Gîlmunîrel: The Kingdom of the Elrim Organization in Indarie | World Anvil
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Gîlmunîrel: The Kingdom of the Elrim

New windows, new roof, new shelves, new everything practically. But hey, I have my room back. My home back. I look out at familiar stars. It aches, the pain but it's fading now that every things put back together.   Five hundred thousand years. This place, this kingdom, it's endured for five hundred thousand years, despite the Elgath Order's attempt to end it. We've managed to come back from the brink. Maybe we've come back stronger.   I sit down on the balcony, remembering my history lessons. It's not been easy for my people. The Elgath Order has been trying to destroy us since the beginning. Horrific storms battered our coastline. The volcanos to the south erupted violently, causing a mass famine that struck the winter my mom and uncle were born. We survived them. We'll survive this, somehow.     -Lalith Hacende, Prince of Gîlmunîrel

Structure

The structure of the Eledrhim's government is, different. While they recognize the Hacende's as the Royal Family, the tribes still hold some autonomy in decisions concerning themselves. The five tribal chiefs tend to their people's needs directly, with the help of their advisors, consul and senate. When it comes to matters of national concern, the chiefs come together in consul, with their advisors, calling for the senate to come in full in the capital, Carachdanna. The king or queen, who are also chief of the Lhûg, will oversee the meeting. Together, they make decisions, with the king or queen being the one that settles arguments and speaks the final decision.

Assets

Gemstones, precious metals, forests, rivers, rich farmland, five large, fortified cities, a large army, Drakie Riders, mountains and plains, cliffsides and one of the largest coral reefs in the world.

Territories

The kingdom consists of Gîlmunîrel, as the continent is also the name of the kingdom, which is also lovingly called the Motherlands. Then there are several small settlements on islands and the southern reaches of different landmasses, which help the Motherlands in connecting to the outside world.

Military

Their military is a formidable force. The five tribes developed fighting styles that suited each groups unique physiology. The Lhingril are experts at night and pitch-black combat, being able to see without light is a great advantage in this regard. They are also quick and quiet, lethal, making great assassins and spies. The Myril are strong, sturdy and resilient, many also possessing the secondary, spectral form of a Jaguar. Hand to hand and close quarters weaponry combat is where they are most specialized. The Fileg are swift and have the great sight of owls and other birds of prey, able to see great distances with great accuracy. Many are fine archers and one in ten are born with wings, granting them with the gift of flight. The Than are climbers, useful in their mountainous home and basically fireproof due to the volcanoes that make up their region. Lastly come the Lhûg. Windswept, with senses like the Drakie, they are fearless and brave, willing to take on any land or people if they perceive them a threat to their own.   When combined, they are almost unstoppable. Ground mounted and air seem to be covered. Their navy is skilled as well.   One would be amiss to neglect the Riders. One would be foolish to forget those who have bonded to a Drakie. The pride of the military, the pride of the Motherlands, the Riders are the most terrifying of all. While their training would be reminiscent to their tribes' style, once mounted on their Drakie, they command the battlefield. Though a fraction of the military, their presence can turn the tide of battle in a heartbeat.

Foreign Relations

They don't have too many allies. The Yorutoshi provinces tolerate them. The Illarian's don't really trust them, but they don't mess with them do to their great strength. The Coruscaren Empire actively hunts them for their experiments.

Agriculture & Industry

They have a large agricultural industry, farmers helping support both their own families and local villages, towns and cities. They're also known for their wines.

Trade & Transport

If you're a forgier, you'll never find the roads and paths. They marked their roads subtly. If you want to find your way around, you'll need a guide, but the Eledhrim are just as likely to let you wander lost as they are to roughly escort you to the coast. They find easy to navigate their lands.

Granted Divine Powers

All are granted the magic of immortality, though greater magical gifts are not uncommon. The gifts that are given often are specific to certain tribes, as each are given from the god or goddess that receives primary worship from that tribe, though all believe in the same pantheon.

Reviabrand

Founding Date
The thirty-first of Girithon, in the year three thousand and twenty-five (3025/12/31)
Type
Geopolitical, Kingdom
Demonym
In general, Eledrhim. Otherwise, they refer to themselves by the tribe they're apart of.
Leader Title
Government System
Monarchy, Crowned Republic
Power Structure
Federation
Economic System
Mixed economy
Legislative Body
The Scaled Senate, who are elected by their tribes to represent them.
Judicial Body
Each tribe has their own judges who interperate the laws, often overseen by their chief.
Executive Body
A specific branch of the tribes' military forces handle the enforcement of the laws.
Related Ranks & Titles
Controlled Territories
Neighboring Nations

Non-aggressive

The Hexarchy at large doesn't have much issue with the Elves. Lalarsha had the most issue with them in the early years of the Elves expansion out of their homeland, but things have been quiet since as they tend to avoid each other. Illary rather hates them, especially currently, and sees them as rivals in the geopolitical and military sense as the Elves are a massively powerful kingdom that rivals them in power.

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