Yirr Graveth Organization in Verrin | World Anvil
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Yirr Graveth

You shall take only that which is given.   You shall prove your worth and work to become more worthy.   You shall not stray from the true path.   The Three Commandments, purportedly issued by the ancient god-king of Dhul Mabran, Fastroth Indrun
  The Yirr Graveth is the religious group that the majority of Mortal Elves belong to. It is notable for its complete rejection of the Alwealda, who it claims abandoned the Mortal Elves in their hour of need. Instead, practitioners of Yirr Graveth practice ancestor worship and a unique form of animistic religion that posits that all living things including plants have souls. This does not make it a pacifistic religion, however- sometimes sending a being's soul back to the aether is considered the best course of action and is not always sinful.   Despite the widespread following that the Yirr Graveth enjoys, its priesthood are often considered power-hungry and ruthless. The Yirr Graveth forms one of the three pillars of Dark Elf governance, the other two being the Great Houses and the Kingdom itself. The three-way tug-of-war between these factions maintains the balance of power in Dhul Mabran's politics.  

Deities

The primary deities worhsipped in Yirr Graveth are the three god-kings of Dhul Mabran, (Fastroth Indrun, Kell Videk and Ganean Zamand) who supposedly lived when the Mortal Elves first emerged. According to legend, when the arrayed Mortal Elves pleaded with their High Elf brethren for entry to their home of Eruvanir, three of the mightiest Mortal Elves took on godlike aspects using a Hargead Ýrna captured from the Dwarves and delivered their people across Verrin to the promised land of Dhul Mabran, easily driving out the land's few Giant and Dwarf inhabitants. They also defended them on the road and protected them from the retaliation of the High Elves. The three were then instrumental in establishing a unique Dark Elf culture and identity. Before they ascended from the mortal plane, they warned of hardships to come but promised great rewards to those who kept to the commandments and said that they would return at the world's ending.  

Commandments

There are three main commandments, purportedly issued by the ancient god-king of Dhul Mabran, Fastroth Indrun. They are as follows:   You shall take only that which is given.- This commandment is taken to mean not to practice necromancy, summoning or transfiguration; to only use what naturally exists in the world.   You shall prove your worth and strive to become more worthy.- This commandment is taken to mean that one should seek status and fame as much as possible. This has stoked the games of intrigue between the Houses.   You shall not stray from the true path.- This commandment has a variety of interpretations depending on who you ask.    

Incarnations and -Indars

Some Mortal Elves are blessed with intelligence and skill (magical or otherwise) from the very moment of their birth, and they are considered by most to be reincarnations of one of their ancestors who had unfinished business in the world. Usually, this ancestor will be famous and easy to identify- sometimes they even made an oath to return upon their deathbed. The child is given the name of that ancestor with the suffix Indar. For example, a child believed to be the reincarnation of an ancestor named Ithist will be named Ithist Indar, regardless of their prior name. Most begin showing signs of being a reincarnated ancestor when they become old enough to talk. They will rarely, if ever, remember all the details of their past life, and may simply be haunted by visions and bear knowledge beyond their years. Nonetheless, these individuals are venerated and often ascend to great heights in Mortal Elf society. In fact, the King of Dhul Mabran, the Grey Realm, is known as the King Incarnate because they are often the reincarnation of an ancestor.
The sigil of the Yirr Graveth is a golden sun on a red and white field. It does not obey the traditions of Dark Elf heraldry in either its shape or colour, much to the chagrin of the Great Houses. The sun sigil was chosen to represent the guiding light that the Yirr Graveth embodies. According to them, the Yirr Graveth is 'the sun beneath which civilisation can bloom'.

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