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Society
The society of the people of Eyru has
been
developed from research into the way of life of the ancient
Irish and Celtic people in general. Much of this is from freely
available sources on the internet (see the Links
section). The setting is intended to be centered on the human side
of things and thus this society information concentrates solely on
that race. Other races are the stuff of Eyrian myth and legend.
Though, these legends seem to become more "real"
everyday as our current adventuring party explores the past.
Within the shores of the land of Eyru
there aren't separate nations set aside for each and every core
book race. Eyru
is a campaign which differs quite a bit from the standard ADnD
campaign in that respect. A single elf has been discovered (see the party
sessions in the Tales section) and he claims to come from a land
over the impassable eastern sea. Humans, Ogres, Giants, Fomorians
(a long disappeared seafaring race), and numerous variety of Faye,
are all recorded inhabitants of Eyru. However, the most playable
(in game mechanics terms) and the central figures of the Eyrian
world, have all been human. This doesn't mean playing a different
race is impossible (see the Races section for more information)
but it is entirely up to the DM.
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Clan
Structure
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The Eryians live in a clan based
society. In the beginning, being a member of a clan meant just
what is implied; a member of a tightly knit group of people,
usually related through blood or marriage. All clans were guided
by what was called either a chieftain or a king. This practice had
been established long ago by the first people, the Tuatha de
Danann.
In the Times of Chaos, these clans
all lay claim to the land and warred ruthlessly amongst each
other. Their constant warring made them weak and much of Eyru lay
in the hands of the Giants and the Fomorians. The first High King,
Bicchru Lirnaan came one day from across the ocean and united the
clans under one banner. The divisions remained, but each clan
chieftain swore an oath of allegiance to the High King. Conflict
still existed among the clans but the solidarity that this single,
charismatic leader provided, helped the people finally grow and
prosper.
To be a member of a clan doesn't
necessarily mean descent from one of the original founders (though
this is often the claim). Ceremonies exist wherein clan members
can swear their allegiance to a different clan's ruling family and
become a "sept" of that family. These ceremonies were
most common immediately following the departure of the High King
and during the formation of the four High Clans of Erinin, Steairn,
Tairan and Faough. They are rarely undertaken in the current day
however as clan loyalties have cemented over the centuries. Those
switching loyalties are always viewed with suspect by the new clan
and with abject hatred from their former clan.
Within a clan, there are also
obvious stratifications. Kings, petty kings and chieftains all
make up the noble class. Of the highest of nobles are the High
Kings of the four High Clans themselves. In an almost dizzying chain, each leader
pledges loyalty to another in exchange for land or livestock. The
leader accepting such a pledge offers the consolidated protection
of a larger group of nobles. In turn, the pledge provides military
service, labor, hospitality, and may pay some sort of rent based
on what was initially given. Beneath the nobles are
their warriors who share a high place in Eyrian society. The
remainder of the populace is made up of farmers and tradesmen who
serve their clan chief.
Clothing and ornamentation are also
an important part of Eyrian society. How you are dressed can
easily display your social status among your tribe. For
chieftains, nobles and others of high status, a torc is the single
most common piece of jewelry. A torc is an open circular neck ban
d in which the terminal ends are ornamented, usually with precious
metals. The people of Eyru enjoy displaying finery and a wide
variety of jewelry is common.
Among all social classes, similar
clothing is worn. Bracae, trousers of leather or more commonly,
dyed wool are worn by both men and women of Eyru. The trousers
frequently include belt loops or in some cases have a drawstring
cord sewn into the waist. The bracae are generally worn with a
loose fitting tunic of linen or wool and a cloak fastened around
the shoulders by a decorative brooch. Caligae, sandals of leather
fastened with leather cords, complete the standard Eyru form of
dress. Going barefoot is not uncommon though, even among the
upper classes.
Clan designations are seen by the
use of tartans, usually in the cloak or tunic. High Clan Faough
participates in this custom on the most sporadic basis but the
remaining clans have made it an everyday part of life. The tartans
consist of plaids upon solid fields where the solid represents the
overall clan affiliation and the the various colors represent the
particular sept (or family). High Clan Steairn is most commonly
associated with a Red field; High Clan Tairan is Blue, High Clan Erinin is
Green, and High Clan Faough varies between a dark green and
occasionally brown.
There are also groups of people
referred to loosely as "The Ignoble" who through
grievous crime or bad luck have been exiled from their clans. This
type of punishment is usually reserved for those guilty of the
most heinous of crimes. Being exiled from your clan means the loss
of any and all property. It also means the exile is on their own
and unable to call upon their clan' s protection. While this is
the stiffest penalty handed out in most Eyrian courts, it often
results in what amounts to a death sentence. Those who brought the
grievance before the court are free to pursue the exiled criminal,
who no longer has the protection of his clansmen. Many times,
those given such a sentence are reduced to banditry as a way of
life or they seek out a meager existence among the Wastes, also
referred to by its inhabitants as Freeman's Land.
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Law
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Eyrian law is quite evolved and similar
versions are shared among the clans. Most often, punishment is
levied in property fines which takes the form of livestock. In
general, the proceedings are overseen by a Brehon, a specialized
form of Druid or Bard who has committed to memory the stories and
deeds of wise leaders and warriors of the past. These tales often
serve as the basis for the Brehon's judgment in a trial. If a king
or high king of a clan is present, they are given final say over
the proceedings.
Most often, fines are levied for
those who are found guilty and are usually paid in cattle
following well established guidelines. If someone is unable to
pay, they are required to offer themselves for service (slavery).
They remain a slave until they have added their honor price each
season until it matches the value of the claim. A person's honor
price is directly related to their station in society. An
overview of legal proceedings follows:
(The overview is provided simply
to give a feel for the method of justice in this society. Unless a
GM and his/her players are simply interested in playing out the
details, I wouldn't suggest going into too much depth during the
game. However, this is great information to have around for when
laws are broken by players or NPCs. In many games I've GMed in the
past, I've often been at a loss for creating legal judgments in a
campaign world. Usually I would just throw the players/NPC in
jail. This system adds a little more flavor though the standard jail
sentence is still a fine shortcut.)
Step One:
The victim or a member of the victim's clan contracts with an
advocate who makes the accusations known to the public. Much
as it is in modern courts, self representation is considered
unwise.
Step Two:
The plaintiff's advocate selects from one of five paths to pursue
the legal action. Advocates who change paths or bring grievance
under the wrong path are fined the value of one milk cow. (The
value of a "milk cow" or any cattle is at the GM's
discretion. A suggestion would be around 30 GP in value, payable
preferable with the cattle itself but in some cases substitution
for an equivalent GP value of equipment or goods may be agreeable
to both parties.)
Truth (this is in regards mostly to cases involving
property, allegiance or perjury)
Entitlement (this is used to enforce any contractual
rights the plaintiff may own)
Justice (generally this involves renegotiating unfair
contracts or perhaps even unfair judgments)
Propriety (issues of old origin)
Proper Inquiry (applies when none of the others are
adequate)
Step Three:
The plaintiff and defendant offer a pledge which is chosen
according to the path that is selected. This signifies their
commitment to the proceedings and the impending judgment. An
equal pledge or surety would be expected from the defendant. Once
this is done and assuming neither party defaults, the case may
proceed.
Truth pledge. valued at
one milk cow
Enforcing surety
by binding. Valued at the individual's
Honor Price which is directly related to their station in
society.
Penalty pledge. Valued at 1/7th of one milk cow.
Paying surety. Similar to a bail value that is determined
by the case involved. If a principal defaults the amount is
taken from him.
Hostage surety. When an individual places him/herself
between two parties as surety. If the principal defaults, the
one who has placed themselves as surety willingly goes into
bondage until the debt is settled or they are ransomed at the
body price of a freeman: twenty-one milk cows.
Step Four:
Each advocate pleads his case according to the path the plaintiff's
advocate chose. Evidence is given and witnesses are called to
testify. Each then rebuts his counterparts pleading. Witnesses may
be cross-examined.
Step Five:
After considering the testimony and evidence the judges (Brehons)
are required to consult any dignitaries (High Kings, kings,
chieftains, persons of renowned, higher level Druids or Bards,
members of the Council of Stone, etc.) that may be present.
The judges then formulate the actual judgment and must support it
by stating the source they are calling upon for wisdom. If a judge
mistakenly states the wrong type of resource he is fined for a
false judgment and in some cases the ruling may be overturned.
Legal Verse
(pre-established case)
Maxim (or Triad)
Analogy (from Eyrian Lore)
Natural Law
Step Six:
Public announcement and explanation of the foundation of the
judgment .
Step Seven:
All claims awarded by the court must begin within three days or be
forfeit.
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Economy
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As
evidenced in their system of justice, economically, the society is one
of farming and barter. Bartering for what you need is the way of life
as most of the general populace is located in rural farming
communities. Due to a rarity of coinage, taxes are also commonly
collected from citizens in disposable goods. In large cities, coins are
more common though barter and trade is still frequently practiced.
Wheat, corn, potatoes, barley, are
all common crops as well as other fruits and vegetables. Livestock
includes mostly cattle, sheep, and pigs. Nearly all clans live in
small farming communities. In most cases, this land is overseen by
clan leaders or petty kings who in turn are pledged to support the
activities of their clan's High King. Other clans have a much looser
(or even malicious) bureaucracy (as is described in the
individual clan differences.)
Mining is also a small part of the
Eyrian economy. Tin, copper (the materials to make bronze)
and iron ore are gathered in moderate degrees, most being found in
the eastern lands and some on the southern edge of the Wood
Between. Precious metals are also mined in small quantities with
silver being the most commonly encountered. Most of the gold in
circulation is the same which was mined from northern lands during
Eyru's Golden Age. Some mines for this metal exist though are
rare. This poses less of a problem than one might think though, as
hard currency is not in frequent use in these lands.
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Technology
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Eyrian technology is on par with
Europe's early dark ages. Construction sciences are in their
infancy and advanced building materials consist mainly of
rough-cut stone. Earthen fortifications are still in use and
timber provides a large percentage of building material.
Metalworking is at an advanced stage due to years of refinement.
The Eryian craftsmen can produce marvelously detailed bronze,
copper and iron works though steel is a substance shrouded in mystery.
Bronze and iron are the material of
choice for the arms and armor of these people's warriors. Bronze
slashing and piercing weapons have reduced threat ranges (-1 to
the threat range if better than 20-no weapon will lose the natural
20 threat) and also have reduced hardness (1/2 of listed value).
Also, when striking an opponent's weapon with the intent to break
it, a bronze weapon cannot break a weapon constructed of iron or
steel. Iron constructed weapons and armor weigh approximately 25%
more than their listed weights. Iron slashing weapons have reduced
threat ranges similar to that of bronze weapons.
Bronze and iron arms also require a
great deal of upkeep. Iron rusts easily and must be kept dry and
preferably oiled; bronze armor is soft and malleable and is under
constant need of repair. Anyone wielding weapons made of these
metals must be skilled in their upkeep or they will slowly
degrade. Untreated weapons and armor are susceptible to loss of
effectiveness if not cared for before and after battle. It is
assumed that any character proficient in a weapon's use also knows
how to properly maintain the weapon. In the case that a weapon is
allowed to degrade, damage is reduced by 1 as well as the critical
range assigned to the weapon (though again, not below the standard
20). In the case of armor, the bonus is reduced by one. These
penalties accrue through use, harsh conditions or simply over time
(all at the DM's discretion) and are cumulative. Repair or
replacement will become necessary overtime.
Leather, Hide, Scale, Padded,
Cloth, Banded (the weight is 45-50 lbs. Due to the use of Iron
plates as opposed to steel), Splint Mail (weight 55-60 lbs) and
Ring Mail are known armors. Metal armors are generally the
arraignment of chieftains and kings. Going into battle without this
is a common practice of even the greatest warriors. Shields are
common, ranging from bucklers to tower shields. Most shields are
constructed of wood and bound with iron. Some solid iron
shields exist, but they are unwieldy and not in common use aside
from ceremonial purposes.
The spear isone of the most common weapons on the battlefield. The sword is also widely employed and most often by
rich nobles and kings. Sword style is similar to the roman spatha
wherein the short handle lacks any real guard. Other weapons
include the shortbow (though it is used more for hunting than
war), hammer, mace, claymore (greatsword), battle axe, sickle,
dagger, dart, pick, hand axe, harpoon, javelin, knife, staff,
scourge, sling, whip, bastard sword, broad sword, khopesh, and
short sword. The two horse chariot is also a common implement of
war though going into battle on horseback is more popular among
some clans.
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Holidays
and the Ritual Year
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The people of Eryu observe several
holidays, many of which are a seamless part of their agricultural
practices. Far from simply being ways to mark the milestones of an
agricultural existence however, they are events imbued with
magical tensions. Many pivotal points in Eyrian history have
occurred on one of these special days. The selection of kings,
fantastic battles and the rising of spirits are all said to
accompany these days. They mark the very times where the seeds of
fate are sown and the magic of the world blossoms. The link
between the real and the Otherworld is reduced to a thin veil. These
holidays also provide the basis of the Eyrian calendar. It is a
calendar based on ritual cycles rather than the keeping of the
passage of time.
Lughnasadh
(1st of August) Lugh, champion of the Tuatha de Danaan and master
of crafts, challenges lingering Fomorian earth spirits to allow
the people of Eyru to reclaim their harvest. Actual rituals vary
per region but ritual bonfires are common among this festivals
events. Couples are united (seeds sown under Lugh's
protection) and all manner of equestrian events are common.
Marriages are conceived as handfastings wherein a couple is
married and after one year and a day (the following Lughnasadh)
they return to the same spot and either reaffirm their vows or go
their separate ways. Feats of horsemanship, horseback races and
chariot races are very popular at this time of year along with
open markets where sellers ply their early summer bounties. If
rain ever dampens the festival, it is always taken as a good omen
and a sign that Lugh himself is there to observe.
Samain
(Our
November 1st) is perhaps the most important ritual holiday observed in
the Eyrian calendar. It occurs at the end of the grazing season when
herds are culled and at the end of the planting season when winter is
setting in. This festival is important as its practice helps to
insure the future prosperity of the clan. Great feasts are held along
with dances and feats of skill. Of the feast, the largest portion is
served to the bravest warrior (and often times friendly and unfriendly
competition settles this). Wheaten honey beer (cornia) is served from a
common cup. Stories are exchanged throughout the evening and bards
entertain the crowds in competitions to be judged by the elders. These
festivities are accompanied by druidic rituals which appeal to the
Dagda and his consort Badb, for continued prosperity.
While the
night of Samain may be the most important, the eve prior to the
festivities is perhaps the most strictly observed. It is said that this
is when the link between the Otherworld and the land of men becomes the
most fragile. Mischievous faye and deadly spirits are said to roam the
land accompanied by all manner of foul beasts and monsters. Local
superstition holds sway and any number of activities are frowned upon
lest you draw the attention of these magical beings. In most cases,
villagers retire early and leave their hearth warm with a few amenities
left about in hopes that the wandering spirits will be appeased. The
means to quell the spirits or avoid their attention, vary from
community to community.
Imbolc
(1st of February by our calendar) Brigit, goddess of the three
arts (smithing, poetry and healing), rekindles the forge of the
earth for the re-emergence of life. Among the festivals, Imbolc is
a comparatively private affair. In the cold days of winter, less
time is spent out of doors and less work to be tended to. The
family hearth in the home takes on great importance and it is
Brigit who sees to the continuance of its flame. The people
of Eyru observe this by placing a Rowan branch on their hearth
during Imbolc. The truly fortunate will find her mark near the
fire or on the Rowan branch itself which signals great luck for
the household. The rest of the day is spent with family by the
hearth enjoying what food they have and telling stories through
Brigit's inspiration.
The end of
winter is celebrated in an event called Beltine (Our
1st of May). Roaring bonfires accompany these festivals in an
attempt to burn away the lifelessness of winter. Often druids
oversee a wide assortment of rituals on this day, many associated
with these restorative fires. Most are undertaken to protect the
coming season's crops from harm. Cattle are often times driven
between two roaring bonfires to protect them from disease, and
burnt offerings are given to the Elder Gods. Festivities also
accompany this holiday though they are more somber in nature to not inadvertently jinx their coming fortunes.
Claghleir
(derived from the idea of "seeing stones"; see the
history of the Council of Stone) is
another widely recognized ritual day, however its practice has
waned in recent years. It doesn't divide the year beyond the four
ritual quarters and is observed during the ritual month of Samain,
on its 15th day. This holiday was originally begun in honor of the
first Council of Stone and their victory. It is on this day that
the druids tend to the many standing stones that dot the
countryside. In the past, it was on this same day that such stones
and henges were erected. It was a day of great joy for it
celebrated the formation of the Council and paid homage to those
heroes who fought at the Battle of One Hundred Wounds. Over the
centuries, the Council has slowly slipped from center stage for
numerous reasons, and the popularity of this holiday has waned.
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Death Rites
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The dead are washed using water from
a sacred well, pond or river. Oftentimes among the eastern coast and
especially near the city of Harknon, it is customary to use sea water
as well. This cleansing will protect the dead along their journey to
the Otherworld, especially when they descend through the Tir fo Thoin,
the Land Beneath the Waves. Once cleansed, the body is wrapped in an
Eslene, or death shirt. Colors for these vary though a pristine white
is most common. The body is then laid upon a bier in the center of
their residence for seven days. Torches or candles are kept burning
throughout this period, warding away evil spirits that may wish to do
harm to the departed soul. With the final three days, Keening (Caoine
pronounced "Keena") begins. The deeds of the recently deceased are
recounted and their life praised. If the person is of high social
status (druid, renowned warrior, chieftain, king, or family of)
feasting and games are then held in their honor.
By Brehon Law, the corpse retains much of its personal possessions and
these cannot be taken, even if required to fulfill a debt. These items
are at least one horse, a cow, a bed, a house and its furniture. If the
deceased is a warrior, their weapons and armor are also protected.
These items are either retained by the next of kin or buried with the
deceased.
On the morning of burial, a druid will come bearing a measuring rod
called a "fey stick". This rod, made of Aspen wood, and carved with
druidical symbols, is used to measure the body to prepare the grave.
All present avert their eyes lest the rod catch their measure and call
them to their death. As the sun sets on the seventh day, the body is
laid to rest and is either carried by seven men or, in cases of noble
birth, a chariot.
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Names
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Names are many times an extension of culture and of obvious
importance to the individual as well. For RPG purposes, names are
also a tremendous pain in the rear sometimes! As a DM I can think
of several NPCs that have gone on as "Fred" due to last
minute name generation! A favorite for a while in my last campaign
was nick-naming everyone "X"-boy, where X was a
particular feature (i.e. the infamous "Disease-boy", a
random cleric of the god of disease....) So to help everyone out,
I have collected a list of family and individual names that fit
the Eyru setting. They can be found here. |
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All original content is © 1999-2002 by Russell Linton.
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