| General Alignment: Chaotic
Good
Society:
When Erinin began to emerge as a new leader during the divide, much of her supporters were drawn from
the country's craftsmen and merchants. Her attempt at
unification was a relief to many of these new
professionals who longed for the days of one king and one
citizenry. The growing chaos made the business of trade quite dangerous. Trade between the
large warring clans was often
barred and very dangerous. Confiscation of goods at any clan's whim was
common and with the attention of officials elsewhere, the
victims often had no way to pursue justice. Prior to the
divide, clans had often feuded however, the one High King had always seen to the safety of
traveling craftsmen and merchants.
Erinin established a government for her
followers which was modeled after the Council of Stone.
Representatives are chosen by the people to hold a seat on the High
Council. Some represent single clans though many of the leaders are
chosen to represent several clans who share common interests. The
current High Council of Erinin seats forty three clan leaders from
across the area. Nine hail from clans among the eastern and
western farmlands. Six from clans along the eastern coast where
fishing and trade are dominate industries. Seven hail from Coyte wood
in the southern most reaches. Twenty one are clan leaders from Erinin's
central urban corridor; a long line of well established towns that
stretches from the south of the capital, Clagh Undin, to the northern
reaches of Coyte wood. The High Council also includes a triumvirate of
druids who hold honorary seats, much like those given on the Council
of Stone.
In the case of single clans with a
representative, the representative is frequently the same person who
fills the role of chieftain for the clan. In the case of several clans
sending a representative, that representative is chosen for their wisdom, battle prowess or both.
Occasionally this representative will be a chieftain from one of the clans though most
often, to avoid conflict, it is someone outside of a direct leadership role. In
a few cases, an outsider (not a member of any of the clans) will be
selected though this is rare. Its also not uncommon for clans sending
a single representative to simply form a larger united clan by means
of the smaller clans becoming septs of the dominate clan. Erinin
herself was a member of the first High Council though, to quell rumors
of her desire for dynastic control, she issued an edict that barred her
descendants from joining.
Overall these leaders are seen as
equals when meeting at the bi-annual council meetings. However, the
representatives from the urban areas have enjoyed more sway in recent
years. Trade is becoming a key part of the economy of Eyru,
and the skilled professionals that inhabit Erinin's towns and cities
have enjoyed great prosperity. Often times, members of different High
Clans (Steairn, Tairan, and sometimes Faough) will seek
apprenticeships with these skilled workers. Sometimes, parents even
place their children in foster care of these workers so they may learn
a trade. The result has been an overall boom in population for the
urban areas of High Clan Erinin.
The duties of the Council members are
numerous. For the most part, being a member of the Erinin High Council
doesn't provide any sort of power over the clan(s) he/she represents. The High
Council has at its disposal a gathering of the greatest warriors of
High Clan Erinin which are called upon mostly to protect the High Clan
from outside threats. The High Council also collects a small tariff
(payable in coinage and goods) on all trade within the lands of High
Clan Erinin and all trade leaving their borders. This tariff is used
to pay for development of infrastructure, united defense of the High
Clan from exterior threats (bordering High Clans Tairan and Steairn),
and other communal projects. A small portion is spent on maintaining the
High Council itself-compensating Brehons, book-keepers, and upkeep on
Council property.
High Clan Erinin has less
agricultural productivity and relies on outside
clans for some of their necessary food stores. This is
due mostly to the larger number of skilled workmen. Often their most numerous imports
are laborers and food from other clans. They provide much
of the continent with crafted works. Houses are mostly of
a wood/stone design and there are comparatively fewer
rural areas. Keeps and the like
are often constructed of rough stone with wood roofing
and multiple layers of defensive earthen and stone barriers.
Exports and
skills: Textiles, art, lumber, finished goods of all
types, some grains, fish from the Southern Sea.
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