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The Gelerian Imperium stands as a pinnacle of technological and magical advancement, where the fusion of magitech and industry drives an empire of unparalleled power. Ruled by the Emperor and sustained by the Imperial Mandate, the Imperium commands vast territories and an army that blends mechanized warfare with arcane might. While its cities flourish under the glow of progress, the natural world recedes, leaving behind a realm where magic, steel, and innovation reign supreme. As a bastion of order, the Imperium strives to shape the future of Ransera, determined to dominate both the land and the forces that govern it.
Population | Approx. 200 million |
Territory | The Imerpium: Duchy of Gelerand, Tranal, Dardouen and Arlais |
Prominent Religions | The Church of the Divines |
Notable Races | Human (60%), Goblinoid (20%), Avialae (10%), Other (10%) |
History
The history of the Gelerian Imperium is one that has come to define the Age of Steel, indeed it is because of the advancements in both technology and industry achieved by the Imperium that the era has been named such. The events surrounding the rise of the empire are many and filled with twisting acts of betrayal and the forging of strong alliances that have solidified this nation into the powerhouse that it is in the present day. As a result of these many events, this section will focus on the more recent history of the Imperium as it has transpired within the past century.
By the 30th year of the Age of Steel, the Gelerian Imperium was already well on its way to becoming one of the foremost nations in Ransera. Having fended off the Cult of Mending largely due to the efforts of the Imperial Legion and the Inquisition, the empire had been tested and had found that its foundations were sound enough to stand on its own. This certainty was shaken however when in the 38th year of Steel, Empress Aletta II died unexpectedly without an immediate heir, sparking conflict within House Grandyle over who would succeed the relatively young empress. During this conflict, the Duchy of Tranal attempted to secede from the empire as the ruling family of Tranal, House Montisaire, advocated for radical change across the empire. Shortly after, the conflict within the Imperial Family was settled with the rapid crowning of Emperor Konrad IV. During this event it is revealed that House Montisaire had enlisted the aid of Emperor Konrad IV’s greatest rival, Princess Amelia.
As tensions continued to escalate, Princess Amelia, her allies, and those allied with House Montisaire decried Emperor Konrad IV’s rule as illegitimate. During the spring of the 40th year of the Age of Steel, it came to light that the opposition was receiving the assistance of the Order of the Dawnmartyr. The nature of this assistance was unknown but it was enough to spark outrage within the Inquisition. This event further led to unrest beginning to ripple across the empire as more Houses began to align with Princess Amelia. This eventually led the Ducal House of Dardouen to break away from Imperial control and ally itself with the crown’s opposition.
Forced into action, Emperor Konrad IV declared Princess Amelia and the Houses aligned with her, apostates. By Imperial Mandate, he ordered the Imperial Legion, the Inquisition and all of the empire’s forces to quell the rebellion thus sparking the Imperial Civil War. In a conflict lasting roughly ten years, the Imperium was forced to to a stalemate as the armies of Princess Amelia and Konrad seemed evenly pitched against one another. A temporary truce was established but it lasted only a handful of years until the Imperium introduced new firearms technology. This tipped the scales in Konrad’s favor allowing him to push into formerly tightly controlled territory and reclaim the city of Allnacht, killing the Duke of House Montisaire in the process thus robbing Amelia of a key ally. Soon after, Imperial forces turned to Dardouen, and though bitterly fought, eventually the capital of Valensier fell to Konrad forcing Amelia and her family to flee to the neighboring kingdom of Arlais.
Emperor Konrad IV swiftly punished all of those whom supported Amelia through a harsh series of executions, banishments, and displays of Imperial supremacy. In the 58th Year of Steel, Konrad issued the Kingdom of Arlais an ultimatum that they were to turn over Amelia and her family or face immediate consequences. Arlais refused sparking another war. In the 60th Year of Steel, the capital city of Rheimance fell to Imperial occupation with its royal family being brutally executed. Princess Amelia’s husband was captured but she and her children managed to escape across the seas to Ecith where they were given refuge by the Order of the Dawnmartyr.
Unable and reluctant to follow them across the sea to Ecith, Konrad declares the Imperial Civil War over by default and assumes full control of the empire. This introduces a sweeping wave of changes in the structure of the Imperium, seeing the regulation of many aspects of society become the purview of the Imperial Mandate, including the regulation of magic in the Imperial Academy of Arcane Science. Additionally, this began the practice of all Ducal Houses being watched carefully by members of the Kathar Legion, the emperor’s personal guard. Those who failed to comply with the new standards of the Imperial Mandate were culled viciously and brutally, thus tightening the Imperial Throne’s hold over the empire.
As the Imperium set about reorganizing itself and rebuilding in the wake of a long and bloody civil war, a period of peace settled over the Imperium allowing it to consolidate its control. In the 99th Year of Steel, a great catastrophe occured in the Imperial City resulting in the drastic expansion of the Gash killing the reigning Emperor Sigurd. In the aftermath his eldest son, Markus was crowned and following an investigation it was declared that long-standing dissenters allied with the traitorous Princess had attempted to return and unseat the legitimate rules of the Imperium. Aided and abetted by the dishonorable Dawnmartyr Knights, war was declared with the Order by Imperial Mandate. The Imperium marshaled its forces and sailed across the sea to Ecith, catching the holy city of Ailos, a relatively peaceful settlement, off-guard.
The ensuing conflict would spark the war that would eventually lead to the Five King’s Accord wherein the Imperium, Dalquia, Atinaw, Dwarven Hold States, and Auris agreed to a ceasefire that ended the war in 107 Steel.
In the present day, the Gelerian Imperium maintains a hostile stance against the Principalities of Zythura, the Sangen Federation and the Ecithian Empire with conflicts against them ongoing. Sangen was nearly conquered but received the backing of Ecith, forcing the Imperium to surrender nearly all of the land it covered during its invasion. Zythura remains a pirate state that is frustratingly difficult to infiltrate both on land and via sky. Naval assault has proved impossible.
Climate and Geography
Gelerand
Tranal
Dardouen
Arlais
Imperial Government, Justice and Laws
The Gelerian Imperium has two echelons of government. The Imperial Government is comprised of the Emperor and his court officials, the Inquisition, Imperial Legion, Imperial Army, Navy and Air Force. Members of these institutions take oaths sworn in direct service to the Emperor, not to the Imperium and thus serve according to his whims. Additionally, the members of these institutions receive their salaries from the Imperial Government, which is separate from the provincial governments. This helps to foster strong loyalty to the Imperial Mandate, which is the Emperor’s Law. As a result, the central monarchy has a vast amount of power even in the distant parts of the Imperium.
Because the Imperium commands such a vast amount of territory, it is impractical for the Emperor to involve himself in the daily affairs of all matters across the empire. Much of the Imperial Government’s hierarchy is committed to ensuring that inter-province commerce and magical law is adequately sustained and enforced. The Imperial Government has what is called the “tithe” which is the Imperial Tax that each province is required to pay to the Emperor. This money is in turn used to fund infrastructure projects, military endeavors, and international matters. The Emperor is the sole authority that speaks on international affairs, thus disputes involving foreign trade, treaties, negotiations etc. are all handled by the Emperor or an official of his court. The Emperor is the sole authority who can grant the Right of Nobility, however this authority is delegated to the Ducal States. Thus, while nobles gain their aristocratic power from the Emperor, he seldom grants it directly but has the authority to strip it or withhold it at his whim. This extends even to the Ducal Houses. Additionally, the Imperial Government is the sole authority on inter-province infrastructure. Thus, if one province wants to build a road, bridge, skyport or naval port that is going to cross province lines or do business across province lines, it requires the authorization of the Emperor.
The Emperor has the Right of Assembly, which will be touched on below. Finally, the greatest tool in the Emperor’s hands is that of the Imperial Mandate. The Imperial Mandate is best described as a set of laws and principles that guide and direct the actions of the Imperium as a whole. At any time, the Emperor can step in and declare an action or circumstance to be in support of or in violation of the Imperial Mandate. Something found to be in support of the Imperial Mandate receives the support of national resources, the resources of the full Imperial framework. Something that is found to be in violation of the Imperial Mandate is unlawful and counter to the welfare of the Imperium. It is then investigated and examined by the Inquisition.
The lower echelon of the empire’s government is that of the Provincial Government. Each province is ruled by a Grand Duke or Grand Duchess. They are granted the authority to arrange the affairs of their duchy according to their whims, provided they do not breach Imperial Mandate. Because of their size and the vast amount of territory that the Imperium commands, most of the provinces abide by a parliamentary system with an upper and lower house. The lower chamber is typically elected from the common people while the upper chamber are the aristocracy. These parliaments discuss and propose laws relevant to the internal matters of each province. Once both the upper and lower houses come to a concurrence, the matters are then passed to the Duke or Duchess who then sign it into law. If the law breaches Imperial Mandate, the Inquisition steps in and examines it. Finally, each provincial parliament only has the right to assemble and govern because the Emperor says they do. At any time, if a parliament begins to arouse the ire of the Imperial Throne, the Emperor can dismiss the parliament and require a new one be assembled or dissolve it entirely. Generally speaking, the Emperor intervenes only when he feels the need to address matters of national concern. He otherwise leaves most of the provinces to their own devices.
There are four major provinces within the Gelerian Imperium. The provinces are each ruled by a Grand Duke or Grand Duchess. They are as follows:
Gelerand “The Fatherland” - Seat of Imperial Government. Capital city is Gel’Grandal, which is most commonly just referred to as the Imperial City. Gothic Germanic themes. The heart of both the Imperial Legion and the Inquisition is located within the Imperial City, as well as the central hub for the sprawling Lorestone Communication Relay and the Imperial Academy of Arcane Science.
Tranal - The Duchy of Tranal. The oldest and most well established of the Imperial Provinces. It was the first neighboring kingdom that fell to the power of Gel’Grandal. The capital city is Allnacht. Gothic Germanic themes. They are most famous for the prowess as airmen, with a large portion of the Imperial Air Force concentrated in this province.
Dardouen - The Duchy of Dardouen. The wealthy province of Dardouen is renowned for its extravagance and intrigue. Capital city is Valensier. French themes. They are a central province with a considerable amount of arable, fertile soil. Dardouen is considered the "breadbasket" of the empire with a great deal of its goods being exported to other provinces and even other kingdoms.
Arlais - The Duchy of Arlais. The most recent annexation of the Imperium having only been in the empire for approximately 60 years. It is a rival of wealth and extravagance much like Dardouen and still holds some nationalistic pockets. Capital city is Rheimance. Because Arlais is one of the most recent annexations and due to bordering both the Kingdom of Atinaw and Sangen Federation, there is a heavy concentration of the Imperial Army in this province.
Imperial Mandate
The Imperial Mandate differs from Imperial Law. Where the law defines rights and privileges afforded to the citizens of the Imperium, as well as lays out the punishments for wrong doings, a Mandate is considered an absolute order. The Imperial Mandate supersedes any and all laws within any dutchy of the Imperium, and all are beholden to them (some believe even the Emperor himself). Mandates are issued by the Emperor himself, and always dictate a radical change or alteration to some fundamental part of the Imperium itself. Because of this Mandates are few and far between.
The Emperor issues the Imperial Mandate, but the Inquisition carries out it execution. It is the responsibility of the Inquisition, and the Imperial Legion after them, to ensure that every Imperial Mandate is upheld. To go against a Mandate is to go against the Emperor, and is considered an act of treason punishable by immediate execution.
Imperial Military
The Ministry of War is the central agency charged with the administration of the various militant departments of the Imperium. These include the Department of the Army, Navy, and Air Force with its chief officers required by law to report to the Minister of War who is an official of the Emperor’s Court. The Ministry of War is not concerned with policing or enforcing laws within the Imperium so much as it is exclusively dedicated to engaging in acts of warfare and defense on behalf of the empire. This means that the Imperial Military does not make a habit of getting involved in hunting down the local thief that is terrorizing a marketplace.
The Gelerian Imperium is actively at war with Zythura, the Sangen Federation and the Ecithian Empire. Tensions and skirmishes occasionally crop up between the Imperium and the Kingdom of Atinaw which is the empire’s greatest rival on the continent. The Imperial military is also the chief purveyor of expeditions into the Deadlands, the Ashlands and the Clockwork Wastes.
In terms of capability, the Gelerian Imperium has one of the most well-organized and well-equipped fighting forces in the known world. The Imperium is an extreme supporter of the Industrial Revolution that occurred at the turn of the century and has pushed the development of various technologies that have placed it at the forefront of military engineering. As a result of this, the Imperium employs technology at a heightened degree unseen in most other parts of Ransera and this has led to the growth of other advancements across Imperial society. This has helped to push the narrative that the military, its efforts and exploits are of crucial benefit to the survival of the Imperium and the betterment of society overall.
Military Service
All citizens of the Imperium are required to serve at least 4 years in the Imperial Military. This applies both to common citizens, as well as the Nobility. Military service in the Imperium is treated as a right of passage, with many young boys and girls looking forward to their time in service in hopes of earning the recognition of one of the Knight Chapters of the Imperial Legion. Many young adults serve beyond their required 4 years for the opportunities military service provides, as well as the benefits that are gained which include sponsorship for apprenticeships, education and research grants, greater access to resources such as top of the line magitech and health care, and more.
Citizens can choose to join any branch of the military they wish, but often the choice is heavily based on where they live. Those in Dardouen and Arlais tend to go into the Imperial Army, Tranal the Airfoce, and Gelerand the Navy. There are also specialized military academies available in certain parts of the Imperium where parents can send their children. These academies act similar to apprenticeships, with the education and training being focused on future military service. The cost of these academies are often too high for the common citizen, but many Noble families take advantage of the advanced levels of education and opportunities these academies provide.
The hierarchy of the military, whether Army, Navy or Air Force is divided into Commissioned Officers and Enlisted.
Commissioned Officer - An individual who has graduated from an Imperial Officer Academy, whether Army, Navy or Air Force, and given the education necessary to lead troops, assume roles of command, and perform leadership functions in a theater of war from an advanced tactical perspective. The lowest ranking officer is higher in standing than the highest ranking enlisted in all circumstances and has authority to make decisions appropriate to the situation. They serve in the military at the pleasure of the Emperor and receive their commission into the military from his office. An officer serves until either their commission is retired or they resign but typically they are required to serve a minimum of 6 years.
Enlisted - An individual who has gone to a “boot camp” or Recruit Training Command and received training specific to the function of the role they will be filling in the military (i.e. infantry, basic sailor). In many cases, enlisted personnel receive more technical based training in order to perform a specific job. In some cases, the necessities of their specific role requires that they receive education that is on par with an officer, however, because they did not graduate from one of the Officer Academies, they do not carry a commission. They sign a contract with the Ministry of War for a set number of years (typically 4 at a minimum) and then are released from service upon the conclusion of that contract unless they choose to enlist for another term. The highest ranking enlisted is of inferior rank to the lowest ranking officer.
The two aspects of any of the military branches work in tandem with one another, ensuring the Imperial war machine operates smoothly.
Title | Abbreviation |
---|---|
Second Lieutenant | 2nd Lt. |
First Lieutenant | 1st Lt. |
Captain | Capt. |
Major | Maj. |
Lieutenant Colonel | Lt. Col. |
Colonel | Col. |
Brigadier General | Br. Gen. |
Major General | Maj. Gen. |
General | Gen. |
Marshal | Mar. |
Field Marshal | F. Mar. |
Title | Abbreviation |
---|---|
Ensign | ENS |
Lieutenant Junior Grade | LTJG |
Lieutenant | LT |
Lieutenant Commander | LCDR |
Commander | CDR |
Captain | CAPT |
Commodore | CMDR |
Rear Admiral | RADM |
Vice Admiral | VADM |
Admiral | ADM |
Fleet Admiral | FADM |
Title | Abbreviation |
---|---|
Private | PVT |
Private First Class | PFC |
Lance Corporal | LCPL |
Corporal | CPL |
Sergeant | SGT |
Staff Sergeant | SSGT |
Gunnery Sergeant | GSGT |
Master Sergeant | MSGT |
Sergeant Major | SGTMJ |
Title | Abbreviation |
---|---|
Recruit | SR |
Apprentice | SA |
Sailor | SN |
Petty Officer Third Class | PO3 |
Petty Officer Second Class | PO2 |
Petty Officer First Class | PO1 |
Chief Petty Officer | CPO |
Senior Chief Petty Officer | SCPO |
Master Chief Petty Officer | MCPO |
Imperial Army
Imperial Airforce
The Imperial Inquisition
The Imperial Inquisition is the institution vested with the authority to both interpret and enforce the Law across the Imperium. It is a pseudo-religious organization that is organized into a hierarchy referred to simply as the “Ecclesiarchy”. Outside of its own hierarchy, the Inquisition answers directly to the Imperial Throne, meaning that there is no authority within the empire that can contest them if it does not come directly from the crown or is delivered by one vested with the authority to speak for the Imperial Sovereign. Not every affiliate of the Inquisition is an Inquisitor. Inquisitors go through very detailed training that is specific to the Ecclesiarchy but there are several affiliate organizations that operate under the umbrella of the Inquisition.
In terms of authority, the Inquisition is entrusted with the adjudication, interpretation and investigation of all matters that come into conflict with the Imperial Mandate. As a result of this authority, a single Inquisitor is vested with the power to serve as judge, jury and executioner if they deem it necessary to act in such a capacity. Because all provinces must align their governance within the framework of the Imperial Mandate, that means that all laws passed across the provinces of the empire are subject to review by the Inquisition, barring the intervention of the emperor. What this means from a day to day standpoint is that there is typically an advisory board of senior Inquisitors that is present within the various parliaments and council chambers across halls of governance within the empire.
Inquisitorial Review
Put it simply, Inquisitorial Review, is the process by which an Inquisitor or a group of Inquisitors examine a circumstance that is suspected to be contrary to the Imperial Mandate. Every full-fledged Inquisitor is vested with the authority to perform an Inquisitorial Review which means that the process can be quick at times or it can be lengthy depending on the circumstances. In most circumstances across the empire, Inquisitorial Review is the last resort for a citizen desiring some sort of legal action to take plac. This is because a declaration from an Inquisitor means that the circumstance is either “in keeping with” or “in violation of” the Imperial Mandate. The former means that the individual(s) and the pertinent circumstances are completely aligned with the sovereignty of the Emperor and thus receive his blessing by proxy. This can mean that the people and circumstance could theoretically petition to receive Imperial resources to support both themselves and their endeavors. This can utterly change the course of a person’s life for the better and can mean the ruin of others if such a ruling is not in their favor.
A declaration of the latter, that a person(s) or circumstance is “in violation of” the Imperial Mandate means utter ruin. It means that the aforementioned are not in keeping with the Emperor’s sovereignty and are thus traitorous, blasphemous, heretical and deserving of severe punishment. Overnight a person found to be against the Imperial Mandate can have their entire lives ripped away from them and in short order, they could be facing exile, imprisonment or worse. The only means of appeal for people declared to be in violation of the Imperial Mandate is to petition the Ecclesiarchy for an Appellate Review, a process that could take some time. In many circumstances, to avoid outright execution or exile, people are penalized severely through the Tithe wherein they pay heavy fines or perform labor on behalf of the Imperium. These fines and labor periods are seldom lenient. Assets seized by the Inquisition become the property of the Imperial Throne which are then cataloged and divided by the Ministry of Finance to be disseminated as needed.
Religious Purview
The Inquisition is responsible for tending to the religious affairs of the Imperium. It enforces a single rule, which is that any religious institution across the empire must not practice or profess doctrines that are contrary to the Imperial Mandate. Any such institution will be deemed heretics and expelled from the empire. This role is one that is carefully approached by the Inquisition. It is an art that they have perfected over time through simply incorporating religious teachings into their hierarchy, hence the pseudo-religious fabric of their order.
The official religion of the Imperium is the Church of the Imperial Divines, which is a collection of gods and goddesses referred to as “The Divines” that are deemed most prominent to the moral, ethical and political beliefs of the empire. The Greater Divines are those deities given higher reverence through the lens of the Imperial Mandate. This means that the Divines can shift in importance depending on the occupants of the Imperial Throne. The Head of the Imperial Church is the Imperial Sovereign but many of the duties of that role are delegated to the Hierarch of the Inquisition, who is both the leader of the entire Inquisition and the chief spiritual adviser to the crown. The Lesser Divines are those gods and goddesses that, while still deemed to be NOT against the Imperial Mandate, do not hold a current position of supreme reverence.
The Inquisition keeps the public abreast of those deities that are aligned with the Imperial Mandate and are thus permitted to be worshiped across the empire.
The Hierarch - Leader of the Inquisition and Chief Spiritual Adviser to the Emperor.
Cardinal - There are only six at any given time. The members of the Hierarch’s Council, who advise them of the current state of Inquisitorial affairs in one of the provinces of the empire, matters abroad across the continent of Ailizane and matters involving the Imperial Legion.
Archbishop - Head of an Archdiocese which typically encompasses a large area comprised of multiple counties, several metropolitan areas, or any such area that the Hierarch deems necessary for the arrangement of an Archdiocese.
Bishop - Head of a Diocese which typically incorporates only a single metropolitan area or a single county.
Abbot - The Headmaster of an Abbey, which is an institution where Inquisitors receive their training. They are equal in rank to a Bishop.
Prelate - A high ranking Inquisitor, they are usually in command of a group of Inquisitors.
Magister - A full Inquisitor.
Prior - A senior Acolyte that is typically on the cusp of becoming a fully-fledged Inquisitor.
Acolyte- Inquisitor in training.
Religion and Spirituality
The religious teachings of the Imperium are an evolution of New Atheism. Over the course of its history the thoughts and perception of the gods, and magic, has evolved from a simple desire to purge their existence from the world to an acceptance that it is here, but should be controlled. Magic is dangerous. It is uncaring, unfeeling, and those who use it without regard for these simple facts are monsters no better than feral beasts. Yet if magic is controlled, refined by a firm hand and a wise mind, it can do wonders to elevate the common man. So it is taught that to pursue magic is to accept its inherent sinful nature, yet to seek to turn its evil to good through the teachings of the Inquisition.
It was from this belief that the modern definition of Magitech was born. What was once mystical and arcane, through the advancement of the Imperium has been made into another form of science. This mentality is pervasive, with much of magic being relegated to a component of magitech and technology as a whole and not a wholly important concept in and of itself. Magic, much like fire, has become a tool. A means to an end.
Church of the Imperial Divines
The Greater Divines
These are the gods and goddesses which the Church has deemed to be aligned with the wishes of the Emperor and the Imperial Mandate. The religious teachings which come from the traditions of these divines are often interpreted in ways which enhance the Imperium and its goals.
Malgar- Dragon God of Suffering
Keela- Dragon Goddess of Wisdom
Drimera- Mistlord of Grief, Obscurity
Raella- Dragon Goddess of Life
Wraedan- Dragon God of Death
Vicis- Dragon Goddess of Fate
Velar- Dragon God of Time
The Lesser Divines
Though the Lesser Divines are not seen to fully support the Imperial Mandate, their worship is deemed adjacent to the wishes of the Imperium, or their teachings are seen to be useful in one way or another.
Nerix- Dragon God of Moons
Nuenna- Dragon Goddess of Roads, Travel, Stories
Skar- Dragon God of War, Strength, Honor
Suion- Dragon Goddess of Love, Passion, Desire
Fyraea- Dragon Goddess of Fire, Industry, Craftsmanship
Aværys- Moritasi of Hunger, Ambition, Power
Akrivar- Mistlord of Tyranny, Oaths
The Heretical
The Heretical are those divines which are seen to directly oppose some aspect of the Imperial Mandate, or the Imperium itself. Worship of these divines is considered a form of heresy and to be caught in their worship is to sent for 'reeducation', or possibly death.
Lyren- Mistlord of Knowledge, Undeath
Vhexur- Moritasi of Trickery, Gambling
Florian - Draegir of Rebellion
Paganism
Worship of any entities, divine or spirit, outside of the Greater and Lesser divines is considered a form of Paganism and looked down upon by the Church. It is rare to find pagan practices within larger cities or towns, but in the more rural areas where the Inquisition does not have as strong a hold there is a rather diverse community of differing religious practices.
The Imperial Legion
Both the Sword and the Shield of the Emperor, the Imperial Legion are the sovereign’s private army. They do not follow the hierarchy of the Ministry of War and are on par with the Inquisition in terms of authority, with the two often working in tandem. The Legion is routinely dispatched to intervene in matters of interest to the emperor on a more personal level, whether domestic or abroad. Whereas mobilizing the full might of the Imperial military requires extensive planning and operations, the deployment of a Chapter of the Imperial Legion takes but a word from the sovereign and they are set in motion with near immediacy.
The key difference between the Legion and the Inquisition is that the Legion does not make rulings on matters regarding the Imperial Mandate. They are often sent in to either apprehend or support something that has already received a ruling from the Inquisition, if their presence is deemed necessary at all. Every sect of Inquisitors has an adjacent attachment of Legionnaires, not always a full Chapter but at a minimum, enough of them to ensure the safety and rulings of the Inquisition are enforced if necessary. The daily operations of the the Imperial Legion are not public but those activities that are made public captivate the attention of the average citizen. From a cultural perspective, becoming a Legionnaire is akin to becoming a hero in the eyes of an Imperial citizen. They are the dragonslayers, the demon hunters, the protectors of the innocent, sent to defend the empire at the behest of its benevolent sovereign. To carry the title of Imperial Legionnaire is to become a living legend with scores of people scrambling to get the chance to even see one.
This celebrity status, however, comes at great cost. No matter their race, every Legionnaire undergoes a process known as Exaltation. Their minds, bodies, and souls are modified, moulded, and strengthened to be a warrior dedicated purely to the interests of the sovereign. It is a process that leaves them changed physically, mentally and spiritually. It is only when a prospective Legionnaire survives Exaltation that they become a fully-recognized members of the Legion, whereupon they are properly inducted into their respective Chapter, a Brotherhood that they remain in until death.
In terms of interaction with the Imperial military, the lowest ranking Legionnaire outranks the highest official of the Imperial military. This is because Legionnaire's act on matters of personal interest to the Emperor and thus when they act, they act with the sovereign's direct authority to do so. Whereas the Imperial military is implemented to engage in matters devoted to preserving the Imperium as a whole.
Legion Chapters
The Imperial Legion is divided into various "Chapters" each with a purpose outlined within the charter that grants that Chapter the authority both exist and act on behalf of the Emperor. There can be as many Chapters as there can be reasons for them to exist, as they exist at the pleasure of the Emperor. Listed below are some of the most famous and well-known. The chapters can be divided into two types. The first are the Color Chapters, and these are the ones that are most well known to the public. These are the knights who interact with the citizens the most, and who participate in the Legion Games. The second are the Imperial Knights, those specialized in one way or another, or who do not often come to the public's attention. The second type are often smaller in number, but no less influential.
Golden Lion Chapter- The shield of the Emperor, this chapter exists as barrier between the dangers of the world and the imperial people. Their chapter consists of some of the strongest close quarter combatants in the entire Imperial Legion, and they are dispatched as enforcements wherever the need arises. It is the Golden Lions who rush to the aid of the people when monsters attack, who push back the invading forces at the boarder. They embody the term "Hero" in the eyes of the people, and are one of the most beloved of the knight chapters.
Primarch: Reiner Cormac
Silver Edge Chapter- The blade of the Emperor. They exist as the edge of the Emperor's sword, cutting down the foes who would stand against the Imperial Mandate. Often the Silver Edge is dispatched with the Golden Lion Chapter as the two are often seen as compliments to one another. They specialize in close range combat, but instead of acting as bulwarks they are the sword that cuts off the head of the monster. Their popularity is on par with the Golden Lion Chapter, and the term "Warrior" is often associated with members of this honorable chapter.
Primarch: Fiona Reich
Black Cauldron Chapter- The Black Cauldron Knights are the medical experts of the Imperial Legion. Through the use of medicine, necromancy and alchemy these knights support the Imperium by providing healing and concoctions that defy logic. Some say an elixer by the Primarch of the Black Cauldrons can cause entire limbs to regrow. They rarely participate in active combat, but they stand on the front lines with the rest of their Legion brothers and sisters, unafraid of the danger to support their fellow Legionnaires.
Primarch: Agatha Ziert
Opal Falcon Chapter- Masters of the sky, fearless in the face of danger, the Grey Falcon Knights are the aerial aces of the Imperium. Nearly all of their members are natives of the Tranal Dutchy, and the blood of their homeland runs strong in their veins. These knights excel in aerial and mid-ranged combat, both with aeroplanes and with specialized magitech equipment that allows their order to fly through the sky with the freedom of a natural born Kathar.
Primarch: Klaus Lawrence
Emerald Arrow Chapter- The ranged specialized of the Imperial Legion, it is said that in order to pass as a Knight one has to be able to strike a sparrows eye from 100 yards away. They are the bullet which never misses, and act as defenders from the back of any conflict. They are notoriously difficult to join, as their requirements extend beyond mere aptitude with a bow or gun.
Primarch: Lilliana Emyr
Sapphire Hand Chapter- The hand of the Emperor, and his voice when needed. These knights are strategist and ambassadors of the Imperial Legion, and they work on behalf of the Emperor and the Imperial Mandate while looking at the bigger picture. Though they are skilled in combat, their purpose is in planning and logistics, as well as negotiations.
Primarch: Sergey Greshim
The Knights of Saint Aegan's Cathedral- TBA
The Knights of the Imperial Divines- TBA
Legion Heirarchy
No matter which Chapter a Legionnaire belongs to, they all observe the same structure within that Chapter. Thus, when interacting with other Legionnaire not in Chapters of their own, it is easy to integrate within the structure and work cooperatively.
Primarch - The Leader of the Chapter.
Archknight - One of the senior most officers of the Chapter.
Knight-Commander - A high ranking officer of the Chapter.
Knight-Captain - A mid-ranking officer of the Chapter.
Knight-Lieutenant - A low officer of the Chapter.
Knight-Sergeant - A veteran member of the Chapter.
Knight - A fully-fledged Legionnaire who has completed Exaltation.
Aspirant - A Legionnaire undergoing Exaltation.
Initiate - An individual who has been accepted into the Chapter and is being prepared for Exaltation.
The Legion Games
The Legion Games, also known as War Games to citizens of the Imperium, is an annual event which takes place in the season of Ash. It is a joint tournament between the Imperial Legion and the Imperial Military and is broadcast through the Imperial Hub system for the citizens of the Imperium to see. 32 teams compete in single round eliminations, each round lasting one week with a week rest between.
The Legion Games are mock battles between teams which consists of 3 Imperial Legion knights, and 20 Imperial Military soldiers. The Legion Knights take up the positions of "General" and two "Lieutenants". Each of the Colored Chapters provides 15 Knights to form 5 teams, while two of the Colored Chapter's provide an additional 3 knights to form a 6th team. The Chapters who provide these additional Knights are typically seen as favorites to win, but the Chapters rotate this slight advantage every year.
The Imperial Military members are formed into 4 squads of 5, each with a Sergeant and the other four of a lower rank. The General is the leader and organizer of their team and is responsible for selecting their Lieutenants and for assembling their 4 squads from among the Imperial Military branches. Each General has full control over their teams organization and structure and can assemble who they wish based on their own strategy. The Lieutenants provide operational and logistical support to their General. They secure supplies for each upcoming engagement and ensure the proper equipment and weaponry is gathered. They also handle reconnaissance and information gathering between rounds, utilizing their squads to secure as much intel as possible before the round begins.
In Glade recruitment and try outs for the Legion Games begins, during which the General and his Lieutenants begin to select the Imperial Military members who will make up their squads. There are no rules to how these squads are organized or assembled. Each General makes selections from the Military based on the strategy they plan to take with the Games, and they can assemble members from any soldiers who volunteer from any branch. Recruitment is limited to Sergeants and below, however, and preference is given to younger talents over older depending on the level of skill displayed. An example might be a General who wants to ensure aerial superiority, and thus may select 3 of his 4 squads from the Imperial Airforce and equipment them with short range flight packs and long range weapons, where as another might prioritize offensive power and select all members from the Imperial Army with specializations in front line assaults and explosives.
The Legion Games consists of 5 rounds, each one week in length with a week break between. During a round each team has 7 days to secure Victory over their opponent, and this can be done in 3 ways. First they can wipe out their enemy squads completely, ending the game once the last unit falls. Second they can capture the opponents check point which is usually hidden and guarded within the enemy base or encampment. Third they can capture the enemy General. The areas these rounds take place in are several square miles in size and cover different terrains in each of the Dutchy. On the first day both teams are dropped off at their starting locations, each unaware of where their opponent is. The first 3 days are often used to prepare the encampment and fortifications, as well as reconnaissance of the enemy. The last 4 days varies greatly in every round as the teams try to win by whatever means necessary.
After the 3rd round there are only 4 teams remaining, and it is often after this point that the information gathering between rounds becomes the key to victory. Starting on the 4th round each team is given an "Artifact". Each Artifact will instantly secure victory if used, however, it can only be used once. What's more each Artifact has a weakness to one of the other 3 Artifacts. If one team uses their Artifact, but the opposing team holds the Artifact theirs is weak to the opposing team wins and both Artifacts are lost. If the enemy's artifact is the same caliber then both artifacts are lost, and the win conditions are the same as other rounds. At the end of the game if no artifact was used the winner will gain the loser's artifact and will be able to use it in the final round. Using an Artifact is a dangerous thing, and not one done lightly. It could secure instant victory, or it could cause an instant loss. If you lose your artifact before the final round, but the other team has theirs then the changes of winning are slim. Thus all who make it to this round have to carefully consider and weigh their options.
Artifacts cannot be used until after the 5th day, and it can be stolen. Artifacts are carried by one of the 2 Lieutenants, and they must be physically activated with a short 1 minute delay before full activation. When activated a large pillar of light will be created (Red, Blue, Green and Silver). Red beats Blue, Blue beats Green, Green beats Silver and Silver beats Red.
The final round of the Games lasts a full 2 weeks and takes place in the largest arena outside of the city of Gel'Grandal. Citizens fill The Imperial Battlebowl which becomes a large enclosed dome in the last two weeks with a large floating viewing crystal at its center. From here citizens can watch in person as the final round progresses, and there are constant announcements and play by play showcasing past and current events throughout the last round. When the winner is decided they also receive their award in the Battlebowl.
The Emperor is a known fan of the Legion Games, and usually attends the final found of the Games from his Imperial Sky Box within the Battle Bowl. Given the length of the final round tickets allow fans to come and go as they please, but the stadium typically does not begin to fill up completely until after the 5th day when Artifacts can be used.
Kathar
The Kathar are the hand of the Emperor, and they may extend the hand of mercy or bring down the sword of justice. To the common people they are heroes, the greatest of the Imperial Legion, the saviors of the land. They are idolized by children, greeted warmly and enthusiastic in most cities they visit, and from the outside live lives to be envied. Those who would oppose the will of the Emperor, or threaten the Imperial Mandate, see the Kathar as leashed dogs. Warriors who kill without hesitation, swift to act, never questioning their orders. Kathar live a life of contradictions which to those outside the Imperium can seem very much like madness.
Kathar do hold a semblance of freedom within the Imperium. Those who perform their duties to perfection are given freedoms, allowed to live outside the Palace of Spires, and some are even allowed families of their own. From the day they are born they are trained to follow the will of the Emperor, to do their duties without question, and to view the Imperium and its Citizens as the greatest thing they must protect. This education results in a fierce loyalty in most Kathar, and by extension their fervor is spread to the rest of the citizens.
The Nobles of the Imperium have perhaps the greatest understanding of the Kathar's role in society. They are the hands and eyes of the Emperor himself. It is not unheard of for the Emperor to gift a Kathar to a noble he seems to favor, but this is rarely seen as a good thing. It is like having a bare blade laid against one's throat, for while the Kathar will server the Noble's whips, he will never hesitate to separate his Master's head from his body should the Emperor will it.
You will find no greater supporter of the Imperium than a Kathar. The people hold them in the highest esteem, while those who know their secrets recognize them for what they are.
It is said that black wings carry ill tidings...
Kathar Legion
The Kathar Legion, while a part of the greater Imperial Legion, is specialized enough to be considered its own organization. They fall under the broader umbrella of the Imperial Legion, but their chapters are composed entirely of Kathar and many are considered the most elite Chapters of the entire Legion. Their roles tend to be specialized, and can be created and disbanded at a whim on the orders of the Emperor.
Kathar can either be members of the borader Kathar Legion (considered a Chapter all their own) or to one of the specialized chapters. Those who are part of the Legion are those Kathar who interact the most with the citizens. They patrol the streets and roads between major cities, respond to calls for aid, and make up the larger part of the Emperor's elite fighting force.
Hochwacht "Emperor's Guard"- The elite of the elite, the Imperial Guards are Kathar assigned to protect the Emperor, his family, and those he deems worthy. Only Kathar who have performed outstandingly in their duties, and show progress beyond the norm even for a Kathar are allowed to join this Chapter. They are often assigned to guard key figures such as the Ducal Houses and their families, as well as other ruling families in a given prominence. These Legionnaires will watch over these families, and any other noble family of interest to the crown, but they do not answer to them. They serve the Emperor and the Emperor alone.
Schwarzrichter "Black Knights"- A secret order of Kathar belonging to the Inquisition. Every member of this order possess black raven wings. These Kathar are specifically chosen for their exceptional performance and abilities in combat. They are assigned handler's of Archbishop or higher, and undertake dangerous missions on behalf of the Inquisition.
Magic in the Imperium
The practice of magic in the Imperium is overseen by the Imperial Academy of Arcane Science, an institution that came about following the empire’s severe purging of mages. The Academy has many branches across the empire but its chief location can be found within the Imperial City of Gel’Grandal. The Academy was established in the aftermath of the War of Souls, following the empire’s extreme persecution of mages across the far reaches of its territory. Having successfully defeated the Cult of Mending with minimal outside assistance, the crown saw the threat that unregulated mages could pose if left without proper watchers. Magical practitioners across the empire, whether bearers of personal magic or workers of world magic, were dragged from their homes and either killed or confined in droves. It was one of the single most brutal displays of anti-mage sentiment in the history of the Imperium. At the turn of the century in the 1st Year of Steel, the Academy was founded by order of Imperial Mandate.
The Imperial Mandate requires the following of all practitioners of the Arcane Arts within the empire.
Firstly, magic must exist to serve the welfare of the Imperium. From a practical standpoint, this means that every practitioner is forbidden from committing their powers toward endeavors that hurt or hinder the empire. In this instance, the empire is seen as the government of the Imperium which consists largely of the Emperor, the Imperial Court and the agencies that form the framework of the Imperial Mandate.
Secondly, all mages within the empire are subject to the purview of the Imperial Academy of Arcane Science and must abide by the regulations and standards released by the Academy Board of Regents. Adjustments are made to the Academy standards as needed but the minimum review must occur every ten years. On a day to day basis, this means that the Academy must inspect and certify as up to standards all projects, businesses, and endeavors involving the use of magic. As a result of this sprawling oversight, the Board of Regents regularly advises the crown on arcane affairs across the Imperium, with the Chair of the Board effectively serving as the Imperium’s Minister for Magic.
Thirdly, the Academy must make a concerted effort to regulate, contain and control the practice of magic across the territories of the Imperium. To that end, they receive the assistance of both the Inquisition and the Imperial Legion. As with all aspects of the Imperium, the Academy remains subject to the process of Inquisitorial Review, with no set requirement on when this review is to take place. Traditionally, the Inquisition performs its scheduled review of the Academy in conjunction with the Board’s review of arcane standards across the empire.
Since its founding, the Imperial Academy of Arcane Science has made itself instrumental in supporting the expansion and maintenance of the Imperium’s systems of governance. Rather than fight the apparatus of control thrust upon them, mages have, for the most part, chosen to work within the system. This compromise has fostered the mentality that so long as the public receives the assurance that a mage or place of arcane practice has received certification from the Academy, it is safe by the standards of the empire. As a result, any place or person of magic not bearing certification is almost immediately reported to the nearest branches of the Academy, Inquisition and the Imperial Legion.
Aside from the Academy itself, this pooling of magical resources has led to the creation of many methods of both scientific and arcane advancement that might otherwise not have been possible. It is through the work of the Academy that the Lorestone Communication Relay was built, which now serves as utterly vital to all lines of Imperial communication.
Magical Licensing and Certification
The main branch of the Imperial Academy of Arcane Science is located in Gel'Grandal, but it also has branch offices in every capital city and many larger cities in every Duchy. A person can receive a license starting at the age of 18, younger if they belong to an apprenticeship program as a part of their primary education.
Obtaining a license requires submitting an application to the Imperial Academy of Arcane Science. Then, based on the class of license, they will be required to sit for a written exam, demonstrate their skill in a practical exam, undergo a background check, and provide references if needed. Class C license are relatively common in major cities such as the capitals, while Class A are rarely seen outside of the military or Imperial Legion.
Class of License
Class C
The basic class of licences which the majority of mages in the Imperium possess. This license entitles the holder to utilize their magic up to Journeyman level for their personal use, or for use in their work. This license does not approve the mage to utilize their magic in combat, including self defense. Violent acts utilizing magic will be judged on a case by case basis.
Rune Magics (Up to Journeyman): Semblance, Negation, Elementalism
World Magic (Up to Journeyman): Scrivening, Alchemy, Runeforging, Artificing, Necromancy
Class B
This license is intended for those individuals who utilize their magic for their work, or in service to the Imperium on a regular basis. Class B licenses recognize the user as fully trained to use their magic in self defense, and for the specific purpose that they registered when applying for the license. Magic used in self defense will be judged on a case by case basis. Even with this license the mage is still not able to freely use their magic within city limits.
Rune Magics (Up to Expert): Semblance, Negation, Elementalism, Kinetics, Summoning, Traversion
World Magic (Up to Expert): Scrivening, Alchemy, Runeforging, Artificing, Necromancy
Class A
The final publicly available license, this license recognizes the mage as proficient enough with their magic to utilize it at their discretion when outside city limits. These licenses are difficult to obtain and rarely approved and the mage must be sponsored either by an Imperial institution or the Imperial Military.
Rune Magics (Up to Master): Semblance, Negation, Elementalism, Kinetics, Summoning, Traversion, Animus
World Magic (Up to Master): Scrivening, Alchemy, Runeforging, Artificing, Necromancy
Special Class
This class of license is unavailable through normal means, and covers scenarios which the other licenses do not. Each of these license is unique, and the individual who holds one must be in good standing with the Imperium and have a proven record of loyalty to the Emperor.
Certifications
Certifications are not the same thing as a license. Where a license allows an individual to utilize magic for a specific purpose, a certification states that a person, organization or business is formally recognized and able to provide their magical good or service to others. These certifications are also obtained through the Imperial Academy of Arcane Science, but they do require the individual applying to already have a license.
Certification of Sale of Magical Goods
Typically held by business which sell magically crafted goods, this certification states that the person or business is trustworthy and their goods and services are safe for sale to the general populace.
Certification of Magical Defense Services
This certification is usually taken by a person or business who offers their magical expertise in the form of combat or defense. Many freelance guards or mercenary organizations receive these certifications so that their people can take on roles as guards or bounty hunters in an official capacity within the Imperium.
Certification of Magical Production
This certification is rarely taken except by large businesses or corporations such as G.I.M. Co that provide manufactured goods made through magical means. This certification says that the goods created are of the highest quality, and that the organization can provide their installation and upkeep.
Certification of Magical Research
This certification recognizes the individual or institution as approved to conduct magical research within the Imperium. This certification is required to obtain a private lab, as well as accept research grants from the Imperium itself.
Lorestone Communication Relay
The Communication Relay is a marvel of both modern earthly and arcane science. Through the manipulation of powerful mnemonosyte control hubs and utilizing special wiring that is augmented with Scrivening, the Academy helped to build this sprawling apparatus and launched it in the 25th Year of Steel. This has effectively given the Imperium the equivalent of what is comparatively television and radiowaves across most of its territories. So long as a home or settlement has a Relay Hub, it can receive signals from the Lorestone Communication Relay and thus be kept abreast of news, entertainment, and other various bits of information sent across the empire.
The relay is not foolproof and the signals it sends out can be intercepted. As a result of this both the Academy and the Inquisition monitor the relay extensively for signals that are not from authorized outlets.
Users of the “Hub” as it is referred to, typically have a thin sheet of lorestone crystal that is bordered by the specific metal wiring engineered to capture the signals of the relay. At the bottom of the crystal screen are typically a series of symbols that allow users to tune in to different frequencies. The combination of symbols touched will determine what the individual receives on their end. Most devices have certain frequencies pre-programmed to be received by it. One the more expensive and advanced devices, the user can simply speak the frequency and the device will attune itself to that section of the relay.
The relay is capable of transmitting pre-recorded material or it can stream material live albeit with a slight delay the further one gets from a major communication center.
As they say in the Imperium, "Tune in to the Hub for the latest!"
Dragons in the Imperium
Despite what one might expect, Dragons can indeed be found within the Imperium. They rarely, if ever, reveal themselves to mortals but their influence can be felt in various ways in each of the Duchy. The following is not an all inclusive list, just the most common dragon flights that can be found in the Imperium. Other dragons can be present as well, though certain dragons would not find the Imperium to their liking.
Copper Dragons
Dragons of Science, Wisdom, Artificing
These dragons tend to be found in the largest cities, especially within Tranal and some in Gelerand. Some become researchers, scholars, teachers. They typically do not associate with the Imperial Inquisition and are especially careful to conceal their identities.
Hollow Dragons
Dragons of Rot, Pestilence, Horror
One of the most common dragonflights in the Imperium, their fangs tend to be small but can be found in any Duchy within the Imperium. They seem especially fond of Darouden.
Iron Dragons
Dragons of Tyranny, Pride, Brutality
Many Iron dragons can be found in Arlais, assisting or even taking part in some of the border skirmishes with Atina (This is not to say they side with the Imperium, as each dragon tends to act on their own whims). They tend to thrive in environments with conflict, and are less concerned with concealing themselves.
Rust Dragons
Dragons of Decay, Withering, Sickness
It is said where there are Iron dragons, Rust dragons are not far. Similarly these dragons are most commonly found in Arlais, but are also not uncommon in Darouden and Tranal.
Steel Dragons
Dragons of Industry, Suffering, Discipline
Steel dragons are native to the Imperium, and are thus the most common of any dragonflight within its Duchy. Their population is highest within Gelerand, but they can be found in all four Duchy in similar numbers.
Titanium Dragons
Dragons of Innovation, Engineering, Runeforging
Fewer in number than the other metallic dragons, they also tend to congregate near larger cities with higher levels of innovation and magitech. They are most often found in Tranal or Gelerand, though a few have been known to travel to Dardouen.
Spirits in the Imperium
"In the age before steel, we were shaped by the whims of the world. Now, through the mastery of magitech, we shape the world itself. No longer are we bound by the elements—we harness them. In our hands, nature is not a force to endure, but a resource to command."
— Excerpt from "The Age of Dominion" by Magnus Terallius, High Scholar of the Imperial Academy, Year 83 of Steel
As the modern age of magitech advances the connection to the spirits of Ransera has grown more tenuous. Within the Imperium spirits are much rarer, especially wild spirits which are typically found in abundance across the lands. This absence grows more stark the closer to one gets to larger and more advanced cities such as Gel'Grandal or Allnacht. Dardouen has the highest number of wild spirits in their Duchy, with Tranal having the fewest. It is uncertain what the connection is between the advancement of magitech and the falling number of active spirits, but some theorize that in a few hundred years the Imperium will be fully devoid of any spirits, no matter the type.
Undead in the Imperium
The Undead are a common sight throughout the Imperium, especially in Dardouen and Arlais. They are so prevalent that their control and eradication are one of the primary responsibilities of the Imperial Inquisition, specifically the Church of the Imperial Divines. Large pockets of miasma and ichor tend to appear throughout Arlais and Dardouen, and in certain parts of Gelerand. Tranal is relatively free of undead, save for the presence of a few ghosts and fades.
The Imperial citizen is inherently superstitious, both due to the significant presence of undead as well as the history with the undead and the crusades which took place during the War of Souls.
There are several pure bloodlines of undead in the Imperium, including both Ghouls and Phantoms. It is also rumored that a Vampyre Lord is somewhere in Dardouen, but the Inquisition works diligently to squash any such whispers whenever they hear of them.
Science and Technology
The Gelerian Imperium is at the forefront of technology in Ransera. It is considered one of the most advanced nations in the world, having pushed the boundary of what is scientifically possible over the course of the last century. While not on par with the advancements that the Clockwork Empire was once able to produce, the Gelerian Imperium has made strides in pushing away from what can be considered “medieval times”. This advent of technology is what has pushed other regions to lean more heavily into steam and mechanical engineering in order to keep up. Fundamentally, the cornerstone of Imperial technology is magitech, or Magical Technology. They work to bend the unruly world of the arcane to their will, utilizing advanced scientific principles to bring the arcane firmly within the hands of humanity.
Each of the Duchy possess differing levels of technology, with Gelerand and Tranal being the most advanced in Magitech. Doardouen tends to lean more toward more traditional use of early industrial age technology, while Arlais is where many steam punk elements can be found.
Motor Vehicles and Aeroplanes
The Imperium has motor vehicles and aeroplanes that would be on par with what was seen and utilized during the World War I era of Earth’s timeline. With one significant difference, the Imperium has skybound aircraft carriers that are lifted through the use of both conventional and arcane science. For creative purposes, the moderation staff of Ransera will not be advancing beyond this set period in order to keep things thematically in line with the overall setting.
Note that while aeroplanes exists, they are a military resource and not available for purchase. Airships, however, are available and prices for these and other imperial vehicles can be found on the price list.
Firearms
Firearms within the Imperium are more advanced than what is found in other parts of the world. To the degree that an Imperial firearm can effectively double the ammunition capability of what is listed on the Price List. Weapons are also similar to what would have been available at the turn of the century in the 1900’s Earth timeline. As normally, ammunition is the product of dragonshards.
Magic Technology and Artifacts
Magic is regulated by the Imperial Government in the empire. Any technological device created using magic must receive certification and appraisal from the Imperial Academy of Arcane Science. This means that arcane technology does not deviate from established norms very often because the process of getting a device approved can be a lengthy one. Because of this, magic items in the Imperium, while commercially available, tend to be weaker and more standardized than other parts of the world. This translates to being able to buy the same generic magic device in various shops across the empire but it tends to be decidedly limited in its scope and abilities without much variation.
Magical Augmentations
Magical Technology (Magitech) and Magical Science have advanced greatly in the Imperium, and have grown to the point that it is possible to acquire magical augmentations. These augmentations are only available to Kathar and members of the Imperial Legion, and Imperial Military, but the underground markets have been known to dabble in these as well. Augmentations can include things like improved vision, adding unique organs to one's body, and expanding current magical and physical capabilities through technology.
Three Imperial Conglomerates
The Imperium industrial sectors are currently monopolized by three large conglomerates, each made up of several smaller companies that work in different sectors. While there are other companies and even large conglomerates, the three listed here are unique in that they each have received the official seal of the Emperor and thus can act with more freedom and independence in the name of the Emperor and for the betterment of the Imperium as a whole.
G.I.M. Co - The largest automotive company in the Imperium which also provides technology to the Military and Medical industries as well.
S.M.I.L.E Inc - Producers of Liquid Aetheric Fuel (L.A.F.) which powers nearly all magitech in the Imperium.
Godric Mining Company - The largest mining company and refinery in the Imperium, and currently the only company allowed to mine the Gash.
Trade and Commerce
Gelerand
Tranal
Dardouen
Arlais
Culture
The Imperial Family
The immediate family of the reigning Emperor. The Imperial Family is considered a faction in and of itself, and possesses power equaling and at times even surpassing the highest levels of nobility across the Imperium. It is customary for the Emperor to take on at least one wife, but it is not uncommon for them to take on multiple wives and concubines depending on their proclivities. Simply by virtue of their blood the children of the Emperor are considered nobility and are provided the best the Imperium has to offer. Wealth, connections, artifacts, education, these children are raised to be the height of Imperial Nobility, and are educated to act according to their station.
While the Imperial Family presents a cohesive front to the rest of the world, the reality could not be farther from the truth. It is an open secret that the heir to the throne is not guaranteed to go to the first born. Instead the heir apparent is selected by the Emperor based on that child's potential, their works, and their talent. This has lead to long and bloody succession wars with brother turning against brother, sister against sister, and factions forming in secret between opposing ideologies and clashing ideals.
Each child is considered a Viceroy, though they do not all hold land. They are provided significant funding in the early years of their lives, but as they approach 12th year their funds are steadily restricted. Each child is expected to create a center of power for themselves, establish a means to support their livelihoods, build their own connections and alliances, and to do so as quickly as possible. Weak willed or passive children rarely live long, succumbing to assassinations or other attempts at crippling them mentally, physically or financially. Often these threats come from within their own family, and this in fighting is not only allowed it is secretly encouraged.
The child who would become the heir must prove himself to be intelligent, cunning and ruthless. They must be able to generate wealth and prosperity, form allies, and defend themselves and their people from threats both internal and external.
When an heir is chosen the fight does not end, but continues until the day the current Emperor passes. When the heir ascends the throne it is common for them to remove all threats to their rule, either by exile, or other means. Those children who remain and were loyal to the current emperor are given favorable roles within the Imperium, though their standing often lowers to a lesser nobility, but their blood alone means they will always find success in their ventures while within the Imperial boarders.
The current emperor has had 9 concubines, and three wives. Each has given him at least one child. The current Imperial Family is one of the largest in history, and the race for the throne has already begun.
Loyalty to the Emperor
The Emperor is the Imperium, and his word is absolute. He is considered the highest level a person can reach as a mortal, and in the eyes of the New Aethist society he is as close to divine as should be allowed. What exists does so by his behest, when he wills is reality.
To say that the Emperor is revered is an understatement. The common citizen is quick to wish the Emperor long life, and often uses his name in any oath or promise he means to keep. To break a promise made in the Emperor's name is, in fact, punishable by the Inquisition if it is proven. The current emperor is especially popular and considered stern but benevolent by the common people, and even among the nobility he is widely regarded as harsh yet fair in his judgements.
To a citizen of the Imperium to insult the Emperor is to insult his people, and the loyalty of the common man is often regarded as fanatical by those outside the Imperium's boarders.
Nobility
Grand Duke/Duchess
The highest authority in a Duchy, tantamount to a king or queen in another providence. Within their Duchy the Duke or Duchess is the highest authority, and can grant titles and lands with the blessing of the Emperor. They answer only to the Emperor, and must ensure proper tithes and taxes are paid to the Imperial Throne.
The title of Grand Duke / Duchess is an inherited title and can only be awarded by the Emperor.
Viceroy
A Viceroy is an awarded title, not an inherited position and it does not come with any lands or direct responsibilities. This is considered an honored title typically awarded to an individual by a Duke who recognizes their abilities and can speak with his or her authority. This title is typically given to the heir of a Duchy, usually as a means to test the heir's abilities and ensure they are fit to take on the title of Duke.
Every Imperial Princes and Princess, by virtue of their bloodline, holds the same level of authority as a Viceroy in whichever Duchy they reside in. They may exercise their rights in any Duchy. Despite the considerable power the Imperial Family holds, they are held in check by the expectations placed on them by the Imperial Throne.
Marquesses/Marchionesses
The Marquess is the highest title that a Duke can award anyone within their territory, excepting the title of Viceroy. As a Marquess their role is to lead larger providences within the Duchy, typically several cities or towns along the boarders of the Duchy. They also act as advisors to the Duke / Duchess. The title of Marquesses/Marchionesses is passed down from parent to child, and is rarely awarded unless a current Marquesses/Marchionesses has passed with no heir.
One of their primary responsibilities is to maintain a military presence at their boarders, and thus they maintain a standing army at all times in preparation of any battle that may come. A Marquess is typically associated with the Imperial Military and provides support and funds when needed.
Counts/Countesses
A Counts/Countesses typically oversees a single 'county' within a providence, though they do not always fall under the direct supervision of a Marquess. Each County typically consists of a single large city, several towns and their associated villages. They are held primarily responsible for ensuring the taxes are collected from their county and delivered up the chain to the Duke / Duchess. They also are responsible for raising additional armed forces should the need arise, and thus many send their children into the Imperial Military to establish connections and for training.
Viscounts/Viscountesses
A Viscounts/Viscountesses typically oversee single cities or several towns within a county. They take on a more active administrative role within their assigned domains, often sitting on boards or councils within their home cities and taking part in local events and festivals in place of the overseeing count. Often the younger children of a Count are awarded this title, unless they marry into a hire position.
Barons/Baronesses
The most common noble rank seen in the Imperium. A Barons/Baronesses, similar to a Viscount, oversees a smaller portion of land within a county, typically a larger town, or several towns and villages. They are the closest to the common people and many hold open hearings where their common people can come and talk and air any grievances. A Baron is responsible for the safety of the local population and thus they tend to employ local militia or town guards for that purpose. This is the highest rank a commoner can expect to reach without marriage into a noble family.
Knights
Knights have traditionally been associated with the Imperial Legion, but over the years they have also come to be recognized as a lesser rank of nobility. This title is not inherited but earned. A Knight can be awarded lands by a Count or higher, and often this results in their overseeing a single town or village. Their role is typically one of defense, with them often being given oversight of towns and villages at the boarders of a duchy or in places where monsters or other creatures roam.
Education
Education within the Imperium is both a right and a requirement for all citizens, no matter where in the Imperium they are. The general populace begins their studies at the age of 6, and must attend regular classes until the age of 17. During this phase of primary education they are taught reading, writing and mathematics. They also receive a thorough education on the history of the Imperium, the Imperial Mandate, and their responsibilities to the Emperor. All larger cities and towns have at least one school that provides this education, and smaller towns and villages often have Inquisition sponsored schools which cater to the needs of the more rural students.
Primary education is free and required for all Imperial Citizens. Nobles, or those of a higher standing may also send their children to private institutions to receive more tailored lessons. Parents can choose to enroll their children into sponsored apprenticeship programs, through which their child will go to class part time and also learn a trade. This is popular among the common people, as it allows for a child to quickly integrate into society after their education is complete.
After finishing their primary schooling students may decide to either directly enter their required years of service in the Imperial Military, or continue on to a higher education. Universities can be found in every capital city of the Imperium, and in some of the other large cities in each Dutchy. These Universities tend to specialize in a particular field of study such as Engineering, Medicine or the Performing Arts. The cost of higher education is considered exorbitant, and thus is typically a luxury of the upper class, but there is a road for the common citizen. Those who choose to serve beyond their required 4 years in the Imperial Military will receive Imperial sponsorship to certain Universities where they can continue their education while still serving the Emperor's will.
Goblinoids in the Imperium
The Goblinoid race is a common sight throughout the Imperium, their numbers even exceeding the Kathar within Gelerand. Despite the majority of the population of the Imperium being human, many of the goblinoid subraces have found a place under the Emperor's banner. There is, however, an undercurrent of societal stigmatism directed at these green skinned individuals. The race as a whole is culturally viewed as somewhat lesser than the other races within the Imperium, especially the humans. This subtle racism is not always apparent in day to day interactions, especially among commoners that are simply trying to live their lives, but Goblinoids find it more difficult to work in areas and industries concerned more modern or refined. Most Hobgoblins go into the Military, which most find satisfaction in as the Imperial Military is one of the few places where their race does not seem to hinder their advancement. It is rare to see a Goblinoid assume a role of authority, or own a business in a larger city especially the capital.
Goblinoids within the Imperium also hold a close culture of their own, enclosed inside the culture of the Imperium itself. This culture is known only to goblins, but it is rumored that the Goblin King has his throne somewhere in Gelerand. The traditions of Goblinoids is rarely shared with non goblinoids, and at times it seems as if they have ways of getting things or going places they shouldn't. This combined unity under the cultural flag of the Goblin King's throne is what has allowed the Goblinoids to not only survive, but thrive in the Imperium in ways they have not in other parts of Ransera.
Factions
Every Duchy has its share of factions, some spanning the entirety of the Imperium itself. This section covers those factions which are recognized across the entirety of the Imperium, with Duchy specific factions being found in the individual caudexes on the forum.
Imperial Faction
The Imperial Faction is comprised of those organizations which are directly in favor and serve the Imperial mandate. Examples include the Inquisition, the Imperial Legion and the Offices of Imperial Regulation.
The Gerät - Premiere servants of the Emperor, considered one of the greatest assets that can be given by the Emperor to one of his loyal subjects.
Common weath Faction
This is less of a faction and more of a general idea that has grown in popularity with the rise of megacorporation's such as GIM Co and SMILE Inc. The ideology of those who claim allegiance to these factions is to put the need of the common man over the needs of the Imperial Machine. They believe that the Imperium, and especially Gelerand and the capital city, have begun to treat its citizenry as mere numbers instead of flesh and blood living creatures. The ideas this movement brings with it at times directly oppose the Imperial Mandate, and so those of the Imperial Faction are often quick to stamp out the fires before they start to blaze.
The Goblin King's Faction
It is uncertain whether this faction is real, or simply propaganda, but it is believed that beneath the capital city of Gel'Grandal there lies an entirely different domain home to the seat of power for the entire Goblinoid race. Some claim that a Goblin King is simply preposterous, while others say they've seen vast sprawling caverns filled with goblins with their own eyes. Any self-respecting goblinoid keeps his mouth shut on the topic, but that does little to quell the belief that there exists a faction of goblins somewhere in the region. This faction is primarily composed of the mostly overlooked Goblinoid races.
Roleplaying in the Imperium
The Imperium is a setting designed to allow for players of all levels to participate in its story. Those who wish to take the traditional route can create a character through the typical channels utilizing the Starting Guide. Players can simply exist in the setting, interact with its people, and let the setting be a backdrop to their stories. This is also a domain that allows for more advanced playstyles as well. The politics and settings are intentionally convoluted, the organizations more than they appear, and certain avenues of play are more troublesome than others. Those who wish for a challenge may find it here as well.
Roleplaying an Imperial Citizen
An Imperial Citizen is much like any other character in any domain. They have lives, jobs, own businesses, and have families. Those who wish to have a background related to the Imperium should keep the following in mind:
- The Imperial Citizens are all very loyal to the Emperor and the Imperium. From a young age they are taught that the will of the Emperor is right, and that the Imperium is the greatest empire in all the lands. The degree to which a citizen feels this national pride can vary, but it is unusual for the average citizen to feel more than passing displeasure with their local government.
- The Kathar and the Imperial Legion are heroes of the people. They are rock stars, and children grow up with their favorite Knight Chapter or named Kathar. Average citizens do not feel threatened by the Kathar or the Legion, though this can vary depending on their background.
- The Inquisition is as common place as breathing in the Imperium. They are the judges and the juries. They are the officials that enforce the Imperial Mandate. Because of this most Inquisitors are viewed with mixed feelings, often a combination of fear and wariness. Most Citizens are reluctant to involve the Inquisition unless they really have to.
- The Church of the Imperial Divines is seen as the only true religion. All others are half truths, or outright lies. It is easy to forget that the Church is a part of the Inquisition, as the Priests of the Church give off a much different air than your typical inquisitor.
- Most common people are literate and can do basic numbers. Education is available in every Duchy at varying levels.
- The level of available technology depends on the location. Larger cities, especially capital cities, have more vehicles and magitech appliances, while the further from these larger cities you get more and more rural. Some villages in Dardouen have never even seen a car before, let alone a magic stove.
- There is heavy superstation around magic and the undead especially in towns and villages away from the capitals. It is not uncommon for commoners to pick up odd practices to ward away evil, and even view magic as a whole as evil.
- Magic is not common everywhere in the Imperium, and if you are a citizen with magic you must be licensed and certified. Most common people do not have any magic at all, which the Church often touts as a virtue.
Roleplaying a Kathar
The Kathar are an integral part of the Imperium, and serve many important roles within it. That said roleplaying as a Kathar can be considered a form of Advanced play. While they are powerful they also come with many restrictions to keep in mind in case you decide you would like to play one for yourself.
- Kathar cannot leave the Imperium unless by special order, which rarely happens.
- Kathar PC's must create a Handler CNPC. This Handler is required to approve and manage all of the Kathar's time and schedule.
- Some Kathar earn greater freedoms through good works, but starting out a Kathar is limited in where they can go and what they can do. This restriction can be loosened based on the story and plots that unfold.
- As a Kathar your PC is bound to the Obelisk. That means that at any point their free will can be subverted for story purposes (This would not happen unexpectedly there would be some discussion before hand).
- Kathar are not disloyal by nature. They are the greatest of the Imperial Nationalists, and they monitor both the citizens and each other for signs of betrayal.
- When it comes down to it, a Kathar must follow the will of the Emperor, and his Handler. Even if that means sacrificing the people he cares for.
Kathar PC's do require more direct mod interactions, so please contact the Imperium Moderator if you are interested.
Roleplaying a Noble
Players may begin play as a noble within the Imperium. The process is the same as every other domain. A Player may submit their CS through the approval process like normal if they are creating a Viscount or lower ranked noble. Those who wish to start at a higher level of Nobility should contact the Imperium Moderator's for assistance.
Roleplaying an Imperial Family Member
Yes it is possible to roleplay a member of the Imperial Family. Approval will be given on a case by case basis, and not very often given the large impact the Imperial Family can have on the Imperium and its collective Duchy. Those who are interested can contact the moderator of the Imperium for more information.
Roleplaying a Goblinoid
Goblins have an interesting relationship with the Imperium. While not fully accepted, they do see more generally positive interactions in their day to day lives than elsewhere in Ransera. If you wish to play a Goblinoid in the Imperium keep the following in mind:
- Goblinoids, while not openly discriminated against, do find that they do not receive as many rights as their human counterparts.
- Goblinoids rarely reach the higher levels of political positions.
- Military is one of the most common occupation for Goblinoids outside of Industrial work.
- Many Goblinoid's worship Vhexur despite it being a heresy. This worship is kept hidden, and most Goblinoids do not follow the Church of the Imperial Divines.
If you are interested in playing a native Goblinoid in the Imperium reach out to your moderator for more information.
Links
Useful Links | |
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Avialae | More information on the Kathar and the beginning of the Imperium. |
Gelerand Codex | Seat of Imperial Government. Capital city is Gel’Grandal, which is most commonly just referred to as the Imperial City. Gothic Germanic themes. The heart of both the Imperial Legion and the Inquisition is located within the Imperial City, as well as the central hub for the sprawling Lorestone Communication Relay and the Imperial Academy of Arcane Science. |
Tranal Codex | The Duchy of Tranal. The oldest and most well established of the Imperial Provinces. It was the first neighboring kingdom that fell to the power of Gel’Grandal. The capital city is Allnacht. Gothic Germanic themes. They are most famous for the prowess as airmen, with a large portion of the Imperial Air Force concentrated in this province. |
Dardouen Codex | The Duchy of Dardouen. The wealthy province of Dardouen is renowned for its extravagance and intrigue. Capital city is Valensier. French themes. They are a central province with a considerable amount of arable, fertile soil. Dardouen is considered the "breadbasket" of the empire with a great deal of its goods being exported to other provinces and even other kingdoms. |
Arlais Codex | The Duchy of Arlais. The most recent annexation of the Imperium having only been in the empire for approximately 60 years. It is a rival of wealth and extravagance much like Dardouen and still holds some nationalistic pockets. Capital city is Rheimance. Because Arlais is one of the most recent annexations and due to bordering both the Kingdom of Atinaw and Sangen Federation, there is a heavy concentration of the Imperial Army in this province. |