Eliasan Empire
The Empire is named after its first Emperor Elias Wistendayl the last king of Marcelheim which became the capital of the Empire through the Era of Conquest. In addition to Marcelheim the empire contains ten kingdoms spread across the world all acquired by force during the Era of Conquest.
Birth of the Empire:
The first four kingdoms conquered in that era all reside on the massive island of Reedan the war with these kingdoms became known as ‘The Great Siege’ as the island's inaccessibility and the strength of the kingdoms upon it allowed them to mount an impressive defense. In the wake of the military's success on Reedan the remaining six kingdoms fell far more easily while the reconstruction and incorporation of Reedan at Elias' direction began under the watchful eyes of the fledgling organization known as The Keepers.Leadership:
The Imperial throne passed from Elias to his brother Olevern (Founder of The Keepers) then down the family line for several generations before their lineage faltered and control of the Empire passed to the council of advisers (now the Council of Stewards) holding the Empire in stewardship until a worthy Wistendayl descendant sits upon the throne once more.Governing Structure:
Within the modern Empire the ten Kingdoms have varying degrees of limited autonomy though they ultimately answer to the Empire and are subject to its laws and mandates enforced through the political and martial presence they maintain throughout the empire. When kingdoms see the need for imperial laws to change or be created they can petition the Council who evaluate the impact of the request before passing judgement. When issues arise from conflicting laws in two kingdoms Keepers are sent as arbitrators, determining the solution that best serves the empire. Their judgement is enacted by the affected kingdoms and when necessary pushed up to the Council to be made imperial law.Social structures:
While a disproportionate percentage of the most powerful and wealthiest citizens are humans, a side effect of Marcelheim becoming the heart of the empire, the empire has spent generations working towards equality between all races and kingdoms within its control. Having witnessed the strength of Reedan whose kingdoms were not divided by race Elias recognized that such equality was a cornerstone of the unity he wanted for his empire. Free movement for citizens and a strong push for a culture of equality has led to a homogenized society. Almost any race can be found well represented in any corner of the empire, with cultural norms and traditions influenced far more by which kingdom rather than which race you were born to. Local cultures, traditions and more were left largely intact to lessen the friction of folding so many different societies under a single banner. The one glaring exception to this was religion, for reasons unknown Elias declared the pantheon worshiped by Machelheim's citizenry the one true faith of the empire. All other faiths within the kingdoms were relegated to myth and folklore, their temples repurposed and their active practice banned. Outside of the Era of Conquest this declaration led to one of the bloodiest periods in the empire's history as Keepers had to intervene several times to fully enforce the Emperor's decree. Even now the modern empire still sees bits and pieces of these long banned faiths resurface though local authorities often look the other way on isolated incidents of private practice so long as they aren't attempting to organize.Territories
The present day Empire's kingdoms by region:
continent of Burdale:
- Marcelheim
- Magocracy of Fantalusia
- Kingdom of the Druidic Alliance
- Forge Hearth
- The Valley of Inspiration
- Pacteuro
- Quatrelot
- Daishen
- Verolc Archipelago
- Sanolc
- Wudis Bay
in somnis veritas
Capital
Head of Government
Government System
Monarchy, Absolute
Economic System
Traditional
Currency
D&D Standard: CP/SP/GP/PP
Currency backed by the Imperial bank: the vault of GolGilt
Controlled Territories
Notable Members
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