The Kingdoms of Strife; The Guide

== The Kingdom's Roots ==
=== Nobility ===
Nobility refers to a class of people who hold a high social, political, or economic status in society. Members of the nobility are typically born into their positions and may possess titles, such as Duke, Earl, Baron, or Lord. For centuries, members of the nobility have played a significant role in politics and governing in various countries, often serving as advisors to the monarch or holding high positions in government.
Throughout history, there have been instances of nobles using their power and wealth to exert undue influence over political and economic systems, leading to corruption. The nobility often exploited their positions for personal gain, abused their power, and took advantage of the lower classes, leading to inequality and social unrest. 
In many medieval societies, corruption was rampant among the nobility, with many engaging in bribery, nepotism, and cronyism. These practices often resulted in unjust laws and policies that favored the wealthy, leading to widespread discontent among the populace. Corruption in the medieval period contributed to political instability, social unrest, and, in some cases, the downfall of kingdoms. 
----The relationship between nobility and corruption is complex and multifaceted, with various societal factors often contributing to corrupt practices among the elite. Advances in democracy and social equality in modern times have led to the erosion of traditional systems of nobility and power, resulting in less corruption. However, corrupt practices still exist in certain societies, and the noble class remains an influential force in politics and economics in many parts of the world.
While some nobles in this roleplay are honest and fair rulers, others are corrupt and abuse their power to benefit themselves and their families. Corruption among the nobility may involve embezzlement, bribery, nepotism, and other forms of unethical behavior. The corruption of the nobility in this roleplay has led to widespread dissatisfaction and unrest among the common people, who feel oppressed and voiceless in the face of the nobility's power. Many nobles are disconnected from the everyday struggles of their people, and their actions often serve to reinforce existing inequalities in society.
==== The King ====
King: Isaac IV
Age: 51
Appearance :Isaac's noble status is reflected in his sophisticated and elegant appearance. He dresses in the finest materials, often adorning himself with intricate brocade and silk fabrics. When he appears in public, he dons a classic and fashionable attire, topped with a large mantled robe and a golden crown.
His muscular yet lean build is a result of years spent honing his physicality. As a noble, Isaac was trained in fencing, horsemanship, and other aristocratic pursuits, which helped to cultivate his strong, athletic physique. Despite his formidable size, Isaac moves with a surprising grace and fluidity, which can make him a formidable opponent on both the battlefield and in the court.
Isaac's piercing blue eyes are a testament to his striking presence. When he looks upon his subjects, he does so with a gaze that is both observant and intimidating. His gaze is made even more striking by his well-groomed beard, which adds a rugged and masculine air to his appearance. It is evident that he takes pride in his appearance, and uses it as a tool to assert his dominance and authority over others.
As a noble, Isaac has been raised to believe that he is superior to those of lower classes, and thus his actions are often self-serving. 
==== The Queen ====
Queen: Amalia III
Age: 47
Appearance: Amalia's soft yet imposing appearance is a testament to her cunning and manipulative nature. She knows how to use her natural charms to her advantage, often using them to distract those around her from her true intentions. Her slim yet curvy figure is one such aspect of her appearance that often serves to disarm those who might underestimate her.
Her long wavy black hair is styled in a way that gives her a regal yet untouchable quality. It cascades down her back, emphasizing her feminine form and adding another layer of allure to her already potent persona. Her dark brown eyes seem to pierce through anyone who gazes upon them, hinting at the depth of her power and control.
Amalia's olive skin glows with a natural radiance, further adding to her allure. She takes care of her appearance, often indulging in luxurious beauty treatments to maintain her youthful glow. Her unique style of clothing reflects her love for fashion, as well as her desire to maintain a facade of inclusivity and cultural diversity.
She often dresses in a mix of several different cultures, which adds to her reputation as a tastemaker. Her clothing always seems to be carefully curated, with each piece reflecting her carefully crafted image. From her intricate jewelry to her flowing kaftans, each detail is carefully considered to give the impression of a woman who is in complete control of her image and the message it conveys.
Amalia's appearance is reflective of her character, which is complex and multifaceted. She is driven by ambition and a hunger for power, willing to go to any lengths to maintain her reign. Her soft appearance is merely a ruse to draw her enemies in, allowing her to strike when they least expect it. She is cunning and manipulative, often using her charms to manipulate those around her towards her desired ends.
As a corrupt queen, Amalia is unafraid to use any means necessary to maintain her rule. Whether it means silencing dissenters or using her wealth to buy the loyalty of those around her, she will not hesitate to take whatever steps are necessary to stay in power. Her soft, yet imposing appearance is a warning to all who might cross her path - she is not to be trifled with.
==== Children of the Monarchs ====
Isaac and Amalia have four children: 
1. Prince Theodore - 24 years old 
2. Princess Arabella - 22 years old 
3. Princess Celeste - 18 years old
4. Prince Alexander - 14 years old 
End Note: Please keep in mind that the naming, age and appearance of characters can change as per the creator's imagination and story requirements.
=== Appearance ===
==== Physical ====
The kingdom is geographically diverse, with stunning landscapes ranging from majestic mountains to rolling hills, lush forests, and sparkling rivers. The kingdom’s countryside is plush with greenery and overflowing with wildlife. The kingdom also has a vast coastline, featuring stunning beaches and cliffs.
===== Mountains (Orc, very few of All Races) =====
The kingdom has a range of towering mountains that loom over the landscape. These mountains are home to several mines and are rich in minerals such as iron, copper, and silver. Some mountains have high peaks covered with snow throughout the year, providing a stunning view from afar.
===== Forests (Mostly Elves, but All Races,) =====
The kingdom has vast stretches of deciduous and coniferous forests, where different kinds of flora and fauna thrive. The vibrant greenery of the forests and the varying shades of the trees provide a calm and serene ambiance.
===== Rivers and Lakes (Mostly Humans, but All Races) =====
The kingdom has several rivers and lakes that offer plenty of opportunities for fishing, boating, and swimming. The rivers and lakes also provide an essential source of fresh water for the kingdom's inhabitants.
===== Coastline (Same as River and Lakes) =====
The kingdom has an impressive coastline, dotted with several ports and harbors. The ports provide a linking route between neighboring kingdoms, being essential for tradesmen, seafarers, and merchants. The rocky cliffs that demarcate the coastline from the seas provide a formidable view for ships that approach their shores.
==== Political ====
The political atmosphere of the kingdom is highly stratified, with an inflexible feudal system at its heart. Royal power is in the hands of a powerful king, with authority passing down to the high nobles who oversee their land holdings. The peasantry, who are the majority of the kingdom's population, are considered the lowest social class in the society. Consequently, they are treated with disdain and given little to no say in decisions that affect their daily lives. The kingdom is also plagued by political corruption, and the strong often prey on the weak.
==== Economic ====
The economy of the kingdom is based on agriculture and trade. The fertile lands offer various crops, including wheat, barley, corn, and potatoes. The kingdom also has an extensive network of trade with neighboring kingdoms, providing them profuse access to resources of craftsmanship and exotic goods. However, the economy is largely controlled by the nobility, who manipulate markets to their advantage, making the peasants suffer from the monopoly of their influential status.
=== Races (Only The Humanoids Are Playable) ===
- Humans: The most common and widespread race in most fantasy worlds.
- Elves: Graceful and long-lived creatures with pointed ears and a connection to nature.
- Dwarves: Short, stout, and skilled at crafting and mining.
- Orcs: Often depicted as brutish and aggressive, with a focus on fighting and warfare.
- Goblins: Smaller and weaker than orcs, often used as minions or servants.
- Dragons: Powerful and intelligent creatures that can breathe fire or other elements.
- Trolls: Large, tough-skinned creatures that are difficult to defeat in battle.
- Merfolk: Half-human, half-fish creatures that dwell in the oceans.
- Centaurs: Half-human, half-horse creatures that excel at hunting and archery.
- Giants: Enormous creatures that can wield great strength and power.
=== The Kingdom's History ===
==== The Kingdom of Abyralia ====
The Kingdom of Abyralia is a land known for its rich history and diverse geography. Situated on the west coast of a large continent, Abyralia is bordered on the north by dense forests, on the east by rocky mountain ranges, and on the south by a vast ocean. The kingdom itself is comprised of several major regions, each with its own unique culture, language, and traditions. The password for the roleplay thread is "I can follow a compass"
==== The Early Years ====
Abyralia was founded more than a thousand years ago, by a tribe known as the Abyrians. These people were known for their fierce independence, their love of the land, and their deep connection to the spirits of nature. They lived in small, scattered settlements, eking out a living from the forests and rivers that surrounded them.
Gradually, however, the Abyrians began to form alliances with one another, banding together to fend off raiders and other threats. Over time, these loose confederations evolved into a more formal political structure, with a council of tribal elders serving as the primary governing body.
==== The Age of Expansion ====
In the centuries that followed, Abyralia embarked on a period of rapid expansion. Fueled by a growing population and an insatiable thirst for resources, its armies pushed outward, conquering neighboring territories and bringing them under the Abyrian banner. The kingdom grew in size and power, and its wealth and influence spread far and wide.
However, this period of expansion was not without its costs. Many of the conquered peoples resisted the Abyrian occupation, and the kingdom had to fight brutal wars to maintain its hold on these new territories. Moreover, as Abyralia grew, so too did its social divisions, as the gap between the rich and poor widened and the corruption of the ruling class became more and more entrenched.
==== The Dark Age ====
The high point of Abyralia's power and wealth was short-lived, however. In the early centuries of the second millennium, a series of cataclysmic events rocked the kingdom to its core. Earthquakes, tidal waves, and volcanic eruptions devastated many of the major cities, and famine and disease killed off large portions of the population.
So began the Dark Age of Abyralia, a period of centuries marked by chaos, violence, and decline. The kingdom's borders shrank, as once-conquered territories slipped away, and its people struggled to survive amid the ruins of their former glory.
==== The Renewal ====
It was not until the late 15th century that Abyralia began to pull itself out of the morass of the Dark Age. A new dynasty of monarchs, known as the House of Caradon, rose to the throne, and under their leadership, the kingdom began a slow but steady process of renewal and revitalization.
A renewal and revitalization... only beneficial for those of noble blood
== Villages and Towns ==
==== Snowridge ====
The main city of Abyralia, Snowridge is a bustling metropolis that houses the royal castle and serves as the administrative center of the kingdom. It is known for its impressive architecture, lively markets, and rich culture.
==== Stonehaven ====
A small town located on the edge of a rocky mountain range, Stonehaven is known for its skilled stonemasons and impressive fortifications. It is a key waypoint for travelers who are crossing the mountains, and its markets are full of exotic goods from distant lands.
==== Greenshire ====
Situated in the heart of a fertile valley, Greenshire is a peaceful farming community that is known for its bountiful harvests and idyllic scenery. Its residents are hardworking and friendly, and the town is a popular destination for travelers who are looking for a break from the stresses of the road.
==== Blackwood ====
A dark and foreboding town that is shrouded in mystery, Blackwood is said to be inhabited by witches and other dark forces. Most travelers avoid it, but some brave souls venture in, seeking to unlock the secrets that lie shrouded in its misty forests.
==== Seaside ====
A picturesque fishing town that overlooks the ocean, Seaside is known for its fresh seafood and charming coastal ambiance. The town's docks are always bustling with activity, and its residents are friendly and welcoming to visitors.
==== Willowdale ====
Nestled in a lush forest, Willowdale is a town of skilled woodworkers and artisans. Its residents are known for their intricate carvings and beautiful handiwork, and the town's markets are full of high-quality furniture and other wooden goods.
==== Ironhold ====
A town that is built around a massive iron mine, Ironhold is home to hardworking and industrious people who know how to wield a hammer and forge powerful weapons and armor. It is also known for its impressive blacksmiths, who craft some of the finest blades and armor in the kingdom. 
==== Ambergris ====
A port town that specializes in the trade of exotic spices and other valuable goods from overseas, Ambergris is a bustling hub of activity. Its markets are full of colorful and exotic goods, and the town's people have a reputation for being shrewd and clever merchants. 
==== Windvale ====
Located on the edge of a vast and windy plain, Windvale is a town of hardy and resilient people who know how to survive in even the harshest of conditions. Its residents are known for their skill in hunting and tracking, and the town's walls are lined with trophies from their many adventures in the wilderness. 
==== Goldfield ====
A small mining town located in a remote mountain region, Goldfield is home to some of the kingdom's richest gold mines. Its residents are hardworking and rugged, and the town's economy revolves around the extraction and refinement of precious metals.
== Magic Hath Arrived ==
Throughout the history of the kingdom, magic has played a vital role in both the shaping of society and the defense of the realm against various threats. From powerful wizards casting spells in epic battles to humble villagers seeking aid from healers, magic has been a constant presence. However, this magic is not without dangers, and in order to protect against those dangers, certain measures have been put in place.
One such measure is the use of apprentices. Wizards, who are the most powerful wielders of magic, often take on apprentices to teach them the ways of magic and instill in them a sense of responsibility and caution. The apprentices are often young students who show potential for magical talent, and they undergo rigorous training to hone their skills.
Another measure taken is the locking away of ancient books that are deemed too powerful. These books, which contain knowledge of magic that could be misused, are kept hidden away in secure locations where only the most trusted wizards are granted access. The danger of such books being misused is too great, and so they must be safeguarded at all costs.
Despite these measures, there have been instances where magic has been used recklessly or with malicious intent. Some wielders of magic become corrupted by their power and use it for their own gain, ignoring the potential consequences. To combat this, a system of oversight has been established, with wizards both teaching and policing the use of magic.
Overall, the kingdom's use of magic is a delicate balance between access and restriction. While magic has helped protect and shape the society, it is not without risks, and so measures have been put in place to safeguard against misuse. By balancing the access to and control of magic, the kingdom can maintain its safety and prosper from the benefits that magic can provide.
=== "I wish to be a wizard, father!!" -Scarlet Rose (Currently a Dark Wizard known as The Temptress) ===
==== Defensive Mentor ====
Alaric is a venerable wizard who specializes in defensive magic. He teaches students how to erect impregnable barriers, and how to deflect magical attacks.
==== Divination Mentor ====
Gwendolyn is a wise wizard who specializes in divination magic. She teaches students how to read signs and portents, and how to gain insight into the future.
==== Destructive Mentor ====
Kael is a stern wizard who specializes in destructive magic. He teaches students how to call down elemental forces, and how to incinerate their enemies.
=== Healing Mentor ===
Nimue is a compassionate wizard who specializes in healing magic. She teaches students how to mend wounds and cure diseases, and how to restore vitality to those who have been harmed.
==== Illusion Mentor ====
Ozias is a reclusive wizard who specializes in illusion magic. He teaches students how to create powerful illusions that can deceive even the most discerning of observers.
==== Evocation Mentor ====
Victor is a strict wizard who specializes in evocation magic. He teaches students how to conjure powerful spells that can strike their foes with incredible force.
==== Enchantment Mentor ====
Selene is a mysterious wizard who specializes in enchantment magic. She teaches students how to manipulate the minds of others, and how to bend them to their will.
==== Abjuration Mentor ====
Thalia is a jovial wizard who specializes in abjuration magic. She teaches students how to counteract the spells and attacks of their enemies, and how to dispel magical effects.
==== Necromancy Mentor ====
Uriel is an enigmatic wizard who specializes in necromancy magic. He teaches students how to call upon the powers of death, and how to raise undead armies to fight for them.
==== Transmutation Mentor ====
Xander is a daring wizard who specializes in transmutation magic. He teaches students how to transmute matter, and how to transform themselves into new and powerful forms.
=== "Do not trust them, boy.. they will take you.." -Gareth Gazule (High Wizard) ===
Throughout the history of the kingdom, magic has played a vital role in both the shaping of society and the defense of the realm against various threats. From powerful wizards casting spells in epic battles to humble villagers seeking aid from healers, magic has been a constant presence. However, this magic is not without dangers, and in order to protect against those dangers, certain measures have been put in place.
One such measure is the use of apprentices. Wizards, who are the most powerful wielders of magic, often take on apprentices to teach them the ways of magic and instill in them a sense of responsibility and caution. The apprentices are often young students who show potential for magical talent, and they undergo rigorous training to hone their skills.
Another measure taken is the locking away of ancient books that are deemed too powerful. These books, which contain knowledge of magic that could be misused, are kept hidden away in secure locations where only the most trusted wizards are granted access. The danger of such books being misused is too great, and so they must be safeguarded at all costs.
Despite these measures, there have been instances where magic has been used recklessly or with malicious intent. Some wielders of magic become corrupted by their power and use it for their own gain, ignoring the potential consequences. To combat this, a system of oversight has been established, with wizards both teaching and policing the use of magic.
Overall, the kingdom's use of magic is a delicate balance between access and restriction. While magic has helped protect and shape the society, it is not without risks, and so measures have been put in place to safeguard against misuse. By balancing the access to and control of magic, the kingdom can maintain its safety and prosper from the benefits that magic can provide.
=== "Study, my child. Do you know nothing of the ways?" -Jahba la Rue (Wizarding Mentor) ===
Wizards in the kingdom are known for their ability to wield magic, which can be used for a variety of purposes. Magic can be channeled and applied in various ways, including offensive and defensive spells, illusions, elemental manipulation, divination, and even healing and restoration.
Offensive and defensive magic is often utilized in times of war or conflict, with powerful wizards able to cast spells that can incapacitate or destroy entire battalions of troops. Such magic can range from simple bolts of energy to more complicated spells that summon devastating storms or unleash terrible curses.
Illusions are another type of magic used by wizards in the kingdom. These spells are designed to deceive those who perceive them by altering their perceptions of reality. This can be useful for both offensive and defensive purposes, as wizards can create false images to distract or disorient their enemies while concealing their own movements and locations.
Elemental manipulation, on the other hand, allows wizards to harness the power of the elements--such as fire, wind, and water--and use them for their own purposes. For example, a wizard may create a torrent of water to extinguish a raging fire or summon a powerful gust of wind to lift and move heavy objects.
Divination magic is used to obtain information or insight about the present or future. This can range from simple spells that reveal truths about a person or location to complex rituals that involve extensive preparation and meticulous attention to detail.
Finally, healing and restoration magic are used for medical purposes, allowing wizards to heal injuries and ailments that would otherwise be fatal. These spells require a great deal of knowledge and precision, as even a small mistake can lead to disastrous consequences.
Despite the many uses of magic, there are also inherent dangers that come with wielding it. Magic can be addictive and corruptive, with some wizards becoming lost in their own power and succumbing to temptation. Additionally, magic often has unpredictable consequences, and some spells can cause more harm than good if not carefully considered and executed.
Overall, the use of magic in the kingdom is a vital part of its society and defense. While magic can be used for both good and ill, careful control and oversight can ensure that it is used only for the betterment of the realm. Wizards play a crucial role in the kingdom's success, and their abilities are valued and admired by all those who benefit from their magical gifts.
=== "You use magic for ill, Jahba. You teach your children the same.. they will be evil soon enough.." -Hanna Kaba (High Wizard) ===
While the use of magic can have many positive and beneficial effects, there are also many dangers associated with it. Regular and excessive use of magic by wizards can lead to corruptive effects. In one example, it is believed that after a full year of using magic, wizards will inevitably become completely evil.
There are several reasons why this phenomenon may occur. Firstly, powerful magic draws on dark and chaotic sources of energy that are difficult to control. After a year of exposure to this energy, it is possible that a wizard's psyche could begin to warp and decay, leading to a descent into madness and malevolence.
Additionally, the use of magic can be addictive, tempting wizards to use it more often and for more nefarious purposes. Over time, this addiction can lead to a transformation of personality and values, as the wizard becomes more desperate for the thrills and power that magic grants them.
Furthermore the use of magic is closely tied to an individual's life force. Regular use of magic can weaken a wizard's body and accelerate the aging process. As a result, wizards may become more desperate and dangerous as their powers decline, leading them to embrace darker and more sinister forms of magic to maintain their strength and youth.
However, not all wizards who use magic regularly will become completely evil after a year of exposure. Some individuals may be more susceptible to the corruptive effects of magic, while others may possess a natural resilience or strength of character that allows them to resist the negative effects.
Overall, the possibility of wizards becoming completely evil after a year of using magic is a fascinating yet frightening concept. It serves as a cautionary tale to all those who are drawn to the seductive and dangerous allure of magic, reminding us of the importance of balance and control in all things, including the use of mystical and otherworldly powers.
== [Spoiler Alert] Quests [Spoiler Alert] ==
The Missing Heir: The king has vanished without a trace, and there is no clear successor to the throne. The players must delve deep into the kingdom's history and legend to find clues to the missing heir's whereabouts.
The Curse of the Witches: Strange things are happening in the town of Blackwood, and the villagers are panicked. Some believe that the witches who are said to lurk in the surrounding forests are to blame, and the players must investigate to find the truth.
The Siege of Stonehaven: The town of Stonehaven is under attack by an army of orcs and goblins, and the players must rally the town's defenders and fend off the attackers. But as the tide of battle turns, they discover that a much greater threat looms on the horizon.
The Betrayal: One of the players is accused of betraying the kingdom to a band of raiders, and he or she must clear their name before it's too late. But as they investigate, they uncover a sinister plot that threatens to tear the kingdom apart from within.
The Lost Relic: A powerful artifact has been stolen from the royal vault, and the players must track down the thief and recover the relic before it falls into the wrong hands.
The Dragon's Den: A fierce dragon has taken up residence in a nearby cave, and the players must venture into its lair to slay the beast and claim its hoard of treasure.
The Plague: A deadly sickness is sweeping the kingdom, and the players must race against time to find a cure and prevent the epidemic from spreading.
The Enchanted Forest: The players stumble upon a magical forest, full of strange creatures and ancient magic. But as they explore its depths, they uncover a dark secret that threatens to destroy everything they hold dear.
The Lost City: Legends tell of a long-lost city buried deep in the desert sands, and the players must brave scorching heat and treacherous terrain to find it. But when they arrive, they discover that someone - or something - has been waiting for them.
The Great Hunt: The kingdom's largest and most dangerous wild beast has been sighted near a small village. The players must band together with the village hunters to defeat the creature before it destroys the entire town.
Certainly, here are a few possible quests and storylines that could be incorporated into the roleplay:
The Missing Heir: The king has vanished without a trace, and there is no clear successor to the throne. The players must delve deep into the kingdom's history and legend to find clues to the missing heir's whereabouts.
The Curse of the Witches: Strange things are happening in the town of Blackwood, and the villagers are panicked. Some believe that the witches who are said to lurk in the surrounding forests are to blame, and the players must investigate to find the truth.
The Siege of Stonehaven: The town of Stonehaven is under attack by an army of orcs and goblins, and the players must rally the town's defenders and fend off the attackers. But as the tide of battle turns, they discover that a much greater threat looms on the horizon.
The Betrayal: One of the players is accused of betraying the kingdom to a band of raiders, and he or she must clear their name before it's too late. But as they investigate, they uncover a sinister plot that threatens to tear the kingdom apart from within.
The Lost Relic: A powerful artifact has been stolen from the royal vault, and the players must track down the thief and recover the relic before it falls into the wrong hands.
The Dragon's Den: A fierce dragon has taken up residence in a nearby cave, and the players must venture into its lair to slay the beast and claim its hoard of treasure.
The Plague: A deadly sickness is sweeping the kingdom, and the players must race against time to find a cure and prevent the epidemic from spreading.
The Enchanted Forest: The players stumble upon a magical forest, full of strange creatures and ancient magic. But as they explore its depths, they uncover a dark secret that threatens to destroy everything they hold dear.
The Lost City: Legends tell of a long-lost city buried deep in the desert sands, and the players must brave scorching heat and treacherous terrain to find it. But when they arrive, they discover that someone - or something - has been waiting for them.
The Great Hunt: The kingdom's largest and most dangerous wild beast has been sighted near a small village. The players must band together with the village hunters to defeat the creature before it destroys the entire town.
The War of the Five Kingdoms: A long and bloody war that ravaged the kingdom's surrounding lands, fought between five powerful factions. The humans of the kingdom stood united against their foes, which included dark elves and orcs, but suffered heavy losses before finally claiming victory.
The Great Goblin Uprising: A massive goblin army rose up against the kingdom, seeking to plunder its wealth and resources. The humans banded together and faced the horde in a brutal series of battles before ultimately driving them back into the mountains.
The Elven Rebellion: A group of elven separatists, angered by the kingdom's policies and treatment of their people, staged a violent rebellion against the rulers of the kingdom. The humans, with the support of other loyal elven factions, eventually quashed the rebellion and brought the perpetrators to justice.
The Undead Plague: The plague was a result of dark magic gone awry, causing the dead to rise and attack the living. The plague spread quickly, infecting communities throughout the kingdom and beyond. The humans joined forces with high elves and clerics to fight back against the undead hordes, which were led by powerful necromancers and vampires. The war was long and grueling, and many sacrifices were made, but in the end, the humans and their allies were able to purge the kingdom of the undead threat.
The Elemental Wars: The Elemental Wars were a series of conflicts between different factions seeking to control the kingdom's sources of elemental power. The wars were fought between humans, high elves, dwarves, and a variety of other species who possessed the ability to harness elemental magic. The wars were long and drawn out, with many battles fought over control of key locations. Eventually, a fragile peace was established, with a council formed to oversee the use of elemental power by all factions.