The Unseelie Accords, sometimes called just “the Accords,” are a set of agreements (like the Geneva Conventions) that govern behavior between its signatories, who are the major powers of the magical world. The Accords include protocols for etiquette, hospitality, formal duels, and neutral ground, among other things. They were instigated by Queen Mab.
Guidelines Regarding the Accords
There is no spirit of the law, only the letter of the law
Beings have license to deliver and receive messages, and to have safe passage granted them so long as they do not instigate violence.
Part of a pledge of safe passport or conduct is a promise to not drug any directly offered food or drink. If it is targeted at a group, rather than a specific individual, however, then it is acceptable.
If a member of the Accords is killed by another member of the Accords, one who has close relations to the deceased can demand a weregild in compensation for their death.
Should a member of one faction wrong another faction, the aggrieved party has the right to challenge their enemy to single combat. The dueling laws are based on the Code Duello.
Certain places can be signed on as Accorded Neutral Territory (such as Pig’s Eye Common House). This means that signatories of the Accords do not start any conflict on the premises, and are bound by their honor to take any fights outside. An individual can sign onto the Accords as a Freeholding Lord.
All disputes in the Cities Twinned are to be adjudicated by a representative selected by the Wyldfae and two other signatories, thie Wyldfae representative is currently Blackthorn.
The organizations that represent the duelers pick an emissary from the list of neutral emissaries.
The chosen emissary decides on a list of available weapons, such as magic or will.
The challenged picks the weapons, and the challenger picks the time and location.
The available weapons are not necessarily restricted to those usable by both parties. If the challenger can’t use the weapon the challenged chose, they can force the challenged to take their second choice.
Each party must have a second.
The seconds collaborate with the emissary to work out the terms of the duel.