- The Forest Kingdom-

HISTORYPLACESCULTURERELIGIONGOVERNMENT

 

 

Prologue

As the oldest race upon Telgard, it is no surprise that there should be such an abundance of information about the elven people. Several of Lirynn’s most acclaimed scholars wrote extensively about their homeland. The elves have a long, rich, and complex history and society, which no outsider could hope to understand in a short period of time. However, we are hoping that this guide shall assist you gain a greater understanding of those who live sheltered within the veil of the forests of Lirynn.


Overview

Stretching from the rolling plains of the Drellyn Grasslands, to the rugged coast of the Ahrin Straights, Lirynn is the home of the elves. Bordered by the Glimmerwood on the west and the Telgard Sea to the east, this land is dimpled with lakes, streams, hills, and mountains. Most of the land is covered by old growth forests, which have never felt the cutting edge of an axe, and never will. The elves, with their love of nature and art, take care not to let any harm befall their beloved forests and vegetation.

Although they have suffered many hardships and set-backs, the elves have developed a functional society, which keeps them cohesive as a people, despite the laid-back attitudes of most of the first-born.

 

Government

Much of the workings of Lirynn’s government (including Laws) can be found in the Politics/Society section of Telgard.

Political Set-Up -
Having gone through several forms of government, Lirynn is now ruled by a single monarch, known as the Siril’veren, or guide of the people. The ruler is aided by a Council of Twenty, which serves as a Cabinet. However, the Siril’veren holds ultimate authority.

Laws of the Land - As most elves abhor killing in any form, for any reason; even the worse of criminals are not executed. Instead, they are treated to lengthy or permanent stays, sealed away inside specially-grown trees.


The Other Races

Being the firstborn, elves have a superiority complex when it comes to dealing with other races. That would explain why Lirynn has virtually no foreign population, except perhaps in Na'el. Some races, the elves can stand, others, the elves would rather hang than allow into their beloved country.

Humans: The elves interact with humans the most. Aside from having a large community in Na'el, they also look the most similar physically. Common elves think of them as a greedy race, but one that isn't so bad, as long as they keep their violence to a minimum.

Official Stance: The government calls them a "valuable trading and military partner." Many treaties are in place, regarding trade and alliance. Some of the trade policies are being re-negotiated, in light of the changed economy.

Ss'tiss: Lirynn doesn't have many of these reptilian inhabitants, and few elves would think of journeying to sun-drenched Tahnn. But the elves have come into contact with these lizards, and while their physical appearance might be a turn-off, their loathing of magic is considered a plus. Although they are heathens of the worst sort, because of the glass that comes from Tahnn, they're mostly tolerated.

Official Stance: The government views Tahnn as a "valuable trading partner." Occasionally missionaries do try to convert the heathen ss'tiss however.

Misharr: In their habits, Misharr are very similar to elves. Both races have a connection to their homelands, and both like the forests. Unfortunately, elves find the appearance of Misharr as strange, as well as the fact that they were among the last born of the races.

Official Stance: The Misharr are a race that is worth Lirynn's attention. Mostly they are just a curiosity at this point.

Minotaurs: Minotaurs have the most in common with elves intellectually. Their philosophy makes them liked by many elves, although again, their appearance is strange. The government likes them, too, and they are generally allowed- without harassment- into Lirynn. In fact, they even have a small settlement in the country.

Minotaurs are revered for their aptitude with the musical arts, as well as their great memory. In fact the elves often mistake different minotaurs for a single entity. As a minotaur that may have passed through Lirynn centuries ago may have passed down the tale of his journey to his brethren. The memory skills of the minotaurs are such that, the whole tale could be recanted word for word, two centuries later without a single mistake.

Official Stance: There is no official minotauran government.

Delfae: Magic-users who like the caves of Garr, the delfae aren't very welcome in Lirynn. However, the more tolerant elven government hopes for a dialogue between the races, and asks its populace not to lump all delfae into one, magical group.

Official Stance: Too little is known about them, but the government hopes that in sending an envoy, relations can be established.

Dwarves: The elves view their northern neighbors with some suspicion. Although the new government wants better relations with Korgarr, many elves still resent the role the dwarves had to play in the Race Wars. Still, the slight tension on the northern border is nothing compared with that in the south.

Official Stance: Like the delfae, there are no treaties thus far, though the new government hopes to establish good relations.

Goblins: For gobs who want to enter Lirynn, two words come to mind: DON'T COME. The common elves hate goblins, and the government -although officially saying that it hopes the two races can soon be friends- constantly watches the border. Elves and gobs have come to blows before, and there isn't a fiercer rivalry in all Lirynn.

Official Stance: Nynel'shian hopes to re-establish peaceful relations, but this is a distant hope at best.

NOTE: Rumor has it that goblins and elves once lived in harmony. The story can be found in the Legends section, under The Bittering.

 

All Matters Trade-Related

Agriculture/Industry - Lirynn is a farming community like no other. With the aid of the lifesong, the elves cultivate their foods within the forest itself. Until recently, food-growing was the only true ‘industry’ to exist within Lirynn. However, lately other enterprises are forming, including the production of life-songed goods, the growing of official currency, and the production of rare plants and other items especially from Lirynn.

Price List -
Although certainly not everything that is for sale within Lirynn’s borders, the pricelist offers a fairly comprehensive listing of common items available. Keep in mind that as anywhere else, if not more so, prices fluctuate.

Also, information on Lirynn’s official currency and exchange rates may be found on the webpages.

Imports/Exports - The majority of Lirynn’s legal trade comes in and out of Na’el. From there, the goods are dispersed across the kingdom. The Imports/Exports/Contraband list can be found in the Lirynn Economy section of the webpages.

 

From One End of the Woods to the Other

Roads - Roads are marvelous devices for moving large numbers of people and goods from place to place by the most direct route and in the least amount of time. It is hard to imagine anything that might interest a stereotypical elf less. Elves don't really concern themselves with time, most have little interest in goods, and actively dislike large numbers of people. In addition, roads have a significant impact on the environment around them and are very labor-intensive to maintain. So, no roads.

Ah, if only it were that simple. However, if you want to call yourself a kingdom, rather than just being a bunch of villages, you have to have a way of moving at least a minimal amount of stuff from here to there. And there are things produced in plenty at some locations that are badly wanted at other locations. So, if you're an elf, how do you do it?

Well, if you're an elf, you've got time. And there isn't really all that much you need to move on a regular basis. So why not just get you and a few of your neighbors to, every now and then, put together a big moving picnic and go visit one of the other villages or cities. And, since you're all going that way anyway, why not have everyone bring along ten or twenty pounds of stuff that the other village was wanting and pick up ten or twenty pounds of stuff the people back home want on your way back. Do this often enough and it gets to be a habit. Or a custom, or a tradition. The same way that tending the food crops in and around the village or shaping new dwellings when the village needs to grow is. Not something you do for compensation, but just something you do because:

1) It needs to be done, and
2) It's always been done that way in the past.

Unfortunately, the forest isn't always safe. Not to mention that, if too many people cover the same ground too often you'll wear a road into the forest whether you want to or not, and that looks ... ugly. So, over time, and with the encouragement of the telar and the telars of previous days, the Courier Service has come to play a role in organizing and administering the periodic caravans which form the backbone of "commerce" in Lirynn.


Courier Service - The Courier Service represents an opportunity for elves to serve the kingdom while facing a much reduced possibility of needing to use weapons in earnest. Originally responsible to the teral in times of peace, and the tekal in times of war, the service now answers to the Siril’veren and Arinsáne (economic advisor) for the good of the kingdom. Their purpose is to facilitate the flow of goods, services, and information throughout Lirynn and so bind the Kingdom together. The Courier Service actually has four related, but distinct functions: The Guides, The Pilots, the Couriers, and the Carriers.


Guides -
The Guides are what would in human terms be described as a mixture of professional caravan master and river boat pilot, but on dry land. Guides take 'command' of the periodic goods caravans which go from city to village. They pick the routes and are responsible for seeing that the people and packages get safely to their destination without unduly impacting the beloved forest.

This means that the Guides are expected to be intimately familiar with their chose 'territories' and able to choose routes suitable to the time and situation. In fact Guides rarely take the shortest and most direct route, since this spreads the environmental impact over several routes over the years. A Guide would know at which season it might be safe to cross a particular clearing, and during which seasons it should be avoided.

Guides should also be sufficiently proficient in Lifesong that they can "enhance" the nourishment available in the forage they encounter along the way, and thus reduce the demands the caravan makes on the forest plants while en route. Of course the other elves in the caravan are expected to follow the guide's lead and lend their strength and skills to his endeavors, but the Guide fends for those who can't fend for themselves. Also, of course, they make sure that, no matter how indirect the path chosen, people don't get lost.

Rumor has it that Guides in an area use Lifesong to shape subtle landmarks known only to themselves and other Guides whom they train in the area. If so, such markings, their shape and location, are guarded as closely as any other Guild secrets. It is not uncommon, when a caravan is carrying goods of a critical or military nature for the Te'anará to send an escort of anarin to accompany said caravan.

Pilots - The Pilots are the most like traditional professional seamen. They command the barges which convey the majority of bulky goods on the River Shlae between Silverdawn and Thornmist. Casual labor, of course, comes from elves who want to help out or are bored and looking for something to do, but the pilots form the trained core of competency required to keep this a going concern.

There are also pilots in Na'el managing the traffic between the docks on the Straits and the village proper, which has helped convince the yrani merchants not to drive a road system up to the doors of Na'el's warehouses. The Pilots don't, as a rule, operate the boats that go out of the kingdom, although individuals who learned their skills from the pilots may choose to do so independently if they leave the service.

Couriers -
The Couriers don't carry bulky goods, just messages. They travel alone, and lightly and swiftly. Traditional foot runners are the most common. These have above average skills in forest survival and Lifesong and are watchwords among the elves for their independent and self-sufficient natures. They tend to be a bit anti-social and aloof, even for elves.

Couriers usually above-average Health scores (for elves), not to mention their skills in Lifesong, which let them coax vegetation out of the way, and so reduces foot travel times by 10%. Couriers who knowingly carry urgent messages will take the shortest, most direct route, but it is a point of professional pride to leave as little evidence of their passage as possible.

Carriers - The Carriers are chosen to care for and direct the specially bred Warracks that carry the elven "air-mail". Some time ago an elf, seeing the need to establish swift communications throughout the kingdom, mounted an expedition to the desert and brought back a breeding colony of Desert Warracks to accompany him back to Lirynn. Elvish Lifesingers adjusted their plumage and characteristics so as to be more suited to the moister forest climate, and ensured that these adjustments bred true.

The modified Warracks would probably have trouble supporting themselves in the wild by this point, due to their domesticated status and the difficulties of hunting in the close growth of the old forest, but their elven partners are happy to aid them in the hunt in exchange for the abilities the Warracks provide. The Carriers have their own isolated training and breeding enclave in the upper reaches of Silverdawn. It is at this facility that young birds and handlers are trained in their respective disciplines. There are Courier waystations in each elven village, including cotes for the Warracks waiting to fly and their handlers.

The Warracks are the newest addition to the Courier system, and as such, have not been used all that much. As Lirynn continues to modernize, it is expected that the Warracks and their handlers will take on an increasing importance in the kingdom.

Caravans - For Caravans, typically add 40% to the distance traveled, but only 25% of the travel time, owing to the skill of the Guides at choosing routes. Also it is within the authority of the Guides to "improve" certain routes if, in their judgment, the benefit to the kingdom outweighs the impact to the forest. Thus there may be living tree-bridges spanning rivers in certain places, or a series of stepping stones rooted in particularly wide rivers on which a moss grows that isn't at all slippery. Since those with the vocation to be Guides naturally are possessed of a love for and comfort with the forest, they are known to go out on their own from time to time to keep their knowledge of their territory up to date and look for opportunities to keep the forest healthy.


 

 

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