En'Tra'Sol
Many thousands of years ago, the Coynites were
divided into
numerous warring clans. This, combined with their rapid technological
development, resulted in a species that not only fought well, but
excelled in
weapon design and manufacture. Eventually, one Coynite clan learned how
to
manufacture biological weapons. Whether the action was accidental or
intentional
is not known, but a dangerous toxin was eventually released. The
microbe spread
across Coyn, uncontrolled. Anything as simple as a touching of hands
could
spread the deadly organism. The plague killed over half of the planet's
poulation.
Toral, chief of the strongest clan, realised that
the Coynite
species was heading toward extinction. He began a series of
reforms with
his allies and eventually suceeded in not only banishing biological
weapons, but
also instituted a code of law for the warrior society. Toral's
leadership and
wisdom united the warring clans under one law and one leader.
During this time the Coynite established the
tradition of no
personal contact without express permission first. the effect on the
biological
toxin was so pronounced that the ban on contact became part of this
law. The law
became known as the En'Tra,Sol.
Under the En'Tra'Sol, clan infighting was not
eliminated, but
the scale of the conflicts were greatly reduced. Toral's son,
Arl'Toral, managed
to bring peace to the planet. Arl'Toral Channeled his people's
natural
aggressiveness into a ridged code of conduct by revising the En'Tra'Sol.
Shortly thereafter, settlers from Elrood first
discovered
Coyn. During the early exchanges with these strangers from space,
Arl'Toral
realised that the best way to ensure peace on Coyn was to turn the
Coynite
aggressive energies into other pursuits. thus the first Coynite
mercenary units
were formed.
A summary of the En'Tra'Sol:
-
A Coynite's Sratt is their
life. All speech, action and story are Sratt. Once given, it is
eternally binding. One who breaks Sratt may be branded af'harl.
-
Combat is the natural order of life.
Conflicts and disagreements must be settled openly in combat.
-
An unsheathed or drawn weapon must be
used. If a weapon is drawn in anger, it must be used. To not respond to
a challenge, or to challenge or threaten idly, is to be branded
af'harl.
-
It is forbidden to show mercy in combat.
It eliminates the honour of victory in combat and removes the honour of
those who are shown mercy, making them af'harl. combat is to the death
unless one swears tracc'sorr to the other, in which case they
become part of that Coynite's family. At the begining and end of each
combat, all survivors must acknowledge and salute the opponent's
honour.
-
af'tah or harl'tah are
unforgivable sins. Use of kzah is deception and cowardice. Challenging
the injured or weak to combat is cowardice and is unfrogivable. Those
who deceive or show cowardice are branded af'harl
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-
One must unquestioningly obey all to whom
they have sworn tracc'sorr. All superior clan members, Ag'Tra and En'Tra are to be
obeyed without reluctance or hesitation. Not to do this is to be
branded af'harl.
-
One may only break tracc'sorr by publicly
declaring fas'tracc'sorr.
Superior clan memebers, nobles and of course, the En'Tra, may challenge
anyone doing this to combat.
-
Pain, sadness, guilt, regret, reluctance
or fear are emotions of af'harl and may not be expressed without losing
honour.
-
It is forbidden to touch another without
first receiving permission. The penalty for this is death.
-
af'harl are no longer Coynites. af'harl
have no rights, no property, no meaning. They are to be murdered,
enslaved or dealt with as any Coynites see fit. A Coynite may take
responsibility for af'harl, but all actions of that af'harl are that
Coynite's responsibility.
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