Gyr

Gyr, also known as Gyr Isle, is the kingdom of the Gyrfalcons, and is home to nearly three-hundred raptors. The island is 27-leagues long (80 miles) and fifteen-leagues wide (50 miles) and is mostly tundra. The outskirts of the island harbor sheer and steep cliffs, which many of the falcons of Gyr nest on during breeding season. Ten leagues (30 miles) from the mainlain on three sides, Gyr is heavily isolated and rarely receives intimidation or threats from other kingdoms, making it a relatively safe place to live.

The Palace and the Tower
The falcons of Gyr have one king and one queen, who rule over the general population. The king and queen are often silver morphs with royal lineage, and are often tied to the first king of Gyr, the white gyrfalcon Ján and the supposed first-born son of the Goddess. Since the rise of Laat and Nerea, no other white morph has existed on Gyr Isle, and no other white gyrfalcon(s) have ruled the island.

Most of the gyrfalcons live in the royal palace, a massive, ornate but crumbling three-story castle near the southern-most tip of Gyr Isle. There is enough space in the palace for nearly two-hundred gyrfalcons, all of which nest in empty and abandoned rooms on the first and second floor, leaving the third and top floor for the king, queen, their hatchlings, members of the Corps, guards, and  family of the king and queen (siblings, parents, cousins, etc). The tower, which is detached from the castle but only a few hundred yards away fromt the palace, is home to the High Priest or High Priestess, their priors/prioresses, and the caretakers of the altar of the Goddess. The altar occupies the first floor of the tower; the second floor is the nesting place of the priors/prioresses and caretakers; and the third (and final) floor belongs to the High Priest or High Priestess. Only the king, queen, their hatchlings, and generals of the Corps are allowed to enter the third floor of the tower, and it is considered an offense punishable by exile if an unauthorized falcon steps foot in the room an due to the belief that the High Priest or High Priestess's nesting place is too sacred to be touched by those of a lower birth. The High Priestess rarely leaves the tower and is often visited by the king and queen when they are in need of her service.

The Guard
TheGuard is a military unit of male and female gyrfalcons who protect the general population and patrol the borders of the kingdom, as well as enforce the laws that the Cabinet enacts. There are over seventy members of the Guard in service, five of them lieutenants, three of them captains and two of them generals. It is considered a great priviledge to be accepted into the corps as a cadet, and even greater of a priviledge to become a lieutenant or captain. To become a general, one must have been in the Corps for over five years, and have been approved by the king and queen before taking the position. It is impossible for a gyrfalcon to become a general without some sort of tie to the royal family; oftentimes generals are nephews, cousins or half-cousins of the king, queen, or the king and queen's other family.

The High Priest/Priestess
The High Priest or High Priestess is considered one of the most important falcons in Gyr, and is respected just as strongly as the king and queen. The High Priest or Priestess is burdened with the task of probing the Stream, appeasing the Goddess, renewing the Contract, maintaining and sacrificing to the altar, and advising the king and queen on matters of sacrifice and diplomacy in regards to pilgrimages and religious appeasement.

The Cabinet
The Cabinet is a governing body of twelve individual gyrfalcons who create laws, rules and regulations for the Gyrkin to follow. The Cabinet consists of six male and six female gyrfalcons, all of which are elected by the king. The Head of the Cabinet is normally the second-youngest son (or daughter) of the king, although if the royal family has only one child a General who has retired from the Guard can also become Head. Every Turning, after the night that the Contract is renewed, the Cabinet meets to discuss laws already enacted rather than making new ones, and decides which should be discarded and which should remain.