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Erynland - the Country of Eagles

Flush against the Soaring Peaks mountain range, Erynland is known as “the world’s rock garden.” A hilly land of rock and stone steppes and grassy dales with sparse copses of trees, Erynland stretches from the Soaring Peaks in the west to the dinosaur lands in the east. The Dark Forest marks their southern border, and their northern border is often hotly contested with Carador, their northern neighbor. Central to this kingdom is their capital, the walled city of Falkenburg and its citadel, the Falkenschloss, where the king and government of Erynland resides.

Structure

Erynland is guided by a ruling council of clan chiefs, known as the Talleradit, and its king, also known as the Hettaller, or chief speaker.  Since the founding of the country, the King has been from the Dwarf royal house of Guldskang.  By tradition, the King has no clan and takes no part in the debates of the Talleradit, except to agree or disagree with their decrees.  In this way, while the king supposedly has no voice in drafting Erynland's laws, he is the ultimate arbiter of what the law is in the Eagle Kingdom.  In practice, the king often collaborates with friendly clan chiefs to get his agenda discussed by the Talleradit. There are 23 Human, Karhu, and Dwarf clans that sit on the Talleradit at present.     Most settlements have a version of the national council in miniature, comprised of the clan chief and the most important members of the settlement.

Culture

Erynlanders are proud and gruff folk. They admire strength. Taciturn folk, they often prefer actions to words. As they often have to live in close quarters, Erynlanders value any form of privacy and quiet they can find. Their music is mostly made with kettle drums and brass instruments, like trumpets and tubas.   Typical Erynlandish clothing is a long kilt and heavy leather jacket.  Erynlandish wool is some of the heaviest and strongest in the Lands, and in great demand by weavers and tailors of other countries.  Clans will traditionally wear their clan colors woven into their kilts.

History

After the Cataclysm, the land that is now known as Erynland become the refuge of several peoples. Throughout the Second Age, it became the home of several great kingdoms that rose and fell during the Time of 1,000 Gods. Of them, the Elven kingdom of Avaria and the Karhu nation of Deighadoon are perhaps best known. During the Second Age, the race of Dwarves emerged in the mountains of the Soaking Peaks. After some battles with the Karhu clans of the area (known by the unfortunate sobriquet "the Short Wars"), Dwarves and Karhu made peace and became allies and trading partners. By the end of the Second Age, the Elves retreated into the great forests to the south and Erynland was populated by Karhu clans, Dwarf strongholds, and Human villages.   At the start of the Third Age, the territory came under the dominion of the human King Brenton the Black, first king of Rosalind. Some villages were persuaded by the promise of riches and trade, others fell to the sword, but by Brenton's death, the lands from the Soaring Peaks to the eastern coast was pledged to the Rose Kingdom. The land became known as the Province of Avernin ("of eagles" in the old tongue). The Dwarf lord Snorri Vindskang became the first Lord Governor of Avernin. For the most part, the people lived in peace.   That changed with the rise of Matriarchy. When royal decrees required Raya's worship or higher taxes, many of the populace began to grumble. Those grumbles turned into roars of anger when King Barnard the Pious conscripted soldiers into an army for the first (and last) holy crusade into Aurulant. When Karhu clan leaders attempted to object to conscription, soldiers were sent into to induct young Karhu by force. This led to the infamous Massacre of MacBeith, wiping out an entire clan of white Karhu. Secret reports from those who had been drafted to fight told of incompetent leaders, corrupt commanders, horrible living conditions, rampant famine and disease, and humiliating losses.   Karhu clans began rebelling against Rosalind's authority, first in small ways, such as hiding their young adults from draft officials and delaying tax levies. In secret meetings between the clans, then including several of the Dwarven enclaves, an organized resistance began to form. While they made painstakingly thorough plans, the rebellious Karhu and Dwarves were caught by surprise when Prince Baldwin the Just, a nephew of Rosalind's king and Lord Governor of the Province of Avcarias declared the province in revolt and a free nation, Carador. The resistance in Avernin quickly joined the revolution of Avcarias/Carador, naming Brann MacMuffyn as their war leader. Brann had lost his daughter Scoon in the Crusade and was more than eager to break away from the Rose throne.   The Independence Wars, as those from Erynland and Carador came to know them, and the Betrayal Wars as the Rosalinders called them, ended in Year 280 with the signing of the Treaty of Aven, recognizing the new independent kingdoms of Erynland and Carador.   After the signing of the treaty, the partisans of Erynland convened in the fortess town of Falkenburg to form their government and choose leaders. Brann was nominated for king, but he refused it, claiming he would neither be a king nor kneel to one. Ultimately, the settlements called for each to have a voice. The person who finally drafted the blueprint of Erynland's government was Olling Guldskrang. By acclamation, he became the first Hettaller, or chief speaker of Erynland. Over time, the Hettaller title became synonymous with king.   Soon after their independence, Carador and Erynland began arguing about their borders. Words came to blows, which turned into battles. Several of the most notable battles were the "Battle of the Thousand Banners" where the massed knights of Carador clashed against the shield wall of Erynland, and more recently, the "Squall of Swords" when a company of Tempest Knights of Erynland crossed into the disputed areas of Carador; that conflict claimed the life of the famous Red Prince Edduard, younger brother to the king.   In Year 1418 of the Third Age, The Lizardfolk Archmage known as Slann, the Mad Lizard Wizard, casts the Saurian Hex, which transforms the eastern seacoast of the continent into a chaotic prehistoric land teeming with dinosaurs. Worse yet, the Hex slowly transforms those who remain too long in the land into a dinosaur.  Erynland lost all of its coast lands and several ports from the Hex.  King Vigrun Guldskrang hastily signed the Saurian Pact with Carador, setting watchtowers along the dinosaur domains and manning and equipping them with soldiers from Carador and Erynland.  Known as the Saurian Guard, they protect both nations against rogue dinosaurs that would cross into the civilized lands.

Demography and Population

Erynland has a large population of Humans, Dwarves and Karhu of all types. While Elves and Treefolk are present, the nearness of the Dark Forest where so many evil members of these Heritages reside causes the common Erynlander to look suspiciously at the otherwise innocent Elves and Treefolk. Goblins are often stereotyped as thieves and are usually the first suspected if anything goes missing. Salimar are welcomed and Lizardfolk are tolerated.

Military

Erynland fields a standing army of heavy infantry and also has some of the finest crossbowmen on the continent. Steel armored from head to toe, often with colorful round shields, Erynlanders fight afoot in great phalanxes with light melee weapons against their foes.  The king also commands an order of knights, the Ernritter, who form a company of heavy shock cavalry, distinct on the battlefield for their huge "wings", a wooden frame on their backs carrying eagle, swan, or goose feathers.   Erynland has the dubious honor of having the largest number of Tempest Knights, knights dedicated to Skeinor the god of storms. These warriors prefer to fight with greatswords or two-handed axes, rejecting shields and usually helmets as well.   While not technically a part of the Erynlandish army, they frequently will attach themselves to the main army as skirmishers.   The king does not neglect the Saurian Guard, sending levies to man the towers regularly.

Religion

Of all the gods, Erynlanders primarily worship Skeinor the Storm Lord and his daughter Astoria.  Erynladish tend to focus on Skeinor as the god of freedom and change.    The minor godling Kevastis the Maker has a significant following, especially in Falkenburg where he has a large temple.  Inventors, artisans, smiths, and builders tithe regular to the godling of crafting and inspiration.  Small congregations to Clea and Raya exist in the Eagle Kingdom, but their worship is not as widespread as in other nations.  Other gods and goddesses are respected but not significantly worshiped in Erynland - shrines or small untended chapels are the best they can hope for.   Korax is feared and hated here, especially so close to The Desolation.

Maps

  • Falkenburg
Founding Date
Third Age
Demonym
Erynlandish, Erynlander
Leader Title
Head of Government
Government System
Monarchy, Constitutional
Currency
Kopin
Legislative Body
The Talleradit
Controlled Territories
Notable Members

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