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Clan Structure Technology
Law Holidays and the Ritual Year
Economy Death Rites
Names

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.

Clan Structure

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

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

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

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

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

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.

Names 

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.
 


All original content is © 1999-2002 by Russell Linton.