Government
A kingdom is generally made up of a people with a relationship of loyalty to its king. The kingdom -o Qwir is under the dominion of Tana's Empire. The king and queen of the kingdom used to be members of the royal family, but this change with the independence of the kingdom in 1135 AD.
Military
Bladesong
Those who see a bladesinger in battle never forget the sight. Surrounded by chaos and blood, the bladesinger moves in an otherworldly dance. Spells and sword act in concert, meshing awe-inspiring beauty with fearsome deadliness. When the bladesinger’s sword whirls through the air so swiftly that it keens and the air hums and whistles in chorus, the bladesong has begun — and it might be the last thing the bladesinger’s enemy hears.
The elves and half-elves who practice the art of the bladesinger, appear to be almost casual in combat, deflecting opponents’ blades while elegantly moving into position to score hits in return. A bladesinger wields a weapon one-handed, leaving the other free for spellcasting or to manipulate a wand that can be incorporated into the fighting style. This technique gives a bladesinger the freedom of movement necessary for the dancelike motions of the various forms of martial art, which allow both magical and physical attacks to flow freely.
Few among the elves, and an even smaller number of half-elves, have the honor of being inducted into the ranks of the bladesingers. One must have the mind necessary to be a great wizard, and also the agility of the greatest dancers.
Culture
Orcs work to live, dwarves live to work
Justice
Consistent with their long perspective on the world and their knowledge of its history, elves have a special view of morality. They abide by the traditional definitions of good and evil, but tinged with elven sensibilities.
Elves are not as strict with the notion of justice, more chaotic, they tend to be less punitive. But when they do so, they might ban you for life, or remove your ability to interact with the
Weave entirely, a sanction that might not seem as cruel, but are far more awful for long-lived races.
Property crimes such as theft are usually considered evidence of significant character flaws, because elves don’t value material goods as highly as shorter-lived races do. An item’s intrinsic value is secondary to its historical and sentimental value, which can be considerable. An elf who steals a pouch full of gems would be pitied, but someone who steals a dried flower presented to an elf by her long-gone sister would be seen as a monster and likely exiled from the community.
Kingdom -o Qwir 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 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: Fraud
2.1: Fraud is defined as the deliberate deception of another person for personal gain.
2.2: Punishment for fraud shall range from 2 to 10 years of incarceration and/or a fine of up to 5000 gold pieces depending on the amount of money involved and the severity of the crime.
Section 3: Assault
3.1: Assault is defined as the intentional or negligent causing of harm to another individual, except in self-defense.
3.2: Punishment for assault shall range from 10 to 150 years of incarceration and/or a fine of up to 2000 gold pieces depending on the severity of the injury caused and the intent of the perpetrator.
Section 4: Murder
4.1: Murder is defined as the intentional killing of another individual, except in self-defense.
4.2: Punishment for murder shall be execution or the status of outlaw, with the revocation of the perpetrator's ability to cast spells and any legal rights.
Section 5: Kidnapping
5.1: Kidnapping is defined as the taking of another individual against their will.
5.2: Punishment for kidnapping shall be 50 years to life imprisonment depending on the severity of the crime and the decision of the court.
Section 6: Treason
6.1: Treason is defined as acts of disloyalty or betrayal towards the Kingdom -o Qwir.
6.2: Punishment for treason shall be death penalty. Any property or assets of the traitor shall be seized by the kingdom.
Section 7: Property Damage
7.1: Property Damage is defined as the intentional or negligent destruction or alteration of property belonging to another.
7.2: Punishment for property damage shall range from 1 year to 30 years of incarceration and/or a fine of up to 5000 gold pieces depending on the value of the property damaged and the severity of the crime.
Section 8: Enslavement
8.1: Enslavement is defined as the ownership or control of another individual through force or coercion.
8.2: Enslavement is strictly prohibited and punishable by 50 to 200 years of imprisonment and a fine of up to 10000 gold pieces depending on the severity of the crime.
Section 9: Magic
9.1: The use of magic is regulated by Kingdom -o Qwir and the
Academy of magic.
9.2: All practitioners of magic shall abide by the laws of arcane as defined by the Academy of Magic. Any violations of these laws will be dealt with accordingly by the Academy.
Section 10: Tax Evasion
10.1: Tax evasion is defined as the illegal non-payment or under-payment of taxes to the Kingdom -o Qwir.
10.2: Punishment for tax evasion shall range from fines to imprisonment depending on the severity of the offense and the decision of the court. Repeat offenders may face harsher penalties.
Section 11: Worship of Demons and Devils
11.1: Worship of demons and devils is defined as the act of reverence or devotion to any type of fiends.
11.2: It shall be illegal to worship any demon or devil within the borders of the kingdom and punishable by banishment from the kingdom and the revocation of the perpetrator's ability to cast spells.
11.3 In cases where the individual is found to be actively participating in an evil ritual, the punishment shall be execution.
Section 12: Scolding
12.1: Scolding is defined as engaging in slanderous and rude behavior that causes a public nuisance.
12.2: 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 13: Poaching
13.1: Poaching is defined as the illegal hunting or capturing of wildlife without proper authorization.
13.2: Punishment for poaching shall range from 10 years to 150 years of incarceration and/or a fine of up to 5000 gold pieces, depending on the type and rarity of the wildlife targeted and the extent of the poaching activity.
Section 14: Piracy
14.1: Piracy is defined as engaging in acts of robbery or violence at sea, usually for personal gain.
14.2: Punishment for piracy shall range from 5 to 20 years of incarceration and/or a fine of up to 10,000 gold pieces, depending on the severity of the piracy acts committed, the value of the stolen goods, and the harm caused to victims.
Section 15: Public Intoxication
15.1: Public intoxication is defined as being visibly and excessively intoxicated in a public place, causing a disturbance or endangering oneself or others.
15.2: Punishment for public intoxication shall range from a warning and removal from the public space to a fine of up to 200 gold pieces, depending on the level of disturbance caused and the individual's cooperation with authorities.
Section 16: Religious Persecution with a clause
16.1: All crimes against ordained priests of a religion officially recognized by the Kingdom-o Qwir, committed inside one of its temples, or with the express intent to disrupt worship, shall have their punishments doubled.
These laws are to be enforced by The kingdom -o Qwir's legal system and violators shall be brought to justice accordingly.
Valour
The elves value their community, they value this precious link they share, and as such, the concept of community is extremely important within the kingdom -o Qwir. The elves were united long ago against the various threat, and they still are to this day, it is that union that permitted their survival to the various event occurring on Toriel.
Similarly, they value nature immensely, a vestige from their tradition before the
Great Extinction, but the elves always placed themself as protectors of this nature, and to this day, they still do, their cities are overgrown with tree and verdant moss, and they protect what is left of the forest on their territories.
Wizardry
There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through mental barriers in order to achieve ever greater mastery.
Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The patience and restraint for which elves are well known serves them well in this pursuit.
Elves are often seen as masters of magic because of how easily it comes to them, but the mightiest of their mages are always those folk who burn with ambition. The path to power is never smooth. Anyone who tells you otherwise is a fool or an enemy.
Diplomatie
Relations
The kingdom -o Qwir, thanks to his link to the
Feywild, is able to provide very unique goods, and as such, is closely linked to the other kingdom within the empire in order to trade. But, the trading with foreign nation is made under the name of Tana's Empire as a whole.
Conflict
The elves do not adopt the division in three categories most of the empire has adopted. The noble while generally taking on important roles in the elven society, do not enjoy any privileges, besides those offered by their wealth.
Ever since the independence of the Qwir, the kingdom is fqced with the looming threat of the empire that might strike at any time.
History
late 1 BD through 92 AD
The large draconic infantry, stationed north of Siniador, dispersed following the truce, continuing to wreak havoc on the region for several more years. The dragonborn, now freed from their draconic masters, whose numbers had dwindled so much that they retreated into hiding, journeyed south, gathering in the Isolation Desert.
This newfound, relative peace allowed the humanoid tribes the opportunity to thrive and repopulate the land, marking the dawn of the modern age. With the end of the
Dragon Era, humans rose to prominence and began fighting against the remnants of the draconic infantry.
For three generations, humans barbarians and fighters united against troops of goblins, ogres, and other monstrous forces. Over the years, humans drove these monsters out of Siniador, while the elves began returning to the Material Plane.
Founded in 0 AD, with the return of the elves to Toriel, the kingdom was built upon the ruins of the ancient elven civilization. But, the independence of the kingdom -o Qwir was short-lived.
Rightful rulers
92 BD through 93 AD
Victorious against the monsters that plagued Siniador, the human armies saw themselves as the rightful rulers of the land. The elves, who had recently returned, unjustly claimed lands they had supposedly saved from monsters, while the dragonborn to the south—spawn of the dragon armies—had no rightful claim to the region.
After years of fighting the monsters of Siniador, the tribal armies united under a common banner, led by Ulfar Tana. They began marching west toward the
Wood of the Vale. By the
Time the Kingdom -o Qwir realized the violence that inevitably followed the humans, it was already too late.
The elven kingdom sent scouts and prepared ambushes, using the forest to their advantage. However, the human raiding units had already infiltrated the forest and flanked the ambushers, allowing the bulk of the human infantry to swiftly penetrate the woods. They burned every part of the forest they passed through, preventing any future ambushes or flanking maneuvers.
Siege of Megima
93 BD through early 95 AD
In less than a year, the human army managed to reach Megima, laying siege to the city and starving the elves. It took only 18 months for the elves to surrender, and the humans celebrated their first victory.
Desertic battles
early 95 BD through 96 AD
Unsatisfied with their victory, the human army split, with part of the forces securing the elven kingdom while the other part traveled south to face the dragonborn, who had claimed the
Desolation Desert. The conditions were far less ideal for the northlanders, who made up the majority of the human forces.
The dragonborn breathking, who had claimed a title similar to the one he once held when his people served the dragon armies, knew the human forces were not to be underestimated. The dragonborn used the environment to their advantage, fighting in the scorching desert and attacking supply routes for food and water to the human army.
Yet, month after month, the humans pushed forward, encroaching on the
Kingdom Reza Flames' territories and killing countless dragonborn. Unwilling to sacrifice more of his people, the breathking struck a deal with the empire. The Kingdom of Reza Flames would surrender, becoming a vassal of the human empire, but it would retain a degree of political independence, and the security of the dragonborn would be assured throughout the entirety of the human empire.
The humans, fearing a prolonged war in the south and that the elves might use this opportunity to rebel in the north, agreed.
Aftermath
96 BD through 100 AD
The Kingdom -o Qwir and the Kingdom of Reza Flames became vassals of the newly founded empire:
Tana's Empire. As agreed, the dragonborn received a degree of freedom within their lands. Siniador was now entirely under the dominion of the empire.
However, numerous internal conflicts arose, as many humans rejected Ulfar Tana's reign and instead supported other warlords as their leaders. Ulfar ruled the newly created empire with an iron fist, becoming almost tyrannical in his leadership and silencing any opposition. Despite this, the empire flourished under his rule. However, Ulfar had to suppress numerous attempts by
Elven Rebels who sought to liberate their kingdom. His strong and uncompromising rule was a necessary evil to maintain the stability and prosperity of Tana's Empire.
Fey help
Gaendur Tana, the son of Ulfar Tana , found himself thrust into the challenging role of emperor in an empire fraught with chaos and instability. With his father's sudden passing, he had no choice but to step up and take the reins of power. The elves were on the brink of rebellion, and political rivals lurked in the shadows, seeking to seize control for themselves. Gaendur faced an uphill battle to maintain unity and stability in the empire.
Despite the immense pressure and constant threats to his rule, Gaendur worked tirelessly to hold the empire together. His efforts bore fruit, and over time, the empire grew into a dominant force in the western lands. Gaendur's leadership allowed the position of the empire to solidify, establishing its authority and influence in the region.
Unfortunately, Gaendur's time as emperor was cut short. He met an untimely end in 134 AD, officially attributed to disease, but rumors abound that he was the victim of foul play. Many suspect that his enemies conspired to poison him, viewing his Death as an opportunity to regain control and advance their own agendas.
A Satyr , corrupting the emperor wife with philter of love, had poisoned the emperor and was slowly taking command of the empire in the name of the Summer Court , an ally of the Kingdom -o Qwir. Gaendur's wife, Irith Tana , took over her husband leadership under the spell of the satyr.
When this corruption was exposed, Irith's young son assumed the crown in 140 AD, taking over the leadership of the empire.
Fourth emperor
Charles Tana claimed the crown at the tender age of 16. Aware of his father's legacy and witnessing his mother's love for a fey creature, Charles became the first to attempt uniting elves and humans through diplomacy rather than relying on force and fear. He successfully forged numerous pacts with the elves and delegated more power to the dukes of his empire to enforce the realm's laws.
Under his enlightened rule, the empire experienced unity for the first time in its history. To solidify the bond of unity between elves and humans within the empire, Charles took an elf from the Soliadon family, the elven royal family of the Kingdom -o Qwir , as his spouse:
Alivae Soliadon Tana.
Elven emperess
Elris Tana, the daughter of Charle Tana, was the first half-elf to ascend to power in the empire, a weighty responsibility for the new empress. She bore the heritage of both her Human and elven lineage and had the challenging task of maintaining the unity forged by her father's rule.
While Charle's reign was renowned, Elris could only strive to uphold his accomplishments. The stability provided by her father's leadership, combined with her own long and capable rule, ushered in an era of prosperity for the empire.
Second elven emperess
when Manael Tana accessed the title of empress, many contestations arises from the elven people, and those haven't calmed since she came back as the queen of the eleves.
Independance
In a kingdom marked by unrest and discontent, Queen Manael faced growing opposition due to her perceived alignment with the empire, as she used to be Tana's empire previous empress. Her political decisions, strong ties with the imperial forces, and the enforcement of the kingdom -o Qwir as a vassal of the empire fueled dissatisfaction among the elves. The queen, known for her history as a power-hungry politician, swiftly silenced any voices of rebellion.
The
Elven Rebels, unable to openly confront the queen, operated in the shadows, diligently growing their forces. When a recent rift to the
Elemental Plane of Fire emerged in the Wood of the Vales after an internal battle within the rebels, attributed to the rebelion by the empire, the empire and its vassal mobilized to address this perceived threat. The majority of the
Soldiers of the Qwir were dispatched to support the empire army, leaving the capital,
Megima vulnerable.
Seizing this opportunity, the rebels launched a bold attack on Megima, aiming to dethrone the queen. With the citizens siding with the rebels, they easily reached the castle, demanding the queen's surrender. Fearful for her life, Queen Manael refused to open the castle doors, opting to let the city burn.
Ida Emean aep Sivney, Her court wizard, conflicted by the queen's decision, opened the doors for the rebels and fled.
As chaos engulfed the capital, Queen Manael retreated to her throne room, where
Valia Abalhan,
Vari Abalhan, and
Fandral Staghelm confronted her. Vari drove a flaming sword through Queen Manael, bringing an end to her reign.
A group of advenutrers, composed of
Creyola Nepomuk,
Faust von Verurteilung,
Galad Ithil,
Jade,
Marilith and
Orianna fought the rebels in an epic clash. Despite the adventurers emerging victorious, the toll is heavy: Marilith succumbs to the battle, and even with the combined healing powers of Galad and Jade, her body burns into ashes, rendering resurrection impossible.
In the aftermath of the recent events, the Kingdom -o Qwir faced the urgent need for independence from the empire. The elves, having suffered enough under imperial rule, were eager to break free.
With the announcement of the defeat of the rebels' leader, the adventurers took advantage of the situation to negotiate with the imperial general. They presented the empire with a choice: engage in a prolonged battle with them, resulting in considerable losses, or allow the elves to flourish in the reborn Kingdom -o Qwir.
Recognized as heroes of great might, the adventurers leveraged their influence to facilitate the negotiation. The absence of a ruling leader after Manael's
Death led the people to turn to Galad. His wisdom and unwavering protection of those he loved made him a suitable candidate for the throne. Galad, the only surviving elf among the adventurers, was crowned king of the elves, marking the beginning of a new era.
Notable members
Comments