Dúr anor Monarchy Organization in Toriel | World Anvil

Dúr anor Monarchy

The Dúr anor Monarchy is an isolated drow kingdom on the Night Island. It was created by the drow after the Great Extinction, gathering the survivors and trying to adapt to the life underground.  

Government

Drow highly value magic, especially since their link to even high magic was severed. A council, named the magician lodge rule over the monarchy, the leader of the lodge also serving as queen of the drow.     The magician lodge is composed of six to ten members, all of which are female and eminent wizards. The lodge was founded during the creation of the monarchy and had been supervising the drow ever since. The existence of the lodge however is a secret, except for the leader who serves as the queen and as the public figure of the magician lodge.   One per month, or on important occasions, every members of the lodge gather, either physically, or at least participate thanks to magical communication. During those meetings, the lodge decides on the best plan of action for the Dúr anor Monarchy to strive, and for the drow to be safe.   Any member of the lodge is free to leave as she please, and the lodge sends an invitation to join their secret group to talented wizard when the need arises, deciding who get to join them during their council.  

Culture

"Do not meddle in the affairs of wizards, for they are subtle, and quick to anger"
 

Justice

Drow believe the lack of seriousness of elves is partially responsible for their situation, and as such, hold dear value of justice and righteousness. The Dúr anor Monarchy have quite strict law, and the punishment in case one would fail to ably by those law are severe.   If someone is suspected of a crime, a trial will be organized. During this trial, the suspect while have to prove his innocence in front of a group of 3 female judge (all of which are spellcasters). During those trial, it is common to use spell such as zone of truth, or enchantment spell to force someone to tell the whole truth. If the trial proves the suspect is a cultrip, the fines and punishments depend on the crime.  

The Dúr Anor Monarchy Criminal Code

  Section 1: Theft
1.1: Theft is defined as the unauthorized taking of property belonging to another.
1.2: Punishment for theft of material goods shall range from 1 to 3 years of incarceration, or a fine of up to twice the worth of the stolen goods or community service depending on the severity of the crime. Repeat offenders may face harsher penalties.
1.3: Theft of an item of high sentimental value is considered a severe crime, and the perpetrator shall be punished accordingly. Depending on the severity of the crime, the punishment shall be the severing of hand, and/or 3 to 5 years of incarceration in addition to returning the stolen item.   Section 2: Enslavement
2.1: Enslavement is defined as the ownership or control of another individual through force or coercion.
2.2: Enslavement is strictly prohibited and punishable by 12 to 20 years of incarceration and a fine of up to 3600 gold pieces depending on the severity of the crime.   Section 3: Trespassing
3.1: Trespassing is defined as entering or remaining on property without permission from the owner.
3.2: Trespassing is punishable by 100 strikes with a whip   Section 4: Property Damage
4.1: Property Damage is defined as the intentional or negligent destruction or alteration of property belonging to another.
4.2: Punishment for damage to private property shall range from 1 to 2 years of incarceration or a fine up to twice the property damage and 100 strikes with a whip, depending on the value of the damaged property and the severity of the crime.
4.3: Damage to Lodge Property is considered a severe crime, and the perpetrator shall be punished accordingly. Depending on the severity of the crime, the punishment shall range from 2 to 6 years of incarceration and a fine up to twice the property damage depending on the severity and 100 strikes with a whip.   Section 5: Assault
5.1: Assault is defined as the intentional or negligent causing of harm to another individual. 5.2: Punishment for Assault shall be 20 to 250 years of incarceration and/or a fine of up to 1400 gold pieces depending on the severity of the injury caused.
5.3: Assault on spellcasters is considered a severe crime, and the perpetrator shall be punished accordingly. Depending on the severity of the injury caused, the punishement shall be 250 years of incarceration or execution or the exile.   Section 6: Murder
6.1: Murder is defined as the intentional killing of another individual.
6.2: Punishment for murder shall be execution or exile and the revocation of the perpetrator's ability to cast spells.   Section 7: Treason
7.1: Treason is defined as the betrayal of one's country or sovereign through actions such as aiding an enemy, spying, or attempting to overthrow the government.
7.2: Punishment for treason shall be exile and the revocation of the perpetrator's ability to cast spells. Any property or assets of the traitor shall be seized by the state.   Section 8: Kidnapping
8.1: Kidnapping is defined as the taking of another individual against their will. 8.2: Punishment for Kidnapping shall be 60 years of incarceration and/or a fine of up to 1600 gold pieces depending on the severity of the crime.   Section 9: Worship of Demons and Devils
9.1: Worship of demons and devils is defined as the act of reverence or devotion to any type of fiends.
9.2: It shall be illegal to worship any demon or devil within the borders of the Monarchy and punishable by banishment from the Monarchy. In cases where the individual is found to be actively participating in an evil ritual, the punishment shall be execution.   Section 10: Scolding
10.1: Scolding is defined as engaging in slanderous and rude behavior that causes a public nuisance.
10.2: Punishment for scolding shall range from a warning and public apology to a fine of up to 500 gold pieces, depending on the severity and frequency of the offense. Repeat offenders may face more severe penalties.   Section 11: Poaching
11.1: Poaching is defined as the illegal hunting or capturing of wildlife without proper authorization.
11.2: Punishment for poaching shall range from 3 to 20 years of incarceration and/or a fine of up to 3000 gold pieces, depending on the type and rarity of the wildlife targeted and the extent of the poaching activity.   Section 12: Public Intoxication
12.1: Public intoxication is defined as being visibly and excessively intoxicated in a public place, causing a disturbance or endangering oneself or others.
12.2: Punishment for public intoxication shall be public humiliation through confinement in the stocks for a period of time determined by the severity of the offense and the individual's cooperation with authorities. Repeat offenders may face extended periods of public humiliation, accompanied by a fine of up to 200 gold pieces. The duration of confinement in the stocks shall be determined by the local authorities and serve as a deterrent to further public intoxication.   Section 13: Adultery
13.1: Adultery is defined as engaging in a sexual relationship with a person other than one's spouse while legally married.
13.2: Punishment for adultery shall range from fines up to 1000 gold pieces to imprisonment for up to 5 years, depending on the circumstances and the impact on the marital relationship.   These laws are to be enforced by the Dúr Anor Monarchy's legal system and violators shall be brought to justice accordingly.  

Valour

The drow value magic highly, especially after they lost their link to the elven high magic. Thankfully, they are still able to manipulate the weave and to cast spell. Due to this severed link, drow highly value magic, the core principle of which are reached to young drow, making each of them capable of basic spellcasting.   Potent spellcasters tend to hold positions of power among the Dúr anor Monarchy, as proven by the magician lodge, controlling the kingdom. Mages are often called upon to protect the underground territory of threats, to maintain order, and to the kingdom aflaot.  

Diplomatie

Realtions

The Dúr anor Monarchy is isolated and self-sufficient and has such do not maintain many relations with other countries. However, due to their lack of connection to elven high magic, the monarchy is disregarded by the Kingdom -o Qwir.  
 

Conflict

The kingdom is born from the lack of seriousness of other elves, and of their god Corellon Loth. As such, drow tend to hate Corellon, thinking of him as a traitor who let them to die in an hotile world. Similarly, drow are resentful of the elves, who fled without them.   Despite this anger, no conflict or war is to be noted.  

Economy

Exchange

Ancient Coins

The ancient realm has preserved many ancient traditions, including the use of ancient coins. These ancient coins retain their value even in other realms, including Tana's Empire, the hobgoblin empire, or the Lightfoot Kingdom. However, most merchants won't accept them, and you'll need to exchange them at a bank.  
  • Magini - platinum coin
  • Orini - electrum coin
  • Sepi - silver coin
  • Kauti - copper coin
  They use those coins in their economy and trades, the exact value fluctuating depending on the need of the kingdom, but the fluctuation are regulated by the magician lodge. This regulation is necessary to keep the economy afloat, due to the very little exchange the kingdom has with the exterior world.  

Commerce and Fiscality

Commerce are heavily regulated, the amount of goods they can get and sell in a set period of time is defined by the kingdom, this is done in order to make sure the kingdom can be self-sufficient and do not run out of important resources.   Merchants are not taxed, but a portion of their goods may be taken as a fee by the kingdom if necessary. Similarly, due to how little trade with the outside world occurs, they are no taxes or regulation on foreign goods, however, any intruder or foreigner will be inspected to make sure nothing he transport might be a threat for the Dúr anor Monarchy.  

Wealth

Drow cannot be described as wealthy, nor can they be described as poor. most drow live with 4 silver ancient coins per day (roughly 8 silver ecu). The talented wizard and spellcaster are often respected and occup position of power, those dark elves typically live much more comfortably, with approximately 4 gold ancient coins per day (roughly 8 gold ecu)  

History

The dark eves in Toriel are confined within the Night Island. When the Great Extinction struck the elves, a great number of elves on the night island survived. But the Disaster, partially magic in nature, had caused a change in the weave, and the survivors were not able to utilize the elven high magic anymore.   Their cities were destroyed, as the dragons and giants started to fight, forcing them to hide deep underground. Somehow, they were still crossing the path of blood craving dragon, always pushing them deeper, until they reached the Underdark. This dark places, at first hostile, was still not as bad as the outside world, and for a thousand-year, they were forced to adapt to this place.   Their skin growing dark at first, sensitive to light, but better adapted to the condition they had to live in, losing their hair color at the same occasion. Their darkvision improving, and slowly, they were able to build a new kingdom in the Underdark.   This kingdom and those elves are widely misunderstood, often a drow outside of the Night Island is meet with fear or hatred. This is no problem for the drow, that have lived secluded for over two millennia.

History

In 1069 BD, after the great extinction, Corellon Loth opened portals to the feywild, offering a path for the rare survivor to retreat into this safer place. Except for a group of elves on Night Island, all elves disappeared from Toriel. Struck by the great extinction, and now isolated, the drow were unable to connect with the weave in the way to, they were unable of elven high magic anymore.   Their cities were destroyed, as the dragons and giants started to fight, forcing them to hide deep underground. Somehow, they were still crossing the path of blood craving dragon, always pushing them deeper, until they reached the Underdark. This dark places, at first hostile, was still not as bad as the outside world, and for a thousand-year, they were forced to adapt to this place.   Their skin growing dark at first, sensitive to light, but better adapted to the condition they had to live in, losing their hair color at the same occasion. Their darkvision improving, and slowly, they were able to build a new kingdom in the Underdark.   It is common knowledge that everything coming from the underground, is dangerous and hostile, every child learns that with the various stories he is told. Thanks to that teaching, drow are feared, their dark skin, and the knowledge of their homeland, make them a source of stories to make children cry.

Founding Date
-1069
Type
Geopolitical, Magocracy
Alternative Names
Drow Kingdom
Government System
Monarchy, Absolute
Official State Religion
Location

Character flag image: by CoupleOfKooks

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