Eirinland, the Nation of

Estimated Population:
    Dwarves:
    Elves:
    Gnomes:
    Half-Elves:
    Halflings:
    Humans:
    Humanoids:
    Non-Humans:

Capitol: Silvercrest

Major Settlements:
    Silvercrest
    Milestone
    Grelbin
    Donrid

62,500
4 %
2 %
3 %
4 %
2 %
75 %
9 %
1 %

pop.   7,400


pop.   7,400
pop.   5,900
pop.   4,100
pop.   3,700

Major Fortifications:
     Dragons's Hold Castle
     Golden Sun Keep

Heraldry of the Nation of Eirinland. Copyright © 1998 Brian K. Moseley. All rights reserved.
Heraldry of the Nation of Eirinland

Map of Eirinland : Clicking this opens a second browser page displaying The Map of Eirinland.
This second browser page allows for viewing of the country map with the country description still available. When done with either browser window, simply close it (don't exit, or both browser windows will close).

Nations of Kaladia  |  Human Countries | Barbarian Lands | Humanoid Domains | Lost Realms

Country Information Topics:
General Description | Terrain | Climate | Populace | Languages | Culture | Religion | Government
Important Citizens | History | State of Affairs | Commerce | Resources | Vegetation | Wildlife


Description:

Eirinland is a predominantly good land slighted by the chaotic outlook of the Blue and tainted by the neutrality of commerce. It is not a wealthy nation. Despite some success, its infertile soil continues to challenge farmers, and competition for grazing land for sheep and cattle herds is becoming is problem.

Though it has celebrated its centennial, Eirinland is still a young nation, and remains uncertain of its future. To help further secure its statehood, Eirinland has sought out diplomatic recourses. Eirinland strongly desires good relations with Calthayes, and supports as much trade with the District as its markets can accept. As the clans of the Blood Moons warred openly against the Blue on its southern border, Eirinland tentatively allied with the Blue, and Milestone became a temporary sanctuary for many of the Blue clans fleeing from the Blood Moons. The forming of Jitregann was eagerly welcomed, and Eirinland has warmly embraced the Free State.

Country Topics

Terrain:

Eirinland's northwestern fringe evidences the same infertile gray topsoil and dry, broken plains which dominate most of the neighboring Vicounty of Pejduhl. But the many rivers and streams which flourish out of the Bone Hills alleviate most potential drought possibilities and transform the southern and eastern steppes into fertile farmland.

Though southern Eirinland has vast expanses of rich soil and clear plains, it is not heavily populated. The lands east of the imperial trade-way are largely untamed, and offer little defense from the occasional barbarian raids upon trade-way caravans. West toward the Bone Hills, farming settlements thrive in reasonable security and the lands are extensively cultivated.

Country Topics

Climate:

Most of the lands immediately north of the Silverpeaks are blasted by hot, dry summer winds. But the Bone Hills shelter Eirinland, so the country does not suffer through the scorched summers which are so typical of the less fortunate lands of Pejduhl and Blacksword. Eirinland does have its share of hot summers, however, and receives less rainfall than the grasslands of the Wilds of the Blue.

Winters are mild in Eirinland. Temperatures rarely drop below freezing, so snowfall is virtually unheard of. But most of the rainfall is received during the winter, and much of the northern expanse remains overcast and dismal through the winter.

Average Temperatures:
    northern steppes
    southern plains
winter:
low: 10°
low: 20°

high: 75°
high: 75°
summer
low: 65°
low: 70°

high: 90°
high: 95°

Country Topics

Populace:

The populace of Eirinland is comprised of a varied mixture of Tulmarians, Belarans, Kaladians, and humanoids. Though the Lulmari and Tamarin clans of Tulmarians are the most prominent human races, there are many members of the Dautani clans from the Wilds of the Blue in Eirinland. Belarans are the least represented, though a fair amount of the honorable merchant population is of the Ahnlaran clan.

Despite the Sylvbriar Forest which borders along southern Eirinland, the sylvan elves have little association with the humans or other races of humanoids, and most of the elven and half-elven population of Eirinland hails from other nations.

Country Topics

Languages:

Kaladish is the most common language of Eirinland. Ancient Tulmarian and its Lulmar and Tamari dialects are also common. Though the barbarian tongues of the clans of the Wilds of the Blue are not wildly spoken, many merchants are fluent in the Atau dialect of the Dautani language.

Country Topics

Culture:

Most of the people of Eirinland are goodly folk of scrupulous character, morals and principles. The ever-present dangers from the barbarians of the Blue have given them an understanding of the value of mutual trust and cooperation. But there are many amongst the general populace who hold different beliefs. The growing trade industry of Eirinland has attracted not only respectable merchants of known integrity, but dishonest hawkers with unscrupulous principles as well.

Eirinland is not immune to the intense merchant trade fervor which has so totally encaptivated the District of Calthayes. But profit from merchant commerce cannot protect the country from the attacks of the Blue or the Blood Moons. So as the caravan merchants dream their lofty aspirations, most of Eirinland's populace remain preoccupied with the struggles of their daily survival.

To the west looms the Vicounty of Pejduhl and its equally evil motherland of Blacksword. To the south, the nomadic tribes of the Blood Moons stalk the imperial trade-way for easy prey, and carefully watch for any weakness in Eirinland's defenses. To the east, the Crown and Spear Treaty maintains an uneasy, and often violated, truce between the Blue and the border of Eirinland. With so many enemies lurking in the shadows, it is no surprise that Eirinland takes its internal security and military defenses very seriously.

Eirinland maintains a relatively small standing army, but every burg regularly drills volunteer militias. Nearly all of the country's small towns are heavily fortified, and boast well-constructed curtain walls.

Country Topics

Religion:

Vendaneran the Wise, Lhuramni the Protector, Zandaron the Earth Lord, and Whogam the Huntress are the most influential deities of Eirinland. Other deities commonly worshipped are Kaichea the Loner, Burthaggid the Timeless, Rancorin the Rogue, and Oln the Strider.

Country Topics

Government:

Though technically an oligarchy, Eirinland's government is a loosely-organized democracy. Aside from its three large townships, Eirinland's land is divided into many small burgs. Within these burgs, the communities elect their town councils but still remain largely under the jurisdiction of one of the three townships.

The three townships have their own councils, comprised of the heads of all major guilds and temples, and their sheriff. The title of sheriff is misleading, for the sheriffs of Eirinland are more rulers than actual enforcers of the nation's laws. They serve as the elected overseers of the townships and actually employ constabulary and guards.

Every four years all of the township council members elect one of their number to become the sheriff of their township. But more importantly, accompanying each sheriff appointment is the election held for the four-year position as Marshall of Eirinland.

The Marshall of Eirinland is the supreme elected sovereign of the nation. His cabinet consists only of the three sheriffs of Milestone, Silvercrest, and Grelbin. The marshall's decision can only be overturned if all three sheriffs jointly oppose the Marshall. All in all, the government system is weak and contains many potential flaws, but thus far it has served the small, goodly-aligned nation well.

Country Topics

Important Citizens:

Marshall of Eirinland, Marilyn Dharvannik. Dharvannik is a mature and imposing High Priestess of Lhuramni the Protector. She is the first woman marshall, and has every intention of holding her post for as long as the population and her temple wish her to. Dharvannik considers herself to be the protector of Eirinland, and sees her service as a reflection of her deity in herself. The High Priestess is well-known for her honesty and stubbornness. And given her serious nature and unwavering devotion to her duties, very few persons would ever question or challenge her conviction or loyalty.

His Honor the Sheriff of Milestone, Jorik Krentain. Krentain is an old half-elf with well-seasoned fighting and leadership skills. He is one of the few remaining survivors to have actually participated in the nation's birth over a century past, and he is enormously respected throughout all of Eirinland.

Once an enslaved gladiator in the arenas of Kulaton, Krentain's rise from his impoverished adolescence came with his purchased freedom. The former gladiator found his talents in demand in the coliseum of Calthayes, but it was not until the district freed itself of Corlennian rule that he realized his passion to fight for the cause of good.

Encouraged by the faltering Corlennian influence, Krentain joined with other volunteers in skirmishes against the humanoids and non-humans of the Bone Hills and the Vicounty of Pejduhl. With the forming of Eirinland, Krentain realized a tremendous opportunity. As the warring improved his fighting skills, leadership roles eventually fell to the half-elf. Krentain actively participated in the development of most of Eirinland's military, and many of their strategic fortifications employ his designs. In his later years, Krentain has largely retired from the rigors of active military service. But he has found other ways to continue his vigorous support of, and service to, his beloved Eirinland.

His Honor the Sheriff of Silvercrest, Malachi Arast. Arast is a young man whose daring exploits into the Bone Hills and ruggedly handsome features have made him a favorite of many local maidens. But despite occasional accusations of recklessness, Arast has proven his worth as a popular and intelligent leader. Though he is a warrior by profession, Arast has always strongly and vocally supported the temples of Vendaneran the Wise.

Country Topics

History:

The nation of Eirinland was formed as a direct result of the Crown and Spear Treaty of 905 TY. The agreement was established between the imperial governor of the Marankarian Territory and most of the warchiefs of the Wilds of the Blue to ensure safe passage along the imperial trade-way through the lands of the Wilds of the Blue.

Though the Blues as a whole agreed to the pact, there were several violent clashes within the tribes. Ultimately, the clans which had refused to negotiate with Marankarian were cast out of the Wilds. Renaming themselves the "Blood Moons", they migrated south across the trade-way to settle in the plains north of the Kulaton Empire.

The treaty had originally called for the Blues to relinquish the northwestern edge of the Wilds to provide a neutral region to become a new nation. Though most of the Blue favored the treaty, this provision caused some dissention amongst the clans. With the realization that this would also provide a buffer between the Wilds of the Blue and the Blood Moons, the warchiefs were able to resolve their differences. Soon after, the Crown and Spear Treaty was settled.

Country Topics

State of Affairs:

Eirinland enjoys good relations with the District of Calthayes. But it is aware that the District pursues their relationship with eagerness because Eirinland lies between Calthayes and the Vicounty of Pejduhl. Eirinland has ambassadors to the courts of all three member states of the Silver League, but refuses to politically favor any one over the other two. Eirinland maintains an uncomfortable neutral tolerance of the Kulaton Empire, though they have no love for the distant neighbor. Though Marankarian was mainly responsible for the creation of the nation, Eirinland views any diplomatic relations with the Territory to be of secondary import.

Eirinland's strongest ally is Jitregann. Though the Free State was recently formed, the core elements of its military and political might are old and well-respected by most of the goodly-aligned nations of southeast Kaladia.

Country Topics

Commerce:

Eirinland stretches along a lengthy expanse of the imperial trade-way, which for commerce is quite good for the nation. Not many of its neighbors envy the state for its geographical fortune, however. Despite the Crown and Spear Treaty, there is still considerable trouble from the Wilds of the Blue, and raids by the Blood Moons are an ongoing concern. Nonetheless, Eirinland sees heavy caravan traffic throughout the year. Notwithstanding its own natural resources, Eirinland hinges its economy upon the merchant trade.

With the forming of the Free State of Jitregann, many merchants have forsaken the imperial trade-way to travel through the Free State and only skirt the plains of the Blood Moons between Jitregann and the Kulaton Empire. The longer route minimizes contact with the dangerous barbarians, but more importantly for Eirinland, has opened new trade possibilities with the Free State.

Although Eirinland has little mineral resources of its own, it supports a thriving market. The semi-precious gemstones and ornamental jewelry of Jitregann is highly prized by the barbarians of the Blue, and Eirinland eagerly sells captured live pronghorns to Jitregann in exchange.

Country Topics

Resources:

Animal:
Great herds of pronghorn antelopes run wild upon the plains of the Blue, and this is no exception in Eirinland. The pronghorns are an important meat source for the nation, and also provide a vital export.

Mineral:
No exceptional species.

Vegetable:
Corn is heavily grown in Eirinland. It is an important food for the nation, but its secondary use is far more celebrated. Eirinland produces a variety of sour mash whiskeys for which it is famous among the nations along the imperial trade-way.

Country Topics

Vegetation:

Northern Eirinland is dominated by dwarf shrub trees and scrub trees. East of the Bone Hills, the harshness of the land softens as the dry steppes give way to thick plains grasses and small copses of maples, birch, and dogwoods.

In the extreme southeast, near Eirinland's border with the Sylvbriar Forest, thick copses of walnuts, pecans, and oaks become increasingly dominant, and the entire countryside is covered with tall, thick grasses.

Country Topics

Wildlife:

The pronghorn antelopes are common throughout Eirinland. The great bison herds which roam the Wilds of the Blue rarely venture across the imperial trade-way, and are usually heavily hunted if they near the western edge of the Wilds.

Eirinland's markedly different types of terrain allows for a wide variety of small wildlife. Many species of lizards and snakes are common in the Bone Hills, and throughout northern Eirinland. The cougar is perhaps Eirinland's largest native predator, and is most often found in the Bone Hills. But the cats frequently prey on small animals such as deer, opossum, and pronghorn antelopes, and will roam short distances out onto the plains in search of food.

Country Topics


Top of Page

Home | Gallery | Introduction | World of Roil | Kaladia | Deities | Legends | Saga | Guestbook | Links


The Maelstrom Fantasy Campaign Setting is Copyright © 1998 by Brian K. Moseley. All rights reserved.


This page hosted by Get your own Free Home Page