon for observers with access to Detect Magic to use it during a duel to ensure that no one is interfering.
Move | Ability Check | Strong Against | Benefit |
---|---|---|---|
Twitch | Dexterity (Sleight of Hand) | Eye of the Beholder | Gain a Trick die. If you win the check by 5 or more, you gain another Trick die. |
Show Off | Charisma (Performance) | The Look | Gain a Trick die. If you win the check by 5 or more, your opponent gains a Fault die. |
Bluff | Charisma (Deception) | Sage Advice | Your opponent gains a Fault die. If you win the check by 5 or more, you gain a Trick die. |
The Look | Charisma (Intimidation) | See Through Them | Your opponent gains a Fault die. If you win the check by 5 or more, your opponent gains another Fault die. |
Eye of the Beholder | Wisdom (Perception) | Bluff | You lose a Fault die. If you win the check by 5 or more, your opponent gains a Fault die. |
See Through Them | Wisdom (Insight) | Twitch | Your opponent loses a Trick die. If you win the check by 5 or more, you gain a Trick die. |
Sage Advice | Intelligence (Arcana) | Show Off | You can change your own style if you choose. If you win the check by 5 or more, you learn your opponent’s current strategy before deciding whether to change your own. |
Tactical Analysis | Intelligence (Investigation) | Tactical Analysis | You learn your opponent’s current style. If you win the check by 5 or more, you can change your own strategy if you choose. |
During the Shot, spells fly and the contest is decided! Go through the following steps:
1. Roll Initiative. This is relevant in the Strategic Twist phase.
2. Reveal Style and Power. Duelists reveal their Style and the level of the spell slot they expended. Take note of the benefits of the Styles. If one duelist expends a higher level spell slot than the other, they gain a Trick die.
3. Cast! Duelists make a ranged spell attack.
4. Tricks. Duelists roll 1d6 for each Trick die they have and add it to their attack roll, keeping the die visible.
5. Faults. Duelists roll 1d6 for each Fault die they have and subtract it from their attack roll, keeping the die visible.
6. Strategic Twist. Depending on their chosen Style, duelists may have the opportunity to reroll Trick or Fault dice. The duelist with the lowest Initiative count resolves their style first, then the duelist with the higher Initiative count acts.
7. Determine the Result. Once all Trick and Fault dice have been rolled, and any Strategic Twists have been resolved, the character with the highest result wins the duel. If there is a tie, both duelists suffer the effects set by the Stakes!
When the dust settles, and the winner of the Shot has been decided, the duelists determine the consequences according to the Stakes chosen by the victorious duelist.
Pride. The loser loses one Hit Dice. Alternatively, if the winner is able to cast at least one spell of the following schools, they can choose one of the following options instead:
First Blood. The loser is reduced to a number of Hit Points equal to half their Hit Point maximum (rounded down). If they have fewer than half their Hit Points remaining, they instead are reduced to 1 Hit Point.
Death. The loser is reduced to 0 Hit Points.