Kinneigh

Kinneigh
Kinneigh village is a mid-sized trading village on the Odheas Bhainne in the southern part of Oilinane. Map by Nimirien Books (Autumn Getty).
  Kinneigh is a mid-sized village on the Odheas Bainne, a river that marks the westernmost boundary of both Kinneigh Sept and the tribal lands of the Moirnenn people. It is primarily inhabited by Aodh merchants and farmers, though several other peoples inhabit the region and might be found there. Kinneigh's inhabitants rely on trade, farming, hunting and fishing to make their livelihoods.  

Climate

Kinneigh's climate is oceanic (Koppen classification Cfb). Winters are cool to mild and wet, with temperatures ranging from 38 to 50 F (3.5 - 10.5 C), and precipitation from 3 - 4 inches (67 to 106 mm). Snow is rare, with less than 4 days on average. Summers are warm and dry, ranging from 58 to 82 F (14.5 to 27.5 C), with 1.9 to 2.8 inches (48.6 to 70.4) of precipitation.

Government

The ri, as the leader of the community, is chosen democratically from the leaders of a small group of Aodh families who are notable for their renown as warriors, own farmland, and have achieved success in trade endeavours. The role does not pass to offspring when the ri is no longer able to rule; another warrior is chosen to take the ri's place. In most communities, this leader tends to rule with a light hand, as the Aodh are known for their independence and stubbornness. The ri chosen in Kinneigh must be approved by the current Taoiseach, however, since Kinneigh was developed to bring trade to Kinneigh Sept at great expense to the Taoiseach. It is still the case that the ri can be deposed if approval is obtained from Maedunum, so the current ri, Tadgh Gabhain, is careful not to overstep.   The giuistis is selected from among the most venerable of the draoi, a class of Aodh knowledgeable in divination and the law. The giuistis has the final say in matters concerning the law, and particularly in the judging of crimes resulting in exile or death. This draoi is not thought by Aodh to be as important as the king, but the respect accorded to this role means that the giuistis often wields much greater influence. The role is held for one year, during which the giuistis cannot leave Kinneigh. The current giuistis is Meibhin Daibheid.   Below the ri and giuistis are a group of three landowners, chosen from the same group of families as the ri using the same criteria. Each of these rialta is responsible for the promotion of one of the three economic spheres: trade, farming, and hunting/fishing. Together with the ri and giuistis, they form an informal council that attempts to guide the economic development of Kinneigh.

Defense

Unlike the villages of the mainland, there is rarely any cause for defense in the communities of Kinneigh Sept. The three tribes that inhabit Oilinane are a loose confederacy that none of their chieftains want to break, so Kinneigh is safe from aggression to the east. The only real threat is raiding from other Aodh communities or loose affiliations of other groups, and these rarely reach Kinneigh, since it is known to be of considerable interest to the Taoiseach. Since raiding is considered a regular part of Aodhan life, inhabitants are generally prepared and responsive to them, and even welcome them to relieve boredom.   In addition to the readiness of Aodh for a good fight, Kinneigh can rely on the Taoiseach to send warriors from Maedunum to deal with any threats that do arise. There are also a large number of sailors in Kinneigh during the shipping season, and all can fight well. A handful of draoi can generally be found lurking around as well, since there is a Si stone circle nearby. Finally, the Aos Si of Kinneigh are highly motivated to prevent any outbreaks of violence so that they remain safe as a people in the village.

History

Kinneigh's history is short and mostly uneventful. When the Aodh fled the lands to the north, they found an island inhabited mostly by the Fathachir, a species of giants distantly related to elvenkind. Having mostly encountered hostile giants in the past, and in the desperation of their flight from certain destruction, the Aodh attacked the Fathachir and a long war ensued. As the Aodh pushed south, they encountered their sister elves the Aos Si, who had come to help their allies the Fathachir. War raged for close to a hundred years, but the Fathachir and Aos Si were eventually defeated, with the Aos Si city Ait Cruinnithe left in ruins.   The three peoples came to an agreement about the future of Oilinane. The Aodh lay claim to the rulership of the island, and would divide it into three areas ruled over by the three tribes of their confederacy: the Aobhinnan, the Moirnenn, and the Dianaimhann. Fathachir and Aos Si would be considered honoured strangers, and would benefit from the Aodhan customs pertaining to ill treatment of strangers: any who harmed Fathachir or Aos Si without due reason could be put to death. Fathachir and Aos Si could live among the Aodh if they wished, or they could leave the island to live elsewhere. For their part, most of the Fathachir went to live in the mostly unhabited west of the island, or left for Tirmindemhin. Many of the Aos Si also left, heading south to their home island, while others either stayed among the Aodh or went to live underground.   The Aodh set to establishing trade networks with their new neighbours, particularly with the Aos Si to the south and the mainland to the east. They established the village of Kinneigh to receive merchants as the most viable port on the Odheas Bhainne, as it was the furthest upstream that trade ships could access. The past twenty years have been relatively peaceful, though there have been a few incidents of small groups of Aos Si trying to disrupt trade or raiding Aodh farms. The taoiseach is very careful in responding to this, as he would like to avoid further war. The majority of Aos Si also want to avoid conflict, and many will try to prevent their kin from carrying out these raids.

Demography

Social Class

The typical Aodhan social structure holds true in Kinneigh. At the top are the ri and rialta, and then any warriors who reside in Kinneigh. Just below these are the giusitis and the remaining draoi. These groups are not numerous in Kinneigh, as the better warriors are taken into Maedunum and the draoi generally prefer the wilderness.   The next group are skilled craftsmen, merchants, educated people and those who own land greater than what they could personally work. The final class is made up of everyone else.  

Age

Due to the relatively recent arrival of the Aodh, most are young, under 200 years. Fathachir and Aos Si tend to skew older, since many of their young were killed fighting the Aodh. The kobolds that roam the region are generally from young to middle-aged, since many came as part of Nathagorm's army. Edneim seem to be of the full range.  

Ethnicity

Aodh make up about 85% of Kinneigh's population, with about 12% Aos Si. The remainder are Fathachir, kobolds and Edneim, although the latter are quite rare. This last 3% fluctuates regularly.

Building Materials

Kinneigh is unique in the sept due to housing styles that more reflect the mainland than the typical roundhouses favored in the region. These styles were introduced by traders and have been thought to be more conducive to the variety of functions buildings in a trading hub ought to have. Typical buildings are made up of 1 or more square shaped rooms, each fulfilling a function. Buildings are constructed with a wood frame, and then wood is further used to create a wattle base that thatch can then be attached to.   Many Aodh find this building style uncomfortable and have left Kinneigh for the countryside or the other villages. The main complaints seem to be a lack of space which makes Aodhan hospitality customs more difficult to perform, as well as a feeling that clans need to have several buildings to support familial practice, leading to disjointed clan relations. Some Aodh, however, like the partitioning, as it allows for rooms to be used to house cattle or chickens.

Neighbourhoods

Kinneigh doesn't have formal neighbourhoods, but over time a few peculiarities have developed. The area to the east of the river houses predominantly Aos Si who work the four docks there or engage in either plant husbandry or providing labour to the rest of the village. This area technically falls outside of Moirnenn lands, but there is little objection from the Dianamhann since the docks provide goods they might not access themselves. This location also allows the Aos Si better access to their homeland to the south. The docks themselves are maintained through the cooperation of Aodh, Aos Si and mainlanders.   About three quarters of the buildings west of the Odheas Bhainne are Aodh housing. Many of these Aodh work the farms that surround the village, help out on the docks or tend sheep in the outlying areas. A few work in the establishments or market on the outskirts of the village.   The open-air market that exists just north of the village has existed since before Kinneigh's founding. Although it's in a perfect spot to be reached by all the farms that lie immediately around it, there is growing consensus that it should be moved closer to where the ships dock to cut down the distance goods have to be moved. Since the river forms a border between tribes, it's been proposed that a second market be formed near the docks with both tribes involved.

Laws

Proceedings

Aodhan law is maintained and carried out by the various classes of draoi, which include the bard, the fili, and the druid, in ascending order. The first step in becoming draoi is the memorization of centuries of traditional Aodhan law as it was learned from the Yankogi. The fili, should a bard get so far, then learns how to apply this law in particular cases, acting more as an arbitrator than as a judge.   If a party has been wronged, then she or someone from her clan will make a claim against the person who has wronged her. Both parties will be asked to present their story to the fili, who will decide whether the law has been violated, and make a suggestion about how to right the wrong. The fili will then entertain responses from both sides, and try to get them to agree before ruling on the dispute. The fili is often swayed to some degree by the skill of the speakers, as it is believed that truth cannot be spoken poorly. If the party with the claim against them denies the fili's ruling, the party who was wronged may enforce the ruling in whatever manner is available to her or her clan.  

Laws

Laws that are common to many societies will not be dealt with here, but some discussion is provided in the section on restitution. These laws include things like murder, theft, and crimes against children. There are a few laws specific to Kinneigh, however.   Magic use. The use of magic for personal gain is prohibited within the village limits. The rationale for this is to keep business interactions equitable for all involved. Magic may be used to help someone who needs it, provided the recipient of the magic agrees, and it does not provide an unfair advantage in interactions with other inhabitants of the village. Examples of acceptable magic might to heal someone who has been injured accidentally or calm an animal that is causing a disruption in the village. The use of charm magic to influence behaviour is particularly frowned upon, as is magic that would help someone in a fight.   In practice, it is very difficult to prove that someone has used magic for personal gain. Merchants or their customers may feel they have been tricked into a better price through charm magic, but often it is simply that skill in persuasion has been used. Often someone who is particularly charming will be able to convince the fili that nothing improper has happened.   An important exception to this rule is that draoi of all types and those that travel with them are permitted to use magic however they like. Draoi have a reputation for speaking the truth and are trusted to use good judgement in their use of magic. In addition to this, since draoi magic often involves music, poetry and storytelling, Kinneigh folk are always delighted to witness it.   Faerie companions. Kinniegh folk have a strong awareness of faerie folk. They have heard stories since their childhood of these creatures, including abilities real and imagined. Faerie companions are welcome in Kinneigh with a few restrictions. They must be below two feet in height, and they must remain visible at all times. Faerie folk who have magical abilities must also follow the same restrictions to magic use that Kinneigh folk follow.   People are generally excited to see faeries, but the restriction on height is due to a peculiar belief that the most dangerous of faeries are larger and far more malevolent.   Business transactions. The taoiseach of Kinneigh sept regularly meets with the ri and rialta of Kinneigh, as well as foreign merchants, to determine fair prices for items that are produced in and around Kinneigh as well as goods and services which come from the Aos Si to the south or the mainland. These determinations involve the usual elements of cost to produce and ship items, as well as a fair profit for those involved in this work. Items sold in Kinneigh cannot be sold for more than 20% more of this price, or for less by the same margin. For items that are unvalued through this process, parties are expected to agree on a fair price.   Hospitality. Aodh law includes a requirement of hospitality toward strangers. This means that travelers to Kinneigh can expect to be offered food and a place to sleep in exchange for something of the guest's choice. This is normally a recitation of a song, poem or story, but may include things more specific to the function of a place. The warriors at Maedunum, for instance, have a fighting pit where they invite travelling warriors to a friendly contest of arms. It is considered in poor taste to offer coins or other merchandise in return for hospitality, but Aodh in Kinneigh are becoming less traditional in this manner.   There is a special clause in this practice for Aos Si and Fathachir, as mentioned above. Throughout Oilinane they are considered to be guests unless they commit a hostile act. The unprovoked killing of a stranger is the most serious crime in Aodhan law, carrying the death penalty, whereas other killings may be paid for with a blood price.  

Restitution

Aodh culture does not allow for any sort of confinement for those found guilty of crimes. The long Aodhan pilgrimage through Ereba made them aware of prisons and similar structures, but these are felt to be inhumane since they involve separating Aodh from their clans. Removal from the clan structure is the worst thing Aodh can imagine.   Instead, a complex system of crimes and their punishments has been elaborated through interaction among the tribes. Most crimes involve a price that must be paid for their commission, though in rare cases a person will be required to forfeit their life. The guiding principle in these formulations is to determine what a clan whose member has been wronged will accept as restitution, since without this a clan is permitted to make war on another, often in an unending cycle of bloodshed. For most crimes, an acceptable price has been established, so that the restitution phase becomes a formality.   It is important to note that an arrangement can be made to pay restitution as long as the payment is completed after one year. If payment still cannot be made, and the offended party agrees, exile is permissible for the space of one year.  

Sample Restitutions

Killing of a stranger: death.   Killing of anyone else: price set based on the value of lost income to clan for one year, or exile.   Slander: price set to one quarter of the price for killing the victim.   Profiteering (charging more or less than the acceptable range, described above): two times the cost of the item. This includes using magic to gain an advantage.   Theft: five times the value of the stolen merchandise.   Crimes against children: exile.   Faerie companion not visible: exile of companion.  

Beliefs

The Wise

The draoi, also called the wise, are the principle religious figures among the Aodh. They serve a variety of functions, including keeping oral traditions, divining the future and acting as judges or advisors. They perform rituals to honour or propitiate divine beings, often at henges or small shrines. Draoi are very skilled at medicine and knowledgeable about the wilderness.   The wise are divided into three different groups with specialized training. The fili memorize oral traditions and the entire recht, a body of poetry that contains all the laws of the Aodh. They are excellent performers of music, poetry and storytelling, and are often consulted for their knowledge. The feith are known for their extraordinary divination abilities, often able to see into the future or into the fey realm. They are often consulted at the beginning of any new endeavor. The final group, the drwa, act as judges and advisors to the various rulers throughout Aodhan lands. It is important to note that rituals will often be performed by the senior draoi available, be they fili, feith, or drwa.   Despite the great respect and attention paid to draoi, it is hard to know precisely what it is they believe. Draoi command a wealth of knowledge about the history of faerie folk and their otherworldly realm, as well as a complex system of astrology tracked through the henges. At one time they revered the river Danu as an ancient ancestor, but over centuries her mysteries have been lost. The principal object of worship now is Aeith, a god of light and fire, and many minor deities brought with them from the lands to the north.  

Transmigration of Souls

The Aodh believe that after a soul has lived in one body for a set period of time, the soul will move to another body for a different set period of time. The length the soul stays in a body is predetermined by a whole host of factors, and is not usually known to a particular person. It is believed that this cycle can be disrupted by acts such as murder or being cursed. A common boast on the battlefield is that a person's soul was made to leave prematurely and now must wander in the wilderness.  

Events and Traditions

 

The Tastail

    During the three-day festival of the dead at the beginning of autumn, Aodh youth on the cusp of adulthood are taken to the Si Stone north of Kinneigh. They remain there for the entire three days, within the circle of stones, which are said to provide spiritual growth. During the day they are educated in the rudimentary elements of the droai faith, and to choose a path for themselves. At night, they are left in the circle alone where they are subjected to different types of test, many of which depend on the paths they have chosen. When they emerge after three days, they are considered adult members of their clan. Non-Aodh may take part in this ritual if they would like to, but doing so means that they will be taken into a clan.  

Samhain

Samhain is the three-day festival of the dead celebrated at the beginning of autumn every year. It is believed that on the second of these days the veil that separates the faerie realms, as well as the realms of the dead, is completely removed. This culminates in a hunt by the most powerful of the faerie and their misshapen dogs for certain of the living. It is said that anyone who dies during this period will not be able to migrate to another body.   The festival involves prayer, sacrifices, feasting and artistic performances by the fili. Each day begins on a sombre note, becomes more festive in the afternoon, and then returns to ritual seriousness in the evening. On the third day, all fires are put out so that the new year can be entered without the influence of the last year.  

Snaidhm

Snaidhm is a day used to commemorate the first arrival of ships in late spring for trade. In practice, it occurs a few weeks later than the first arrival, since this can vary from year to year due to weather. Merchants often try to have their goods arrive by this date, as it is usually attended by people from all over the sept and they are likely to make good sails.   During this event, a ritual is led which honours an unnamed deity, understood to be an amalgam of the appropriate sea deity for all different peoples involved. It is considered bad luck to name any particular deity, since leaving one of them out might incur their wrath and affect the trading season.  

Economy

Currency

At this point in its development, Kinneigh does not have a currency standard. The use of coins in Oiliane is still rare, as most communities rely on some form of barter. The only coins that circulate in Oilinane come from either merchants bringing it in or coins stolen from faerie. People who wish to save money typically trade goods for gems, and then barter these with the local merchants. The most common gemstone used this way is turquoise, since it is a relatively cheap gem and not too hard to find in Oilinane.  

Livelihoods

Kinneigh's location was determined based on two factors. First, it was at a point thirty miles inland still wide enough for ships to come up the Odheas Bhainne, providing a sheltered harbor of sorts. Second, there already existed a collection of farms in the region, at the centre of which was a market where farmers could bring their excess produce and trade it for goods from Kilmacrenan and Attinkee.   Despite the focus on trade, the majority of Kinneigh folk still rely on agriculture and animal husbandry for their livelihood. Though the Aodh practised agriculture in their distant past, they have returned to it only recently, having found the land in many areas divided into fields by stone markers by a mysterious people of the past. The Aodh are slowly learning from outlanders what the best crops for the climate are.   The Aos Si do not practice agriculture, preferring to live off of hunting and gathering and raiding incursions into the faerie realm. Those who remained in Kinneigh make their living primarily from the different types of work that support trade. These include working on ships, at the docks, or in construction of new buildings as they become necessary for increased trade. They also raise livestock as the Aodh do.   There are also limited opportunities for fishing, herb gathering, and a variety of resources in the scattered limestone caves nearby. The Aodh are just learning how to use the land to their advantage, but they take seriously the draoi's teachings about revering the land and are hesitant to do anything which will harm it. This is the reason they mostly exist in very small communities outside Kinneigh.  

Shops and Other Buildings

Kinneigh has a fairly large number of shops for its size. Using the interactive map will give you a brief version of the information here.   Warehouses: There are four warehouses located around the wester perimeter of Kinneigh. These hold excess vegetables, fruit and grain until they can be taken to market once weekly. They are sold to the merchants who manage the market, and their cost is tightly controlled.   Leatherworker: Aolu ap Uaithne is the village leatherworker. He has a touch of arrogance regarding his work, but is otherwise personable. Children often run into his shop to watch him juggle some worthless stones he keeps for the purpose. He has an old sword hanging on the wall which he keeps polished and won't let anyone near. In his off hours, leisure takes some pretty peculiar forms. He has long read hair, is clean shaven like most Aodh, has green eyes and a long, sharp nose.   Despite his arrogance, its obvious that he isn't a skilled leatherworker. Due to this and the wide availability of leather, the cost for his work is typically fifteen per cent lower than standard cost, and wears out more quickly.   Blacksmith: Finn o Faolain is considered by most to have the perfect Aodh build, and is quite handsome aw well. Interactions with him can be painfully slow as he is absent-minded often asks what his customre was just saying. He tends to stay out of other's business, and would appreciate others did the same for him. It's almost as if he's thinking about something he doesn't want anyone to know.   There is no denying the superior quality of Finn's work. He excels at normal everyday items, and even makes swords from bronze or iron, if he can get it. The cost of his work is fifteen per cent higher than standard, with iron items costing twenty times that price, which is the norm on Oilinane.   Carpenter: Eibhir o Maol Aodha's mother is a droai who inspired a love of growing things in him. He produces a supple, curved style for buildings and ships that that the Aos Si in particular love. There is a rumour that Eibhir's mother taught him the magic of warping wood, but of course it would be against the law to use magic in this way, even to create something beautiful, wouldn't it? He's pretty quiet, and won't let anyone watch him work.   Despite the beauty of his work, Eibhir charges average prices. For him quality is a matter of pride, and his generosity won't allow him to charge what the work is worth.   Jeweler: Unlike most Kinneigh folk, Chunolna Dagniad drapes elegant black clothes over her slender Aos Si frame. She smiles and laughs as she relates the epic tales of her people, often in poetry. Chunolna says the dark clothes are like the night sky, and her necklaces and bracelets show up against it like the spears of the Aodh warriors crossing it. She sells jewellery made from bone, precious stones and silver or gold. She is also known for her intense passion for dancing, during which she has injured herself a couple of times.   Chunolna's jewellery is of good quality, and she is fair to those who barter with her for gems. She charges 5% extra on average.   The Pixie: The idea of a building just for feasting that doesn't belong to a taoiseach or ri is novel for Aodh and Aos Si alike. It's especially alluring to the labourers and farmers, who get a taste of what it must be like to spend time drinking at Maedunum, even if they do have to pay. The proprietress is the Yawani Ioulia Mutiadi, a former merchant from a trading colony on the mainland. She has a large build, dark hair and eyes, and a crooked smile.   Even as she ages, Ioulia maintains a shrewd knowldge of how to turn a coin. The meals here are at standard prices, but the ale is dirt cheap. There are a few rooms for lodging, mostly used by foreignors who are nervous accepting Aodhan hospitality. The is ten per cent cheaper, while the lodging is twenty per cent more expensive.   Farmer's Market: This is the market that predates the settlement at Kinneigh. Once a week the farmers will get together and bring their surplus crops, beef and pork to the market, where it is sold quite cheaply, since there is generally a lot of it. Since Kinneigh's founding, anyone who wishes to may come to the market and set up a stall, so long as it doesn't create competition for the handful of permanent businesses in Kinneigh at the moment. Prices are expected to fall within Kinneigh guidelines as far as practicable.   Kinneigh Hall: The recently built village hall serves as an administrative centre for Kinneigh. Here the informal economic council composed of the ri and rialta meet to plan for the future, and to set prices every few months. In addition, records in Yawani script on rough parchment are maintained here. These primarily detail who has surplus land, how much of it, and how it is being used. Many of them are also business ledgers, required to be kept for five years. Both these items assist in the taxation of trade.   Brewery: The Aodh drink ale both for hydration and for the pleasure of getting drunk. The first type has just enough alchohol to kill bacteria and is usually unspiced. Higher alcohol-content ales tend to be made of millet, barley or wheat. Millet beer is popular with warriors, while wheat beer is mostly consumed by the noble families, often bearing a very slight apple taste. There is a very small proportion of wine imported from the Yawan mainland trading colonies.   Prices for alcohol here tend to be about ten per cent lower than usual.   Mill: Locally grown wheat and barley are brought here to be processed using one of the handful of rotary querns in the east room of the building. Much of the rest of the building is used to store the processed flour until it is transported by canoe to the other side of the Odheas Bhainne, where ships typically dock.   Kinneigh Stable: Horses are important for both Aodh and Aos Si, though their primary use is to pull chariots in battle rather than as a mode of transportation or beast of burden. The stable has a field nearby where chariots of various sizes can be stored while the horses who pull them are being stabled.   Kinneigh Dock: The small dock here contains four slips for trading vessels and several buildings for administration and storage. The docks are primarily worked by the Aos Si, mostly due to personal preference. The head merchant here is Shulda Sindar, an Aos Si accomplished in trade up and down the coast.
Oilinane
Oilinane is a small island off the coast of western Ereba. It's climate is oceanic to bordering on subtropical humid. The island's current inhabitants include the Aodh, who have political dominion here, the Fathachir and the Aos Si, as well as a small number of kobolds and Edneim.
Founding Date
3240
Founders
Type
Village
Population
700
Location under
Owner/Ruler

Tadgh Gabhain

L3 NG Aodh Fighter/Champion (S 15, D 10, C 14, I 10, W14, Ch 12; longsword and handaxes, chain+shield)   Tadgh is ri of Kinneigh. He came to Oilinane with the first Aodh a century ago, and took part in the war against the Aos Si. He became a close friend of Taoiseach during that war, and after the fall of Ait Cruinnithe was entrusted with the development of a new trade center at Kinneigh's current location.   Tadgh has copper-coloured skin, black hair, and green eyes. He prefers to dress in long-skirted tunics that are typically dyed blue with yellow or white knotwork designs.   Role-playing notes. Although the Moirnenn custom is to have ri selected from certain families, Tadgh was selected by the Kinneigh Sept Taoiseach due to the importance of setting up trade on the tribe's western border. This makes Tadgh a bit secure in his position which leads to a very firm hand in dealing with merchants from outside the sept. In Kinneigh, he is very careful in his relationships with his fellow clansmen so as not to give them reason to replace him. Like most Aodh, Tadgh gives preferential treatment to those who have proven themselves in armed conflict, and also gives careful respect to the Droai.

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