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Celtisms

http://web.archive.org/web/20010425132537/http://selkie.net/changeling...

Additions to The Celtic Cycle.


Comhlann Comhlann is the Irish custom of a formal duel. A Comhlann is the only form of duel that is considered legally binding. In fact any duel that is not Comhlann is considered assault or murder by most of the nobles and priests. Whoever issues the challenge in a Comhlann sets the challenge, it's parameters, the conditions for victory, and the consequences of victory. These can be anything from a foot race from the mall and back, a sword fight, or a game of chess. The consequences can range from the looser abandoning a position (or suit) to death. So yes, a chess match could result in the death of the looser. In order for a Comhlann to be valid there are two additional requirements. First the Comhlann must be witnessed by either someone holding title, or at least three non-titled and neutral observers. Second the Comhlann must be as equal as it is possible to be. A seeing man cannot challenge a blind man to a sword-fight, for example, unless the seeing man wears a blindfold. The conditions of 'fairness' are highly subjective and are determined by the witnesses. Eineach Eineach literally means "cattle-worth" and is a hold over from the old days when cattle where the end all be all of wealth for the Celts. What Eineach has come to stand for, however, is your personal worth in a legal sense (though not necessarily your worth in a metaphysical sense). Your Enieach determines two things: the weight of your word in court, and the amount of reparations that have to be paid to you or your next of kin should you be injured or killed. When two people testify against each other in a legal matter and there is no outside evidence the issue becomes a matter of one's word against the others. In Celtic society Eineach is used to resolve this. The person with the higher Eineach's word is considered to be the truth, and the testimony of the lower Eineach participant is dismissed. This, of course, has lead to problems with commoners who know that a noble's word will always be taken above their own. However, should you ever be found violating your sworn word you Eineach immediately drops, and you are required to pay your Eineach worth of goods to the person whom you slandered. This keeps abuse of the system to a minimum. Also, it is possible for two people to put their Eineach against one other persons. Using this method a crowd of angry commoners can swear together and overwhelm even a King's Eineach. When used as a base for reparations Eineach is fairly simple. The person that injured or killed you is required to pay an amount of dross (or equivalent goods) equal to your Eineach. Thus if you kill a lord you'd best be quite rich, else you will be unable to pay the Eineach and his followers will come after you for blood. A kithains Eineach is equal to the level of their title, plus the level of their highest art times 5. In addition their level in holdings is added to the total, as is 5 points for any extra arts (after the highest) that are over level 3. This represents the fact that title, land, and magical ability are the most respected things among the fae. A Kinain's Eineach is 5, plus their highest art and any title they hold. Kinain are inherently biased against in kithain courts. Derbhfine The derbhfine is the Irish 'family.' The derbhfine is every man (and their wives and daughters) descended from your greatgrandfather all the way down to your generation. The derbhfine is used for inheritance, family honor, and mutual protection. Everyone in a derbhfine is expected to protect and look after each other, and everyone in a derbhfine is legally responsible for the actions of everyone else in the family. Thus if your cousin murders someone and refuses to pay reparations the family of the deceased can come looking for you. Of course, if they come looking to kill your cousin you still have to protect him, even though you may want to murder him yourself. The derbhfine is also used to help deal with the difficulties of kithain inheritance. As the children of kithain are not always kithain it is impossible to pass title and property of a magical nature directly to your own children. Thus when someone dies their title (if inherited and not gained through election), their land and their property all go back to the derbhfine. The property is devided up by the elder kithain and kinain of the family, and then the whole family votes on who should receive the land and title left over. In this way the power stays in the family -- as there is almost always someone eligible to inherit in the five generation span of the family.

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7/21/2012 7:13 PM

Celtisms

http://web.archive.org/web/20010425132537/http://selkie.net/changeling...

Derbhfine's can also lead to conflicts of loyalty. First off it is completely possible that members of the same family will end up serving under rival nobles. In situations like this it is a matter of personal choice which loyalty you place higher -- but either way you choose you will be condemned by some. Second not everyone has the same derbhfine. Your cousin, for example, is in your derbhfine and you are in his. However his thrid cousin is in his derbhfine but not in yours. Thus you are required to protect your cousin, and he is required to protect his third cousin. However, you are not required to protect his third cousin, and can, in fact be called on by other loyalties to attack or kill said third cousin. This leads you right into a fight with your own flesh and blood. The derbhfine structure is perfect for groups wanting to use troupe style roll play. Each player in the group can have 1 kithain, 2 kinain, and a handful of the mortal members of the extended family. (Unless there is a large group of players there should be enough people in the family line to support this). The players then all start off with shared ties, loyalty to each other, and a reason to be 'adventuring' together. They are, after all, family. Also the troupe structure can be used to play out the generational struggles of a family, and can even lead to games of dynastic politics. Works Cited Da Pour, Liam. The Peoples of Ireland from Prehistory to Modern Times. Notre Dame, 1986. Mac Neil, Eoin. Celtic Ireland. Academy Press, Dublin, 1981. Carnahan, John. Pagan Shore. Chaosium Inc, 1994.

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7/21/2012 7:13 PM

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