Kenirr Organization in Tannar | World Anvil
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Kenirr

Class/Politics

    While Tannar often is quite rigid in their structures and as a result oftentimes conservative, Kenirr has historically been one of the few exceptions to this rule. The power of Kenirr has historically been split between three groups:   The Feudal Nobility.   Land owners, especially powerful in the south and Sakkan (but the Sakkanean nobility often acts like an entirely different group) however they are prevalent everywhere in Kenirr, they however often rule over smaller areas than in other places of Tannar and with poorer soil often are weaker than nobility in other countries. The largest of the three groups.   The Wenkesh.   A group specific to Kenirr, mixed into two different sub groups. The most common ones are the Stettlets or Stett-Wenkesh these are the people who own the workshop areas in cities and larger towns and through that pay the salary of most of the city dwellers, while in most places in Tannar merchants would take this place the Wenkesh has over time established themself as a separate entity from the merchant due to their huge importance in the economy and closer relationship to the common man. The other group are the Berrlet, mountain leaders or Ber-Wenkesh these are the Wenkesh who lead the military expeditions to mountains or other monster infested areas and later become leaders of these communities. What is common for the Wenkesh and creates their group is their care of the common folk and management of grain prices. Berrlets tend to fight against the nobility and their agricultural control, while Stettlets fights more against the merchant class. The name Wenkesh originally comes from a specific rich merchant family in Fereklerr, but has over time become synonymous with this estate who in a fraction manner often represents the interest of the people. The second largest of the three groups.     The Merchants.   The merchants are all of those who own trade ships or actively partake in trade, sometimes they may have areas of power within the workshops or farms that the nobility and Wenkesh work with but often that business is very small. Trade however is crucial for Kenirr to work, both with food imports and exportation of weapons, clothes and the other goods Kenirr produces. However they are the smallest of the three groups.   These groups have often fought amongst each other as different groups unified or amongst each other internally and has been the main source of power in Kenirr with the different groups desiring to change Kenirr in different ways. The Merchants are often the most liberal, desiring to strengthen themselves as well as reducing the status of the nobility, often this is backed by the Wenkesh who regularly place themself more in the centre of political issues with the Nobility being the most conservative, but also significantly militaristic, believing that it is necessary to open up for more farmland and make Kenirr self sufficient when it comes to food. This issue is obviously an attack on merchants as much as it is a desire to strengthen Kenirr and the nobility. During the centralized monarchy of Kenon's dynasty the Wenkesh was also a popular tool to annoy and fight against the other estates.

Culture

Kenirrik culture is a quite homogenous one, ever since the early days of the idea of a Kenirr in the beginning of the Tefaran wars there have been a few things binding the coast together, a strong naval culture were boats are revered, a fervent focus on practicality and since the first wars with the Second Empire an otherness from the rest of humanity. That is not to say that human supremacy or a belief in Zarrash as the heart of human culture does not exist in the coast, but to say that Kenirr focuses more internally. The glorious past for the Kenirrik man now is what they had before the civil war and not the First Empire like others may view it. The Kenirrik family is also a lot more important and authoritarian than elsewhere with obedience to the leader of one’s family being seen as a crucial necessity and an individual will often refer to himself by placing them self in relationship to their family head for example ‘Son of Pekkon, Miket Bentrum”. However, that is not to say that families are rigid and exclusionary though, as it is incredibly welcoming with the concept of “Mar” or child being a very loose one as exemplified with rulers being supposedly “Kenmar” or Ken’s Child in a weird adoptive or philosophical sense. In fact adoption of children are commonplace even within high nobility, provided they are of a decent, and more importantly, Kenirrik family. Nonetheless Kenirr is a bit paradoxical as it can be both very open to outsiders yet one of the most closed ones.

History

Kenirr or Great Home. Is(/Was) a large political structure with its base along the eastern coast of the loud sea. Its history stretches back to before the first empire but it was formally united into one entity for the first time in 1111 by Pekkon "The Unifier" Kenmarr. This Kenirrik state ruled through an elective monarchy based upon the premise that any chosen among the different estates of the coast contained the spirit or will of the ancient common ancestor of all the people of the coast the Kenverr (Great Father) and as of such was allowed to adopt the name of Kenmarr (Great Son or Son of Great). This lasted for two centuries when the nicknamed Kenon got the position and through his reforms and political maneuvering gradually killed the elective system sometime around the 1300s (scholars disagree on what effectively killed the elective monarchy).   Kenon's dynasty would then rule until 1591 when due to a large terror attack killing the royal family and destroying half of the capital nicknamed the "Disaster at Lekirr" broke central authority and started the Kenirrik civil war where the once centralized empire broke of into many small squabbling states. Kenirr now however has been reunited but with four rulers all claiming the same title compromising on an uneasy truce.

Demography and Population

Kenirr has over the years of the civil war lost a large portion of its population, either in the form of refugees fleeing, people dying in the war, or especially the early famines at the start of the civil war. While hard to document a census was attempted and completed as one of the first things of the truce which resulted in the following statistics:   1,510,000 in total
465,000 Southern Kenirr 
455,000 North 
410,000 Sachan
70,000 Erkirr* (*recognised)   However during its prime before the civil war in the census of 1582 there were 3,060,000 in total with:
2,250,000 Kenirr
750,000 Sachan
60,000 Erkirr* (Only Kreskhelt and nearby communities)   The coast was hit harder due to lack of ability to supply sufficient food to itself as well as being the most bloody area of conflict, while Sachan had a more calm civil war and a more agrarian population and Erkirr as it starved looked for new opportunities and integrated new clans growing the area instead of shrinking.

Territories

Before the civil war Kenirr was divided into three kingdoms all said to be a part of Kenirr. Kenirr (historically known as "The Great Coast") Sakkan (historically known as "The Great Basin") Erkirr. While its core was in its namesake Kenirr, Sakkan was also a crucial part of this emerging empire as it had good farmlands highly needed for the towns and cities of Kenirr and since Sakkan was primarily Human much like Kenirr it was even more so appreciated and seen as simply a region of Kenirr. Erkirr, however, is much more complex, while formally Kenirr claimed (and still do claim) all of the green Orc lands under the title of Erkirr it was mostly posturing as it only owned a small highly autonomous city called Kreskhelt.   Nowadays however as a result of the civil war, Kenirr is divided into four territories, North and South Kenirr with the split being north in Kenrer, Sakkan, and Erkirr. Erkirr by this time have expanded and grown into more than just a city while Sakkan has begun to embrace its pre-Kenirrik conquest culture.

Military

The militaries are different for the different regions.

Religion

(Draft) While the five do still hold power in Kenirr as a respectable old pantheon, it's followers have dwindled more and more especially towards the end of the civil war and the emergence of the cult of the Great Father. However some do still worship them, if even just symbolically as a way to pay respect to the old.   While the Second Pantheon was never as distinct and organized as the Five, instead comprising of several gods and churches who secrely or openly despise one another many of their gods do still have a strong hold in Kenirr among them gods like, Aufrett the Kenirrik name for Aufratge, (commerce), (war), (craftsmen) but also smaller cults dedicated to specific gods like the Lovers. Generally worship of the Second Pantheon however is done out of practicality, a sailor worship Aufrett, a trader (commerce) and so on.   Ever since Lasor started to get people calling him a god a few years after his death the idea that great mortal men did not die but turned into deities grew into a short frenzy with people left and right exclaiming that leaders or great people had become elevated some with more warrant to their claims than other. While this trend did however quickly die out with most of these funerary cults being denounced or ignored the recent rebirth of Kenirrik nationalism as a result of the civil war has returned it. As of such the mystical founder of Kenirr, the Kenverr have grown more and more for every year to be likened to a god. While similar to the worship of Lasor in Komendar it has a few key differences, such as that the Kenverr is older than the First Empire. While mostly a nationalistic cult, some people have taken it seriously and as of such believe that the seat of Kenmarr gives one not the metaphorical spirit of the Kenverr, prioritizing the things he would have and dealing with things like a just parent. But that a Kenmarr carries a part of the literal spirit of the divine Kenverr.

Trade & Transport

"The sea is the greatest road" -Old Kenirrik saying
  As the old Zarrashi name for the region makes clear, Kenirr has almost always had a close relationship to the sea and due to this, roads in Kenirr have become a joke of sorts. But although roads are far from the main way to travel they do exist, especially during the civil war as roads became a necessity for armies to be transported and people fled from the less fortified villages to more fortified cities or towns. But these roads have also been full of bandits or "mercenaries" seeking to profit from the instability or simply survive of caravans.   Trade, however, has always been the lifeblood of Kenirr, the coast has never had good soil and the earth curse causing hills and cliffs where previously was plains have not helped, neither did the wicked beasts of the Erkweld who moved into these lands. As of such Kenirr has almost never been self-sustaining when it comes to food and instead heavily relied on import from Teferan, however export does exist as Kenirr has sometimes been called the "Workshop of Tannar" due to shipyards and smithies that exist in its towns, this has over time also impacted the social structure of Kenirr as Merchants and "Wenkesh" (Workshop owners) have gotten significant power.

Education

Kenirr used to host some of the better intellectual institutions on Tannar, with many larger magical and civical universities, however the civil war ruined many and left many others unused to decay into negligence. While most because of this have been closed down it still does have the great academy at Drekstett one of the better magical schools in Tannar and Heffirr has started to invite young noble children to the restored university.

No home is greater than Home.

Founding Date
531 or 1111
Type
Geopolitical, Empire
Capital
Alternative Names
Dareshs of Kenirr
Predecessor Organization
Demonym
Kenirrik
Leader Title
Government System
Monarchy, Constitutional
Power Structure
Confederation
Economic System
Market economy
Major Exports
While it has been hurt by the civil war Kenirr has always been a manufacturing hub and produces a lot of different things, primarily weapons, ships, and jewelry as well as other various metallurgy.
Major Imports
Kenirr the region heavily relies on food imports from the west and especially Teferan but otherwise can supply itself mostly quite well.
Subsidiary Organizations
Location
Official Languages
Related Ranks & Titles
Controlled Territories
Notable Members

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