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Inismore; The Emerald Isle
Topic Started: Apr 6 2010, 07:02 AM (29 Views)
The Storyteller
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[align=center]"They are a rowdy, lusty, drunken bunch, and the chief reason their culture has remained in tact despite centuries of invasion and occupation is stubborn Inish pride."~Warren Davie-Brody~[/align]


Inismore (in-Nis-more, or ih-NISH-more) is allied with Avalon and the Marches, and has her own immortal and strong-willed High King.

The O'Bannon may just be what he claims to be, or he could be a sorcerer out to deceive the people. Personally, we think he's the real thing, which makes him all the more dangerous to his nation. Sooner or later, the O'Bannon is going to do what he always does: pack up his little bag, hang his crown on his throne and wander away, leaving his people in chaos. At least that's what the folktales say about him. The truth may be much darker.

O'Bannon may be Elaine's most dangerous ally, however. As long as she has the Graal, he'll fall in line with Avalon. If she ever loses it, or betrays Inismore, which is even worse, he'll turn his wrath on her, leaving blood and bones in his wake.

Also keep an eye out for the O'Tooles, the O'Bannon's chief rivals. They're a crafty lot, and they're looking for every and any opportunity to steal back the throne. The O'Tooles don't believe the O'Bannon is what he claims to be, and sooner or later they are going to put the High King's claims to the test. The outcome of that little firecracker will shake up the Avalon alliance more than people think.



The People

The Inish are slightly smaller than the average Théan. And while famous for their 'fiery redheads', most Inish have black hair and dark eyes.

It is said that when the world was born, the greatest sorcerers in the world cast a gesa (gay-sah, compelling spell), upon Inismore. This spell created a code of conduct that has remained within Inish blood for almost two thousand years, a code that seems strange to those not native to the land. Once one sets foot on the Emerald Isle, it is easy to understand. It all boils down to reputation.

An Inish would rather cut his own throat than to commit an act that would disgrace him in the public eye. Of course, what behaviour constitutes "honourable" and "dishonourable" is very strictly defined by the gesa set upon Inismore and her people. No one is above the gesa, not even the King. In fact, the Inish see the King as 'the best among equals', a very un-Théan attitude.

The sorcerers' gesa created the Three Great Laws in Inismore: The Law of Hospitality, the Law of Bravery, and the Law of Loyalty. There is a fourth Law, but it is only invoked when the first three are broken. The Law of Justice.


Hospitality

Much like her Avalon cousin, Inish hospitality to both friends and strangers is very important. So important, in fact, that all along the King's roads travelers can sleep and eat at the King's hostels for no charge. Because the hostels are owned by the King, the "King's Peace" is invoked. No weapons of any kind are permitted within the hostel, and any act of violence is a crime whose only punishment is death. A host who turns away guests or treats them poorly greatly endangers his reputation. Word spreads quickly amongst the Inish, especially if a bard is present. Likewise, those who abuse the hospitality of their hosts also put themselves in danger.

Another aspect of hospitality includes generosity. In many ways, a man is judged by the kindness of his heart and the generosity of his purse. Those with little need have a duty to aid those with great need, and woe to the man with full pockets who doesn't spare a coin for the man who has nothing. There are countless Inish folktales that concern these issues and the fates that befell those who ignore the needy.


Bravery

It is better in Inish eyes to die a painful, horrible and courageous death than to live a long, blissful and cowardly life. How an Inish is remembered after his death is more important than anything else, for he is only immortal as long as he is remembered. Tales abound of heroes who give up their lives with a laugh and a smile, because they know they will be remembered.

Inish are proud people, too proud to show pain, doubt, or fear. This aspect of their culture can be reflected in their casual attitude toward violence. A fist-fight is always a respectful affair, sometimes even a friendly one. One man accidentally says the wrong thing (or perhaps the right thing), steps on someone else's foot, or just exchanges a look, and a fight breaks out. No weapons are ever involved, only two men and their fists. The pummeling continues until one man just can't get up; then his opponent lowers his hand, helps him to his feet, and buys him a pint. The winner always buys his opponent a drink; it's a sign of respect. After all, he fought until he couldn't get up...but he never gave up. That's an important part of the fight, one that shows he is a man who is willing to fight until he just can't fight anymore. His body may have given up, but his will to fight never did.



Loyalty

Loyalty is important to the Inish; when a man makes a promise, he keeps it, no matter the cost. However, mo man is ever expected to keep a promise that would compromise his honour (make him break the Three Laws).

While a man owes loyalty to his lord, his primary loyalty is always to his own honour. This is seen as strange by many Théans ~ after all, the concept of vassalage has been in existence since the days of the old Republic ~ but it is very important to the Inish. An Inish's first and most important concern is always keeping his honour in tact. While this trait may be seen as troublesome by other cultures, it is only the Inish trying to preserve his honour and his family's status. In a world of serfs and servants, this stalwart cry of individualism is seen by many Théans as arrogant, but it is, in fact, the one trait that best defines Inish pride.


Justice

The Fourth Law, the one that is only invoked when the other three are broken, is that of Justice. Inish law is not designed to prohibit crime, but to punish it. The gesa that was cast upon Inismore put into motion a force that brings the unjust to justice, no matter how far or fast they run. "What comes around, goes around" is not a phrase native to Inismore, but it may as well be. While justice may not be swift, it is inevitable. When foreigners to the isle see this power act, they call it 'coincidence' but the Inish know better.

The Inish see justice as a responsibility. When they witness a transgression, it is their duty to set it right. After all, they say, there are already enough people who turn away and say 'it's not my problem'.

The only way to rectify wrong is atonement, a quest that clears the offender's name. Often, a quest includes three impossible tasks, all of which any good-natured Inish is more than willing to try to accomplish, even if it means death. In fact, dying to clear one's name is the best way to go.
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