The Forest Realm of Irrinor

From Lord of the Craft
Jump to: navigation, search
The Forest Realm of Irrinor
Irrinor Coat of Arms.png
Sigil of Irrinor as drawn by Numirya
Capital: TBD
Languages: Common, Elvish
Religion: Wild Faith/Elnarnsae’ame
High Prince: Lyemar Aureon
Government: Elective Monarchy
Preceded by: GsT33MG.png Dominion of Malin

The founding of the Forest Realm of Irrinor was on 1680 by the Diarchs Artanis Sa'Roir Caerme'onn and Avius Csarathaire. The city of [name] is the capital, and it's situated in the middle-eastern part of Arcas surrounded by forests, mountains, and the neighboring Princedom of Fenn. Originally a Diarchy consisting of two Princes astride the Oaken Council who offered guidance and represented different arms of the government. In recent times, the nation is ruled by High Prince Lyemar Aureon, and the government has been separated into two branches, the Oaken Council which serves as the executive council, while the Council of Roots serves as a legislative branch and representation for the largest clans in the city.

History

Atlas

Irrinor derives its name from the Forest District of Irrinor within the Dominion of Malin, with the majority of Mali'ame and those who adhere to the Wood Elven Culture hailing from this district during the more prosperous era of the Dominion. During the collapse of the Dominion the concept of Irrinor never escaped the minds of many of the Wood Elves, many longing for the days of a home for Wood Elves that did not have to appease outsiders for the sake of "Unity" among Elves. Irrinor roughly translates to "Irrin's land," after the Mali'ame prophet, Irrin Sirame.

Arcas

During the Arcas Era of History the Wood Elves time and again found themselves homeless without a territory to call their own or be able to freely practise their ways and the ways of their forefathers for centuries, they started in the Principality of Alderyn which collapsed due to the outside pressures of the world, leaving many Mali'ame refugees seeking shelter in the Aegrothond. However they were forbidden from practising their faith and cultural ways in public, as the State Faith was that of the Dwarven Pantheon there. The many Seeds of the Wood Elves found themselves without any representation in what was considered the more Elitist of the Elven States, second only to Haelun'or in this regard. It was due to this that the son of the Elvenking and last High Princess of the Dominion took it upon himself to migrate from the Aegrothond to strike out and find a new homeland for the Wood Elves.

Migrating over much of Arcas attempting to find a suitable homeland for his people Artanis Caerme'onn would eventually settle within the Forests now dubbed Irrinor, in honour of the District from the Dominion and one of the first Wood Elves "Irrin Sirame". Settling down with the Seeds of Caerme'onn, Csarathaire, Arvellon, Tresery, Taliame'onn, Songbird, Winterleaf and Aureon. Artanis would establish a Diarchy of two Princes, the first of which being Artanis Caerme'onn and Avius Csarathaire, two incredibly young Mali'ame to signify the rebirth of the Mali'ame State. The two would get to work establishing the City and diplomatic relations with its neighbours, passing laws and forming a functioning Government. They founded the tradition of the Omentahu the meeting of Seeds to discuss politics, pass laws and influence the Governance of the Forest Realm.

After a time the two Young Princes grew weary of Governing as Princes of the Realm, realising that the Ironwood Throne of Irrinor should be held by an Elf who was more mature and learned who could more effectively. As such the Omentahu elected Lyemar Aureon as the new High Prince of Irrinor.

Religion

Much of the Religion of Irrinor is based around Elnarnsae'ame, known in the common tongue as "The Wild Faith" which is an extensive Pantheon of the Aspects and Mani. Though the exact worship of the Mali'ame deities differs from Seed to Seed, many of the Seeds and Seedless of Irrinor practise their faith through the different sects of the religion. The two main sects that operate within the Irrinite Priesthood and citizenry are The Emerald Way and The Sanguine Fire.

Both Sects differ on their opinion on the role and philosophy of the Aspects, the simple explanation is the Emerald Way believes the Aspects are Gods that are fully personified and are to be revered and worshipped above the Mani. The Sanguine Fire believes the Aspects are powerful forces of nature to be respected but cannot be worshipped and as such revere and worship the Mani before the Aspects. While there is this difference in beliefs it does not result in heightened tension as ultimately they are all under the broader faith of the Elnarsae'ame which unites them together in defense of one another in times of strife, at the worst the religious differences leads to philosophical debates between Priests and Druii within the Capital City.

Culture and Society

Irrinite Society is largely structured around the Seeds or known to some outsiders "Clans" of Irrinor, coming in many sizes from large to small, from ancient to new the Seeds of Irrinor represent for many Wood Elves a way to join a family or grouping of Elves who have shared values and beliefs. The larger Seeds within Irrinor make up the Omentahu and the Council of Roots within the Government. While there are many Ancient and Large Seeds who get more say within Irrinite Society it is by no means ridgid or permanent, many Seeds can rise and fall out of prominance or even be absorbed by larger Seeds to then split again. Irrinite Society is very malleable as a result of this and Seeds are often encouraged to contribute to the society in order to raise their standing to potentially sit on the Omentahu with a deciding vote.

However it is not just the Seeds that make up the culture and society of the Forest Realm, there are many Guilds and Organisations that operate within Irrinor that offer many crafts, opportunities and activities for Wood Elves and those others who reside within the City and Forest to partake in. There is a Druidic Circle that makes up many of the Druids who are Priests of the Wild Faith, the individual Creeds offer Hunts and other forms of activities for their adherents to join in to enhance their beliefs and serve the balance of nature.