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High Clan Erinin

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.

 


All original content is © 1999-2002 by Russell Linton.