The Kingdom of Kadwir
Royal Symbol and Flag:
In the Kingdom of Kadwir, the royal symbol is a majestic red stag, a creature revered for its grace and resilience. This symbol is intricately depicted on the kingdom's flag, which unfurls proudly in the wind with a rich interplay of green and gold. The green represents the lush landscapes and abundant nature that characterize Kadwir, while the gold signifies the kingdom's prosperity and unity under the royal banner. The red stag, standing proudly at the center of the flag, embodies qualities of strength, agility, and a deep connection to the natural world. Its antlers, branching out with intricate details, symbolize the kingdom's growth, wisdom, and the intertwining paths of its people. The royal symbol of the red stag on a flag of green and gold, once a provincial emblem, now took on new significance as a symbol of Kadwir's newfound independence. The kingdom emerged from the crucible of conflict with a strengthened sense of identity, proud of its autonomy and committed to charting its own destiny. In the aftermath of the civil war, Kadwir navigated the complexities of establishing itself as an independent realm. Diplomatic negotiations and the forging of new alliances became paramount as the kingdom sought recognition from neighboring lands. Exploring the Kadwir conquests from 366 to 620 reveals a significant chapter in history. Despite possessing imperial forts and strongholds for over two centuries, Kadwir remained one of the empire's last unconquered regions due to its sparse population.Geography and Environment:
Kadwir is a land of stark contrasts, characterized by its rugged and varied terrain. The region is dominated by dense, ancient forests that seem almost impenetrable, with towering trees that have stood for centuries. These forests are home to countless species of wildlife, some of which are unknown in other parts of the empire, adding to the region’s mystique. Beyond the forests lie rolling hills and rocky outcrops, which gradually rise into the foothills of distant mountain ranges. These mountains, often shrouded in mist, are both a natural barrier and a source of precious minerals, attracting the interest of those brave enough to venture into their depths. Rivers wind through the landscape, fed by mountain streams and rainfall, carving deep valleys and providing the lifeblood for the flora and fauna of Kadwir. These waterways are vital to the native inhabitants, serving as routes for travel and trade, as well as sources of food and fresh water. The climate in Kadwir varies significantly depending on altitude; the lowlands experience temperate conditions, with cold winters and mild summers, while the higher elevations are harsher, with snow covering the mountain peaks for much of the year. The empire’s neglect has allowed Kadwir to remain a largely untouched wilderness, where nature thrives in its rawest form. The land is rich in resources, from timber and game in the forests to minerals in the mountains, yet it remains underutilized due to the sparse population and the empire’s lack of direct control.Ranks and Priviliges
Among the numerous noble titles conferred upon the citizens there remain several ranks which retain a specific function within the governance of the kingdom. While the meanings and grandeur of these titles may change over generations, the current government recognizes the following noble titles in is hierarchy.- Count, is a hereditary title, and denotes a ruler of a land with towns and castles.
- Viscount/Viscountess, is a non-hereditary title, it is a administrative or judicial position. Its most of the time to goveren a town or special legal territory. However it can also be given to special individuals as a bribe as Viscount is still a noble rank as such with it one can dodge many taxes and laws.
- Baron/Baroness, Is a hereditary title and denotes a ruler of a large village or small town with or in addition to a castle
- Baronet/Baronetess, Is a hereditary title and denotes a ruler of a village. All Baronets are knights but all knight are not Baronets. This is because to keep the title a heir need to achieve the title of knighthood. Most of the time the baronet and its liege will have planned the baronets children's education long before they are born.
- Lord Mayor, A Lord Mayor Is the title used for an appointed official, a governor of a Town or village as part of a title of viscount.
- Mayor, A Mayor is the title used for an appointed official, a governor of a Town or village.
- Castellan, A castellan is the title used for an appointed official, a governor of a castle and its surrounding territory referred to as the castellany.
- Knights, is a non-hereditary title
- Reeve, is a non-hereditary title for a senior official man at arms with local responsibilities many time working as sheriffs or detective
The Conquest of kadwir
Pre-Conquest Era (Before 366)
Imperial Presence: During the Pre-Conquest Era, Kadwir remains a remote and largely ungoverned region on the fringes of the empire’s reach. The empire, focused on protecting its valuable coastal provinces and consolidating power elsewhere, has only a minimal presence in this rugged and untamed land. A few strategically placed imperial forts and outposts dot the landscape, primarily located near key geographic features such as mountain passes, river crossings, and the edges of dense forests. These outposts serve as observation points rather than centers of governance, with the primary goal of monitoring potential threats to the more economically vital regions closer to the imperial heartland. The soldiers stationed in Kadwir are a small contingent, often composed of lower-ranking officials and troops who may view this assignment as a form of exile due to the harsh and isolated conditions. The forts are modest, fortified with stone walls and basic defenses, designed to withstand attacks from local wildlife or small raiding parties rather than large-scale invasions. These outposts also act as trading posts, where imperial soldiers occasionally barter with the local population for supplies and information, although their influence on the region remains limited. Native Population: Kadwir is home to a diverse array of indigenous peoples, each with their own distinct cultures, traditions, and histories. These groups have either inhabited the region for centuries or have migrated there to escape the advancing forces of imperial expansion. Tribal Humans of Angramar: The tribal humans, known collectively as the Angramar, are the most numerous of Kadwir’s human native peoples. They are organized into various clans, each with its own territory and leadership. The Angramar are deeply connected to the land, living in harmony with nature and relying on hunting, gathering, and rudimentary forms of agriculture. Their villages are often temporary, constructed from natural materials and easily dismantled as they move with the seasons or in response to external pressures. The Angramar are fierce warriors, with a culture that prizes martial prowess, honor, and loyalty to one’s clan. Wood Elves: The wood elves of Kadwir are a secretive and enigmatic people, residing deep within the region's primeval forests. Their villages, hidden high among the trees or nestled within secluded groves, are nearly impossible for outsiders to find, blending seamlessly with the natural surroundings. As the guardians of these ancient woods, the wood elves are deeply attuned to nature. This connection to the natural world grants them profound knowledge of the forest and its secrets, making them formidable protectors of their homeland against any who threaten it. Gnomes: The gnomes of Kadwir are a reclusive and industrious people, renowned for their ingenuity and exceptional craftsmanship. They are divided into two distinct groups: forest gnomes and rock gnomes, each adapted to their unique environments. Forest Gnomes: The forest gnomes dwell deep within the ancient woods, much like the wood elves with whom they share their habitat. They live in small, close-knit communities, often hidden among the roots of towering trees or within the dense undergrowth. These gnomes are masters of alchemy, subtle magic, and the creation of intricate devices. Their homes are nearly invisible to outsiders, protected by cunning traps and powerful illusions designed to keep their settlements safe from unwanted intruders. Forest gnomes value their independence fiercely, and though they avoid the empire's affairs, they occasionally trade their prized creations with other native groups, bartering for rare materials or valuable information. Rock Gnomes: The rock gnomes, on the other hand, have carved out their homes within the mountains of Kadwir. They live in fortified settlements built into the rocky hillsides, where they delve deep into the earth to mine precious minerals and ores. Known for their mechanical prowess, rock gnomes excel at tinkering and engineering, creating elaborate machines and devices that are highly sought after. Like their forest kin, rock gnomes are protective of their autonomy, keeping to themselves and maintaining little interest in the empire's reach. Their settlements are heavily defended, with mechanisms and traps that deter any would-be invaders. Hill Dwarves: The hill dwarves of Kadwir are a hardy and resilient people, living in fortified settlements scattered across the region’s hills and lower mountain slopes. Unlike their mountain-dwelling kin, hill dwarves often build their homes on the surface or in shallow underground halls, nestled within rocky hillsides rather than deep beneath the mountains. Their origins lie in exile—many hill dwarves are descendants of those who were cast out from the strict and lawful society of the mountain dwarves. Exile could come for various reasons: some hill dwarves are the descendants of criminals, banished for their transgressions against the rigid laws of the mountain halls. Others are the offspring of more free-spirited individuals who chose to leave the strict, hierarchical ways of mountain life to embrace a more independent existence. This diversity in origin has given hill dwarves a culture that values personal freedom and innovation, while still maintaining the strong bonds of kinship and community that are central to dwarven identity.Migration and Initial Conflict (364-368)
Aesudarhan Migration (364): Around 364, the Aesudarhan tribes, fleeing the devastating war between dragons and giants on the northern continent, begin a large-scale migration into Kadwir. The once-powerful Aesudarhans, now scattered and displaced by the chaos of their homeland, seek refuge in the uncharted lands to the south. As they journey across the seas, some of these tribes settle on the northern islands of Kadwir, finding solace in their isolation and the untouched beauty of these new lands. However, not all Aesudarhans are content with peaceful resettlement; driven by a desire for conquest and the need for resources, other tribes set their sights on the wealthier and more established regions of Kadwir’s mainland. Aesudarhan Onslaught (366): One such group of Aesudarhans, fueled by ambition and desperation, targets the elvish city on Kadwir’s coast. This city, known for its ancient architecture and strategic location, becomes the focal point of the Aesudarhans’ initial push into Kadwir. The assault is swift and brutal, with the Aesudarhans using their formidable combat skills and knowledge of warfare to overcome the elvish defenses. The city falls into their hands, marking the beginning of a period of tension and conflict between the Aesudarhan migrants and the native inhabitants of Kadwir. The battle is short but decisive. The wood elves, unable to withstand the Aesudarhans' onslaught, suffer a crushing defeat. Forced to abandon their homes, they retreat to the west, seeking refuge deeper within Kadwir’s forests or beyond the coast. This defeat marks a significant shift in the balance of power within Kadwir, as the Aesudarhans begin to establish themselves as a dominant force in the region, while the native populations are left to grapple with the consequences of this sudden and violent upheaval.Settlement and Reconstruction (368-378)
Rebuilding and Adaptation in 368: The Aesudarhan clans focus on rebuilding and adapting the elvish city to suit their needs. They repair damaged structures, construct new buildings, and fortify the city against potential threats. The Aesudarhans also adjust to the warmer climate of Kadwir, modifying their clothing, diet, and daily routines accordingly. Imperial Attention in 368 In 368, the empire's scouts discover the presence of the Aesudarhans in Kadwir. Reports from the displaced wood elves, who have been forced from their homes by the Aesudarhans, further raise alarms. Recognizing the potential threat posed by these new settlers, the empire begins to take a more active interest in Kadwir, considering the enforcement of its laws and the protection of its interests in the region. Territorial Expansion in 370: Beyond the city, the Aesudarhans begin to claim much of the northern coast and parts of the adjacent plains. This expansion is driven by their need for resources and space for their growing population. Resistance from Natives in 370: The Aesudarhans face significant resistance from native populations. The wood elves, gnomes, and hill dwarves fiercely defend the mountainous regions and great forests, engaging in skirmishing battles to halt Aesudarhan expansion. Imperial Attention in 368: Imperial scouts notice the Aesudarhans' presence and receive reports from the displaced wood elves. The empire begins to take an interest in enforcing its laws on the new settlers. Halfling Settlement in 374: In the midst of this volatile frontier, a peaceful halfling settlement on the plains is known for its farming and brewery. The halflings live in harmony with their surroundings and maintain neutral relations with both the native populations and the empire. They engage in a vital trade with the imperial fort in the south, supplying high-quality beer and fresh produce that greatly enhance the soldiers' diet, which otherwise relies on monotonous military rations. However, in 374, a rogue Aesudarhan clan, seeking to expand their territory and resources, targets the settlement. Imperial Response in 374: Enraged by the unprovoked attack on the halfling settlement, a regiment of approximately 1,000 imperial soldiers, acting without official orders, takes matters into their own hands. The soldiers, motivated by a strong sense of justice and loyalty to their fallen friends, launch a coordinated counteroffensive against the Aesudarhans. They join forces with the native populations—wood elves, gnomes, and hill dwarves—resulting in a unified front against the Aesudarhan expansion. This rogue action by the imperial forces leads to intense clashes with the Aesudarhans and creates a temporary stalemate in the conflict. Political Response (374-378): The unauthorized actions of the imperial regiment prompt significant political fallout. The military commander responsible is dismissed from his post. However, the incident forces the empire to confront the growing problems in Kadwir. Despite the empire's longstanding ambitions to incorporate Kadwir, the current timeline places substantial pressure on its economy and military resources, which are spread thin across its provinces. The empire's zeal and belief in its divine right to rule all mankind make the situation politically unacceptable. After two years of deliberation, the empire decides to officially commission a legion for the conquest of Kadwir. This newly formed legion is one of the smallest and least funded in the last 300 years, reflecting both the strategic necessity and the financial constraints faced by the empire at this time.Imperial Intervention (378-386)
The military general in command of the week legion initiate political talks with the natives for their surrender. The humans from Angramar agree and the haflings agree without much problems however the hill dawrf gnomes and elves talke much more to convince the empire do not seek to rule other races only humanity that it view is thire divine mandate to goveren but the also when governening a region can not alloew to much border conflict and as such wish for a clear distiction bethen how the new province will be goverend and diviaded before the campagin. however the emprie is in a weaker posion when the often are as thire legion is not able to handle the war on thire own as such the have to seek out comprimises with the natives. The neogation end up with the elves under a special administrative vasales contract were the are Exempted from military services outside of region of particaler consuren while also military protection having a without not beholden to military service nor are the Angramar Human: Aesudarhan Human: Imperial Human: Wood Elves: Gnomes: Hill Dwarf: Hafling: Alliances and Preparations: Wood elves seek assistance from the Avanorian Empire. The empire commissions a legion to deal with the Aesudarhan presence. Allied Forces: The wood elves, along with gnomes and hill dwarves from the Blue Mountain, form an alliance with the empire to confront the Aesudarhans.Conflicts and Resolution (396-410)
Second Battle: A second major battle occurs between the allied forces and the Aesudarhan clans. Although the Aesudarhans win, the victory is narrow, and a peace agreement is reached. Peace Agreement: The Aesudarhans retain control of the coastal city but must agree to certain terms dictated by the empire.Post-Conquest Era (410 and beyond)
Imperial Influence: Despite nominal independence, the Aesudarhan city remains under close imperial scrutiny. The peace agreement ensures the city's integration into the wider imperial structure while allowing some degree of autonomy. Cultural Integration: Over time, the cultures of the Aesudarhans, native tribes, and imperial settlers begin to blend, leading to a unique cultural and political landscape in Kadwir.TEst
Exploring the Kadwir conquests from 366 to 410 reveals a significant chapter in history. Despite possessing imperial forts and strongholds for a centuries, Kadwir remained one of the empire's last unconquered regions due to its sparse population. The land was conected by a few imperial outpost to keep an eye on threats that may target the more valubal provincence closer to the coast. Most of the region was populated by tribales human from Angramar, wood elves, gnomes and hill dwarves. Some local and other that had chosen to move to the forntier to get away from imperial expansion. This all changed with a steady migration of Aesudarhans from the northern continent fleeing from the great war between the dragons and the giants. These tribal migrants flooded Norhan some settled on the islands and others discovered a ruined elvish city on the coast of what would become kadwir. The ruins had a population of wood elves that used it as a base for their tribe. The tribal clans from Aesudarhans attacked and claimed it for themself. The war lasted 13 hours before the elves lost and fled after being taken by total surprise by the human barbarians. The elves fleed tto the west and the blue mountain. The Aesudarhans clans won the coast for the next 10 years the started rebuild the city and adapt to the much warmer climate of the new continent. Imperial scout would notice and hear reports from the wood elves about the the aesudarhans clans arrival to the region. The imperial legion was commission to force them to commit to imperial law. The next 10 years the wood elves clan would get in contact with the humans of the avanorian empier and try to seek thire help. The wars against the Aesudarhans clans would The would however return with gnomes and hill dwarves from blue mountain. The scound batle resulted the invading hords from the northern contianten won but it was a close victory. A peace was formed and the city was still in the hands of the trible into the land were they discovered ruins of a elvish city. caliming land in thire own right. The imperialThe Imperial Province of kadwir
The Kingdom of Kadwir
The Kadwir Civil war
The Fall of Kadwir
Timeline
- The First, (Era), (N/A)
- The Mythic Dawn, (?)
- The Serpents of law, (-50.000)
- The Primordials, (-45.000)
- The Estelar, (-45.000)
- The Dawn War, (-43.000)
- The Second, (Era), (-30.000)
- The Estelar Epoch, (-30.000)
- The First Great War, (-28.000)
- The Whitehall, (-24.500)
- The Flowering, (-23.000)
- The Draco Holy Wars, (-21.000)
- The Third, (Era), (-16.000)
- The Age of Sundering, (-16.000)
- The Age of Sorrow, (-15.000)
- The Age of Strife, Crowns Wars, (-9.000/-6000)
- The Age of Ice, Norrhan Pillaging, (-4.930/-3230)
- The Age of Steel, Orc invasion, (-1.620/-964)
- The Age of Blood, Demon Rift (-1296/0)
- The Fourth, (Era),
- The Age of Humanity, Human Revolt (0/620)
- The Age of Divinity, (620/NA)
- The Third Player Party, (682/NA)
- The First Player Party Vethsirak (age 156), Hector (age 24), Kalrasha (age 28), escaped the underdark, (888/NA)
- The Secound Player Party, Jo'Mahoni (age 295), Noctis (age 63), Saved val carlais, (889/NA)
Type
Geopolitical, Kingdom
Subsidiary Organizations
Neighboring Nations
Comments