Althing Consulate of Tūpato

The kingdom of Tūpato was built in the deep of the Paru Swamp. Once an idyllic place, the Paru was corrupted and rotten by a disease that started spreading on Whenua. The High Elves, unscattered by the plague, took the matter in their own hands and decided to not only stop the spreading of the Black Dots, but also to reclaim this cursed land.

Unfortunately, after the disappearance of Uruta, one of the ancient, and founder of the kingdom, the will of the High Elves in restoring these lands became less and less, and now they are no more interested in the matter but they use the excuse of the plague to keep people away from their home.

 

The Althing Consulate Government System

  • Wisdom and Consensus: The most valued quality in the Althing Consulate is wisdom, with every decision rooted in long deliberation and consensus among the representatives.
  • Balance of Power: No one individual wields too much power. The Althing distributes authority among the various Consuls, ensuring that decisions reflect the collective will of the elven people.
  • Respect for Tradition: The legal and political systems of the Althing Consulate are deeply tied to ancient traditions and laws, with a focus on maintaining the stability and harmony of the kingdom.
  • Decentralised Governance: Each region or clan has significant autonomy to govern its own affairs, while the Althing ensures unity in times of crisis or for matters of national importance.
 

Central Governing Body: The Althing

The Heart of the government is the Althing, an assembly of representatives from different regions, clans, or communities of the High Elves. These representatives, called Consuls, are often the most respected, wise, and knowledgeable members of elven society, typically selected through a combination of merit, lineage, and election by their local communities.  
  • Role of the Althing: The Althing is responsible for passing laws, resolving disputes, and making important decisions that affect the entire kingdom. It convenes regularly at a sacred location, often an ancient grove or citadel, where Consuls gather to debate and make decisions.
  • Consensus-Based Decision-Making: Much like the historical Althing, decisions in the Althing Consulate are made through consensus rather than majority rule. This process emphasizes deliberation, harmony, and ensuring that every voice is heard before reaching a decision. If consensus cannot be reached, the matter may be postponed until further consultation and debate can occur.
 
The Root Table
The Althing doesn’t sit in a grand marble hall, but under a massive mangrove tree with roots hollowed into chambers known as La Table Racine, the Root Table.  

Leadership: The First Consul

While the Althing is the main governing body, it is led by a First Consul, an elected or chosen leader who acts as the chief mediator and representative of the kingdom.  

Local Autonomy: Family Councils

High Elf society is organised in ancient families, each of these control a region and has its own local council, which governs daily affairs, settles minor disputes, and manages resources specific to their territory.  
  • Selection of Consuls: Each family appoints a Consul to represent them at the Althing. These selections are usually made based on merit, wisdom, and age, with an emphasis on choosing individuals who embody the values of the High Elves—patience, justice, and foresight.
  • Autonomy in Local Matters: While the Althing oversees kingdom-wide laws, families have significant autonomy to manage their regions, handle internal matters, and preserve their customs. The Althing typically intervenes only when disputes between regions arise or when a matter of national importance requires unified action.
 

Judicial Function: The High Tribunal

The Althing also serves as the highest court in the kingdom, where disputes that cannot be resolved at the local level are brought before the High Tribunal, a special branch of the Althing composed of the most senior and wise Consuls.  
  • Role of the Tribunal: The Tribunal ensures that the kingdom’s laws are upheld and interprets ancient legal texts when necessary. Since High Elves have a deep respect for tradition, these legal texts are often thousands of years old, and their interpretation is seen as both a legal and spiritual matter.
  • Conflict Resolution: Disputes between clans, regions, or individuals that require intervention are resolved through careful deliberation by the Tribunal, which aims to restore harmony rather than impose punishment.
 

The Sacred Law: Ancient Codices

High Elf laws are drawn from Ancient Codices, mystical texts believed to have been passed down from the gods or the first Elven ancestors. These laws are viewed as sacred and immutable, though their interpretation can evolve with time. The Althing's role is not to create new laws lightly but to interpret and apply these ancient principles to new circumstances.  
  • Law as Tradition: The legal system emphasises continuity with the past, and every decision made by the Althing or the Tribunal is meant to be in alignment with the values enshrined in these ancient texts.
  • The Right of Mirepetition: Any citizen can invoke this law to have a hearing before the Consulate if they present their case in rhyme and verse. Serves as a form of “legal performance art.”
  • Seating by Spirit: The Consulate doesn’t assign rank by blood, but by “Contribution to the Mire,” an abstract score based on votes, public projects, and peer recognition. Even a humble fisher who saves their village might outrank a noble if their Spirit Record is high enough.
 

The 5 Relics

Since time immemorial, the high elves have been charged with the taks of protecting 5 ancient relics. Every relic is stored in a different city of the realm and they are never exposed to the public, not even during important rituals or festivities.  

Culture

The Veil of Civility

Due to the swamp’s ever-shifting landscape and the need for social cohesion among diverse peoples, formal politeness is everything. Offending someone publicly, even subtly, is considered a major faux pas. There’s a whole codified system of indirect speech, etiquette, and “duel of words” debates known as La Parade Silencieuse.  

Mireborne Bonds

A tradition between high elves and drow: when two people survive a dangerous marsh trek together, they become Mirebonded, bound by custom to help one another in times of crisis. Some treat it like kinship, others like a blood pact.  

The Scented Tongue

Perfume and aroma hold great significance, used to communicate moods, status, and even political allegiances. Nobles will wear scented brooches whose fragrances change with mood or magical influence.

Military

Communal Defence

High Elves rely on a system of mutual defence, where each region contributes warriors and resources to a national military force in times of war. This force is usually led by a Warden chosen by the Althing, often a renowned military strategist or warrior from one of the most powerful families.  

Living Fortifications

Instead of castles, defense comes from massive, magically grown trees and vines that act as shifting fortresses. Defensive walls are actually carnivorous plants bred to trap or repel invaders. These grow and change with the seasons.  

Military Forces

Over the years, High Elves established many military forces in the country, to protect the kingdom, the people, the council, but also some secret services to manage both internal and foreign affairs.  

Religion

The Aethereal Flow

Without religion, high elves pursue something closer to mysticism and natural philosophy. They believe magic is a manifestation of emotional resonance and memories stored in the landscape—especially potent in the swamp’s still waters.  

Echo Stones

Memory stones line the pathways through the mire—magical stones that record events and whispers. Travelers can “listen” to the past to avoid danger or hear old songs. This also serves as a surveillance and historical tool for governance.  

The Night of Drifting Lights

On the longest night of the year, the elves release floating lanterns into the mist, guiding lost souls or ancestors who may have perished in the marsh. While not religious, it serves a spiritual purpose—respecting memory and loss without gods.

Foreign Relations

The counsilate of Tūpato and the kingdom of Rawhi are old enemies. While there is not an official war between the two, disputes between them are very common.

 

The Althing Consulate controls foreign policy, with the First Consul acting as the kingdom’s representative in negotiations. Since High Elves often prioritise diplomacy, their foreign affairs used to focus on alliances, trade, and the resolution of disputes with other kingdoms. This changed in the last few decades when the kingdom opted for a more stricted closure toward the other kingdoms.

Dressing

 

Noble & Aristocratic Styles

 

Justaucorps

A long, embroidered coat with ornate buttons and cuffs, worn over a waistcoat and breeches. Worn by elven nobles, it conveys authority and poise.  

Robe à la Française

Elegant gown with layered skirts, decorated bodices, and lace sleeves. High elf matrons often wear these during ceremonies or political gatherings.  

Fichu

A sheer, triangular silk scarf draped around the neck or shoulders. Subtly enchanted and used to display status or magical rank.  

Headdresses with Feathers and Gems

Refined accessories worn by noble women, often enchanted with light or illusion magic for added presence.  

Artisan & Civilian Styles

 

Chemisier à Manches Bouffantes

Blouses with puffed sleeves made of fine linen or silk, popular among elven artisans and spellcrafters.  

Corsages & Tabliers

Fitted bodices paired with long skirts and decorative aprons, often worn by craftswomen and alchemists.  

Broderie Élégante

Detailed embroidery on clothing edges, commonly depicting flora and fauna of the swamp. Serves both aesthetic and cultural value.  

Gilets en Velours

Velvet vests with silver or wooden buttons, worn by both men and women in artistic or civic professions.  

Scholarly & Magical Styles

 

Redingote

A fitted robe or longcoat worn by elven mages and scholars. Often features internal pockets for scrolls and tools.  

Capeline

Cloaks with wide collars and deep hoods, enchanted for protection against rain and magical detection.  

Collet Montant

High-collared tunics or robes with rune-inscribed embroidery. Associated with magical academies and elven lorekeepers.  

Military & Formal Uniforms

 

Dolman & Pelisse

Military-style jackets with ornamental braiding and fur lining. Worn by elite guards and decorated officers.  

Bicorne & Tricorne Hats

Iconic wide-brimmed hats with side folds. Reserved for ceremonial dress or worn by high-ranking elven commanders.  

Brassard de Marais

Arm bands with embossed city sigils or runes. Sometimes used to mark allegiance or city of origin during council assemblies.  

Swamp-Adapted Elven Variants

 

Châle de Brume

Light shawls that shimmer subtly in fog. Used as both fashion and camouflage, woven from enchanted swamp silk.  

Bottes de Mousse

Knee-high boots reinforced with soft moss and leather, designed to prevent sinking into swampy ground.  

Tunique à Plis Fluides

Robes or tunics with flowing pleats inspired by hanging vines or moving water. Commonly worn by druids and traveling diplomats.  

Economy

The swamp provides rare herbs, fungi, and mosses cultivated in layered terraces or floating gardens. These are essential for alchemy, potions, and healing—used internally and for rare exports.
Government System
Althing Consulate
Type
Geopolitical, Kingdom
Capital
Demonym
Tūps, Mirefolks
Leader
Leader Title
Founders
Head of State
Location
Official Languages
Related Ranks & Titles
Related Species

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