Kingdom -o Qwir Organization in Toriel | World Anvil

Kingdom -o Qwir

The kingdom -o Qwir, or kingdom of the rose in common, is the elven kingdom, on the west of Siniadòr, part of Tana's Empire.   The name Qwir (or rose) was a symbol of the elves' hope when they came back to the prime material realm, the kingdom was supposed to be the blossom of a new era for the elves.  

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.  

Culture

Orcs work to live, dwarves live to work
 

Justice

The 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.  

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.  

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

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, as men gathered into a strong union, and started to march west to the elven lands during Tana's Great Reunion.   By the time the great kingdoms of the elves realized the violence that inevitably follows the humans, it was already too late. The eyes of the human leaders fell greedily on the prosperous lands of the elves. Tana's Great Reunion had begun and humans were here to stay. Different tribal armies marched simultaneously west, and south; no land was safe. Unable to unite or react in time, the elven monarch watched as human warriors swarmed and usurped their lands. The human race emerged victorious after years of bloodshed.   The elves are blessed with keen eyesight and a great talent for archery. Their deep knowledge of the woodlands further complemented their deadly and silent armies, making them a force to be reckoned with, but their number lacking to face the army of the humans during the great reunion. Tana's Great Reunion costing the elf dearly.   After the war, the elves' kingdom was left with only the Elven Forest under their dominion, and the snowy tundra to the extreme west.   To strengthen the bond between the empire and the kingdom, multiple elves from the royal family mingled with the emperor family, Gaendur Tana was the first elf to become an emperor of Tana's Empire from 139 AD to 589 AD. A position that was much criticized by the people of the kingdom -o Qwir and the humans alike. Similarly, 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.

Geography

Region
Elven Forest
Capital
Megima
Aliases
Elven Kingdom
 

Society

Government
/
Leader
Dath'Remar Soliadon (0 AD - 779 AD)
Anasterian Soliadon (779 AD - 1122 AD)
Kael'thas Soliadon (1122 AD - 1126 AD)
Manael Soliadon Tana (1126 AD - 1135 AD)
Galad Ithil (1135 AD - / )
Races
Majority of Elves
Main pantheon
Elven Pantheon
Population
/
Timeline
History of the Elves
 

Other

Founding Date
0
Type
Geopolitical, Kingdom
Parent Organization


Cover image: Dawn of Hope by Sung Choi

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