Grand Empire of Karadia
Grand Empire of Karadia is currently one of the most powerful empires in the known-world. It was created almost two and a half thousand years ago when Falon the Conqueror marched south, leading a vast host of battle-hardened warriors and menorian advisors. His successful assault on Itavian Empire - and its subsequent assimilation by the invaders - laid foundation for the establishment of completely new empire.
Its current internal structure, culture and military tactics are an effect of two thousand years of evolution and numerous outside influences. Itavians tamed their conquerors, bringing their culture and language to the Grand Empire. The conquerors brought their own ideas. Menorian advisors introduced many menorian ideas. The radical religious change in the aftermath of the Dawn War changed even more, and the resulting thousand years long Second Era saw the Empire designed according to the words of the divine.
It remains a partially theonomic federated monarchy, governed by a monarch whose power is parliamentarian just as much as it is despotic. However its political structure seems to slowly fracture under the strain of the numerous supernatural threats, internal moral and religious crisis, and the power of its multiple foreign contenders.
Structure
Imperial Court
Grand Emperor
The Grand Empire is ruled by a singular Grand Emperor, semi-despotic rulers considered to be the voice of the Imperial Gods in the Real World, their regents overseeing the divine domain in the Prime World. They reside on the Dragonscale Throne in the Imperial Palace in Falon-nir, in the southernmost part of Itavian Peninsula.
However, while their authority is [almost] absolute, the Empire is simply too large to be sensibly governed from a single location. Because of that, he is directly responsible only for the core provinces of the Grand Empire, to this day called the Itavian Empire. Interestingly, this makes the Grand Emperor a title that requires diplomacy and numerous other skills from its holders. Primitive force typically ends up with the Grand Emperor swiftly suffering from a fatal accident.
Grand Emperor of Karadia is a hereditary title, however not without some twists. Imperial Senate has to approve of the selected heir with at least 51% of the senators granting him their approval. If none of the children are approved, the Senate can either repeat the votes once again, proceed to other members of the expanded imperial house, or assemble 75% of votes in order to officially depose the entire imperial family. If there are no eligible heirs left or if the imperial family was deposed, the Senate is tasked with chosing the next Grand Emperor.
Imperial Government
Of course, the Grand Emperor is incapable of governing everything on his own. Because of that, he is supported by a handful of officials, dubbed the praetors maior. Each of them oversees a large department of the central administration of the Grand Empire, comparable to ministries. Their actual influence varies, depending on the praetoria they rule.
There are dedicated praetors maiors for the imperial treasure, for the imperial economy, for the military matters, for the internal politics, for the external politics, for the religious matters, for the population, for education [and propaganda], and two or three that have no predefined role [and are use as 'special representatives'].
Imperial government is subjected directly to the Grand Emperor. It's, however, slightly less important in the grander scheme of things than the Senate.
Imperial Senate
Internal Structure
The Imperial Senate. It's composed of one thousand senators. However, its internal structure is extremely complicated. It is composed of several inner 'chambers', that participate in the debates and issue resolutions together, yet they have different focuses during their day-to day work. That's because the Imperial Senate is considered not only a legislative body, but also [or even primarily] an advisory council and a representative of the population of the Grand Empire in front of the Grand Empire.
Three hundred seats are reserved for the representatives of the imperial client states. Only one or two of them are elected, with the rest being appointed by various oligarchs, kings, and warchiefs. Not all clients are represented at any given moment, due to sheer size of them and slightly larger representations of major client-states such as Frankia or Vhessana.
One hundred seats belong to various imperial noble houses, at least those sufficiently old and powerful. At present moment almost all of this seat are held continuously for more than a century, their scions holding numerous other important positions throughout the Grand Empire's administrative and political ranks. At this point, this seats are practically hereditary.
One hundred seats belong to legal experts, assisting the Grand Emperor when it comes to ensuring that all interpretations of laws and newly issued laws are correct and do not compromise the underlying legal doctrine. They also count as highest judicial body of the Grand Empire, though they do not issue judgments themselves [however if you feel that law was broken in your trial, you can always demand their opinion on the subject. New members of this chamber are chosen by the remaining members of it.
Two hundred seats are reserved for various religious organizations and cults within the Grand Empire [which includes local rehalians, visenians and khardics], which is believed to be enough to make sure that the Grand Emperor makes no mistakes that would compromise the divine providence guiding the Empire. Each sufficiently large religious organization is allowed to choose one of their members as a senator.
One hundred seats are taken by widely respected graduates of various natural science and magic disciplines of the Imperial Academy, whose job is to advise the Grand Emperor on matters of technology and science. They are also rather talkative when it comes to education and science/archeology/magic experiments, digs and research budgets. They are chosen by the leadership of the Imperial Academy.
One hundred seats are reserved for the wealthiest people of the Grand Empire. Of course nobody bothers to manually check who is currently the wealthiest of them all. Instead, these seats can be bought after a holder of one of them passed away. They also need to be paid for annually, thus ensuring that people holding them need to be wealthy [and if they stop being wealthy, they can always sell their seats]. Imperial noble houses and their associated are banned from buying those seats, too. This chamber primarily focuses on advising the Grand Emperor on manners of international trade, agriculture, industry etc.
The remaining one hundred seats are reserved for the Grand Emperor of Karadia, who is officially supposed to reward various special individuals with a seat in the Senate. Of course, it's not unheard of the ruling Emperor to reward their family members of political proteges.
Rights and Duties
Senators possess immunity to the wrath of the Grand Emperor - the law purposefully state that only the Senate itself is allowed to lead prosecutions against its own members for various crimes. They are officially excluded from the laws regarding crimen laesae maiestatis. This means that they are allowed to insult or criticize the reigning Grand Emperor, even publically. This is considered a necessity for them to act as a check on the ruler's normally absolute power, and to actually be able to advise him without being prosecuted for every word of criticism.
On one hand, they are advisors. On another, they are also the supreme legislative chamber. Grand Emperors can issue laws, but it's customary for them to not go into effect until they receive Senate's approval. This is, however, a problem only in the worse times of the Grand Empire, as normally the Emperor participates in the Senate meeting, which means that both sides issue laws in harmony. What's more, the Senate [or at least its 'legal' chamber] is also a supreme judicary organization of the Grand Empire.
Imperial Administration
Beneath the level of the Imperial Senate and the imperial government stand the vicars. Each of them governs a single diocese into which the imperial territory - save for the imperial domain - is divided. They are the most distinguished officials of the Grand Empire, each of them a potential candidate for the Dragonscale Throne if the current imperial family dies out or is deposed. However their power over their supposed territories is admittedly rather minimal.
Entirety of the Grand Empire (save for the imperial domain of the Itavian Empire) is composed of numerous client states. They are subjects of the Grand Empire [though de iure not of the Itavian Empire]. They de facto governs themselves - Grand Empire doesn't intrude upon their internal decisionmaking for as long as they do not violate a number of core imperial laws. Their armies are limited in size, and they are expected to pay taxes to the Grand Empire, however the Grand Empire in turn provides them with safety [its armies always ready to move in to counter a supernatural threat or a revolution], law enforcement and beneficial trade tariffs.
Vicars are thus delegated into being mediators more than administrators. They oversee the activity of various imperial organizations (such as the Imperial Library) and can ask the diocese' magister militum to move around the Legiones Auxiliari , which provides them with certain degree of respect. In the end, however, they are supposed to smooth out issues between client states and make sure that the Grand Empire is still liked rather than govern their diocese. Which is seen as an important preparation for the Dragonscale Throne, which requires diplomacy skills.
Each vicar is surrounded by a handful of praetors minor, meaning a handful of 'ministers' or perhaps advisors, seconded from various imperial organizations [including the praetor major 'ministries'] to assist the vicar, or perhaps represent their organizations in from of him [it depends on many factors].
Beneath the level of the dioceses are provinces. They lost almost all of the importance that the they possessed during the First Era, and now are little more than a division of jurisdictions of regional headquarters of the imperial organizations, all of them subservient to the vicars. Provinces are governed by the Grand Emperor picked [but approved by Senate] legates, who are accompanied by their own praetor minors.
Each local department of imperial administration is headed by a praefect. This is the lowest distinct rank in the imperial administration.
Culture
Introduction
The current imperial culture is a complicated gestalt engineered by the Exarchs from several intertwined sources of cultural elements. The main pillar is the culture of the 'Old Empire' - the shortlived Itavian Empire that served as the Grand Empire's foundation. However many rules and traditions were also partially 'resurrected' from the recently dead Itavian Republic.
What's more the northerners who invaded the Empire under Falon stirred in the pot too, and so where the cultural influences of the politically long dead yet culturally powerful Hellana. Menorian 'advisors' accompanying Falon, many of which later settled in the newly forged Grand Empire has also bring some elements of their own culture into the mix. The result is complicated, and hard to simply summarized.
Imperial Value System
Chief Virtues
Fides, which encompasses concepts such as being trustworthy, fair, faithful, confident, reliable and credible. Taking responsibility for your mistakes and following your promises is seen as a neccessary part of being a 'proper' imperial. Slaves are seen as incapable of fully exersizing this virtue, as they lack ability to make independent decisions.
Pietas, which means a dutiful respect towards the gods, the homeland, parents, and family, with the relationship maintained in a moral and dutiful manner. It means performing your duty towards the deities (a religious piety), family, especially parents and ancestors (a fillial piety), and the homeland. Doing your part, both as a plebeian craftsman or a vir bonus politician, not for money but for the idea.
Pietas towards the Grand Empire [and, in recent times, towards the client states] is also seen as a cornerstone for the modern 'nationalism'.
Religio, which according to the imperials is a proper observance of the rituals [including both sacrifices and prayers]. Religious neglect was a form of atheism: impure sacrifice and incorrect ritual were vitia (impious errors). Excessive devotion, fearful grovelling to deities and the improper use or seeking of divine knowledge were superstitio. The outlook on religio is one of the focal points of current internal fracturing of the Grand Empire.
Disciplina, which includes education, training, typical discipline and self-control. Temperance is a virtue too, as while imperials see no problem with enjoyment of life, seeing dominated by the need for such enjoyment is heavily frowned upon.
Gravitas together with Constantia mean dignified self-control and perseverance in the face of problems. Panic and irrational behaviour are a violation of this virtue. Approaching problems and turns of events with unbroken calmness and clear mind are greatly respected.
Auctoritas is a proper respect and authority, gained through exercise in the other virtures especially in service to the state [preferably as part of a priesthood, military or magistracies].
Gender, Courtship and Relationships
Gender Ideals
Ideal Man
An ideal imperial man is, in a way, a warrior-philosopher. Well-trained physicque of masculine look. Hygienic, but not using too much cosmetics. Ready to serve his country in both war and peace. Brave while fighting for the Empire during the wartime, yet wise and dutiful when engaging in its politics during the peacetime. Austere yet not overly ascetic. With a family to guide and protect. Capable of weathering storms and years of misfortune with steadiness and fortitude. Welcoming and kind towards other people. Honest and responsible, always doing what he promised to do. And a religious piety, understood as observing all the necessary rituals and traditions of the Gods.
Ideal Woman
An ideal imperial woman is a wife and a mother. Understanding, caring, feminine yet with humility and good taste. Chaste towards all but her husband. Bringing a new generation into this world, and helping them raise into respectable adults. Supporting her husband [which often includes replacing him when it comes to governing the family's business when he is away, for example fighting a war). Austere like her husband, but without being miserly.
Practice
All things are easy in theory, but often much harder in practice. Imperial men are prone to ambitions, often go a bit too far with wars, and especially those wealthy can often go rather hedonistic [though it has to be admitted that it rarely happens in the open]. And the best way of showing how female 'ideal' is often ignored is by pointing towards several Grand Empresses, and on many militant Chosen Ones (plus many female adventurers).
Ideals, in the end, are ideals. Many people might strive for them, but much less of them will get close. Because of that, it's much better to use that list as a guideline for how imperial poetry and writings [plus high culture] looks like, however it also has to be admitted that many [i not majority] of families tend to embody at least some parts of said ideals.
Beauty Ideals
Men
The social expectations of men's looks can be compared to a middle ground between traditional itavian approach and the one brought in by the Falon's invaders. Men are expected to be 'manly' in the northerners meaning - so physically strong and preferably tall and with a decent ammount of facial hair. Men of completely opposite looks [i.e. being effeminate, physically weak etc.] might end up ridiculed and probably won't be awfully popular.
However the facial hair is supposed to be well trimmed, and trying to show off your musculature to show how strong you are is typically looked down upon [at least among the better educated people].Showing your might in combat or during a sporting event is fully accepted, however. Supported, in fact. What's more, the culture of bathing remains strong among the imperials, which means that unlike some of the northerners, they don't have a problem with hygiene.
Women
The approach to the female beauty is a bit complicated. "Traditional" itavian approach to a perfect female body could be summed up as 'big hips, small breasts'. Breasts were seen as something used exclusively for breastfeeding, and thus connected with fertility and families more than sex [to the point of not seeing them in sexual light as a culture]. However both the menorian and northerner cultures that ended up mixing with itavians to create the current imperial culture had a bit different approach, to a different degree.
In the end, the more rural itavian culture [the one of various oppida and more conventional manors] has mostly remained as it was, with breasts seen as barely important when it comes to women's beauty. Since said oppida are considered the chief recruitment stock for various imperial armed forces, this outlook is still common at least among the lower ranks of the imperial personnel.
However the 'higher' strata of the imperial culture - and the population of imperial cities - tends to be slightly more influenced by menorians and northerners, preferring average-to-big breasts and hips of similar width as the 'peasantry' likes.
Courtship Ideals
The 'Normal' Way
The idea of courtship is a bit complicated within the Grand Empire. Imperial families [even those of relatively lower standing] tend to be a closed system. In a way, even most of the plebeians tend to be organized in a houses, not unlike a stereotypical 'nobility [though it will naturally be a rather low-budget 'nobility']. Brides and grooms are typically chosen by the head of such house, in most cases while they are 12-14 years old. However, it's rare for the family to not consult their children's opinion, and many simply let the children choose for themselves, for as long as the person they choose is of sufficient societal standing.
Even when forced, both men and women can refuse the chosen spouse - legitimately and without any option of overruling their decision by anyone - if they provide a nearest court with any evidence for a bad moral standing of their soon-to-be spouses. This includes numerous things, from violence, gambling, debts, sexual deviations, religious crimes [such as worship of certain gods, typically the Hierarchs] to lack of virginity. Most of these things are also considered a ground for divorce.
This includes the virginity part - marriage isn't considered fully valid [and instead is treated more like an engagement] until it is properly consummated. If the newlyweds remain in this state for a full year, the marriage can be (if either side wants it) annulled. This is often used as a way of sneaking out of mutually unwanted marriages, as it's not even a divorce - both sides of such a situation are seen by both the law and culture as never being married at all.
Alternatives
AdventurersThere is a number of different situations when it comes to courtships. First of all, are the adventurers. As people no longer bound to any culture, region or country, they aren't expected to follow any cultural mores at all. Because of that they are normally not allowed to marry, until they retire as adventurers - such relationships would typically be very short, and probably highly unstable and problematic to begin with.
This means that most of them engage in short-term romances and occasional sex [at least partially through a 'carpe diem' mindset caused by a lifestyle of almost permanent danger to their lives]. Some of such relationships remain until retirement and end with a more 'official' marriages, this time not set up by anyone other than participants. This is a common thing to do right after successfully retiring from being adventurer, by either taking advantage of your amassed wealth to marry into an ambitious but not wealthy enough family or by marrying another retiring adventurer and settle somewhere to use your skills to earn money without being an adventurer per se.
Females of "liberated" professions - Female magicians, alchemists, rare cases of female warriors that aren't adventurers [typically daughters of more militant families that decided to follow that line of work, without becoming adventurers] and so on are seen as partially 'evicted' from 'normal' societal mores, and thus are allowed to choose whoever they want, in a way reminiscent of both modern Earth situation and the one of local adventurers [though without the downsides].
Such women rarely have problems with finding spouses, though it greatly depends on factors such as their reputation, their skills in their professions, their wealth, and of course their personality and beauty. No two cases are identical.
Slaves - The 'courtship' situation of people enslaved varies between types of enslavement. The debt slaves are allowed to marry [though due to their situation, not many potential spouses would agree to that, save for cases where it's motivated by love], since their rights are barely limited by their status. The criminal slaves lack any sort of rights, which includes ability to marry or even in engage in any sort of relationships without the owner's approval. With baseline slaves the situation is slightly more complicated.
They are not allowed to marry. Marriage is seen as something that only free people can do, due to freedom of choice being necessary to take vows accompanying marriage. However they are allowed to establish a form of 'engagement' that essentially makes it so that they can only be sold together [never alone]. When one of them is liberated then the other one is too, and once they are liberated, this slave engagement will automatically change into normal marriage.
Priesthood - A variety of priesthoods of variety of gods have their own, unique approaches to the relationships between their higher rank personnel. It is especially common for deities such as Lumen, Amans, Amor or Nex.
Relationship Ideals
The Grand Empire is strictly monogamous, recognizing no other relationships than the one between one man and one woman... in theory. The truth is a bit more complicated, and in fact notably tilted towards the male side of the equation. It is, however, one of the numerous fields upon which the Grand Empire is torned apart by internal issues - and for centuries now, with no end of the problem in sight.
Every man can be married only to one woman - that much is correct. However, the imperial law recognizes the institution of a concubinage, in which a single man [even a married one] can remain in legally protected [though not as much as a proper marriage] relationship with several women. However, this institution's status is contested and highly complicated. Even the Imperial Cult as a whole is torn over the issue, with several religious hierarchies supporting the current status, and some opposing it.
The defenders of the institution cite its positive sides. Marriage, according to imperial law, is only allowed between two individuals capable of procreation and hailing from the same social strata. The only exception to the social strata requirement is when a patrician wants to marry someone from plebeians, and is capable of providing the imperial court with at least ten witnesses that can attest that the plebeian spouse is considered morally upstanding enough. This gets him or her elevated to a status of a vir bonus by association, though he or she will lose it in case of divorce of death of the spouse [unless they managed to get official recognization of their worth].
Procreation clause, in the meantime, essentially replaces requirement for both sides being of different genders. Which was made to include certain species such as szalasvars, alien enough to make them barely recognizable as male or females in human understanding yet capable of having children with other species). The whole clause essentially points out to the main reason of marriage - production of legally recognized heir.
Because of that, concubinage is seen as a legal loophole to recognize long-standing relationships between for example a human and an elf [while allowing at least one of them to produce a legal heir in 'normal' marriage, while the other receives certain degree of recognition from law], or members of two different social stratas. The latter also includes relationships between, for example, a mortal and some notably more humanoid daemon or fae [which tends to be surprisingly common on the edges of civilization], despite the supernatural partner not being recognized as citizen of the Grand Empire as a whole.
It is also often considered a loophole when it comes to imperial citizens settling in lilim society. Where, due to extreme disparity between female and male lilims, having at least two wives is considered a bare minimum to be recognized as a 'proper' citizen.
On the other hand, the concubinage is often used by men who for some reason can't divorce their wife to keep a small harem [or at least an official mistress]. There are also a way of avoiding 'proper' marriage, at least in certain cases. Due to that, they are extremely often criticized as something bad for the society as a whole [due to lack of children, seen as antisocial behaviour in the Grand Empire. The situation, in the end, is flexible, with every subsequent generation being either more against them than the last one or more tolerant towards them than their predecessors. In the end, however, what's really criticized and socially reviled is the obviously abusive cases.
Homosexuality
Approach to homosexuality in the Grand Empire is slightly complicated. There is no official recognition of such relationships, however there is also no official condemnation. This, technically, makes them legal, however with some slight troubles. The primary one is that majority of imperial taxes are paid per household - due to that, a person living alone, without wife and children, will typically be in worse situation when it comes to paying off the taxes.
There are ways of circumnavigating this, and in many cases such leanings and relationship is considered a journalist secret, with no adverse effects. At least in theory. The male homosexuality is also culturally seen as something humiliating for a man, at least the one on the receiving side. However, unless one side explicitly adopts such mindset [which often means taking on various behavioural acts that are seen as feminine], it's rare for the society to dig into the way the relationship works.
Female homosexualism, in the meantime, is only seen as something including 'actual sex' (and thus being considered a betrayal if one of the women is someone's wife) only when it includes any form of penetration.
Slaves and Infames
The expectations of marriage fidelity didn't expand to two fields [save for officially recognized concubinages]. Visiting prostitutes and perusing slaves belonging to you is not considered a betrayal according to imperial culture. This is due to their inferior status, which makes them both into almost-a-property situation. Prostitutes, tgether with a number of other 'infamous' trades, they are a small social group of their own, called infames.
Visiting a brothel is seen as humiliating and shameful only when it becomes apparent that pleasures of flesh cloud one's mind, and become a trouble for their dignity, pocket, or family life. Slaves, in the meantime, are technically one's property that their owner is free to use. However, once again, the situation on this field is complicated.
At least several religious hierarchies [primarily ones of Amor, Honor, Caritas, Fertilitas and Salubritas] are growing slightly restless with this status. The results thus far include limitation of sexual slavery to criminal slaves and those that explicitly consented to being used as such (a situation surprisingly common, as being in good graces with you owner greatly improves chances of getting freed).
The critique of engaging in prostitution as something that is a form of betrayal of your spouse (Honor), a sexual commerce without love (Amor) nor procreation (Fertilitas), exploits prostitues (Caritas), and can be unhealthy (Salubritas) steadily grows in intensity. However attempting to undermine a millenia long societal agreement is a hard thing to do.
There is also a thriving - if slightly less public - market of male prostitutes and male sex slaves. Due to societal acceptance towards females perusing such establishments being rather limited, surprisingly many of them cater to popular outlook of homosexual relationships, with the receiving side seen as somewhat feminine.
History
Imperial History - brief summary
Foundation of the Grand Empire
During the last years of the Pre-Imperial Era, Karadia was in chaos. The elven nations who were hegemons over the continent for almost five centuries crumbled under relentless assaults of beastkin, dracons, razors, kraads, people of the Labirynth [primarily goblins and orks], and, finally, humans. The result was an utter anarchy of numerous lesser countries and tribes, with the inhabitants of the Native Sea coastlines having two to three centuries to build up - and the north being a mess.
At this moment, a valiant warrior named Falon, hailing from some minor northern human tribe, arised. He gain glory after singlehandedly challenging and slaying [though with no witnesses, opening many speculations] an ancient dragon lying waste to the lands of what is now Rathenia. Falon the Dragonslayer wanted attention - and after proving his commanding skills while leading a ragtag bunch of barbarians into a successful battle with the elven armies of the Manaedin kingdom, he got just that.
Menorian Federation was an ancient empire, which remembered times of the Xylian Dominion - the predecessors and creators of the elves. They knew what Xylians were capable off, and when they discovered a remnant of the Xylian civilization that emerged from the Labirynth in the current north-eastern Elvhara, they decided to intervene. Falon the Dragonslayer became the chosen champion of the Supreme Thaumaturgist, a god-queen of the Federation. Armed with menorian gold, thaumaturgists, artifacts and engineers, Falon wiped out the xylian enclave within a decade long war of extermination.
During this war, his fame grew exponentially. And with the primary goal out of the picture, the Supreme Thaumaturgist decided to go for a secondary one. An establishment of a de fact vassal empire from the chaos of Karadia, a de facto colony of the Federation. Falon complied, though only to a degree. This led to the armies of the Dragonslayer marching south, as the analysts of the Supreme Thaumaturgists decided that Itavia was the best way to begin.
Itavia was a powerful and heavily militarized country on Itavian Peninsula, its' traditionally republican government collapsing under the strain of internal unrest and prolonged war against the Karthian Oligarchy over the control of the western half of the Native Sea. While the Itavian Empire was barely starting up, it was a perfect target - a military and economic power currently weakened under internal strain, its armies weak yet its economy powerful.
The war was bloody. Hordes of warriors brought south by Falon would no doubt fell under the iron discipline of the itavian legions, if not for the the authority of its supreme leader and close to a decade spent by the menorian advisors to reforge the hordes into armies, teaching them discipline with all available methods, including some light mindcontrol. In the end, the tide overturned the Itavian Empire, with Carthian Oligarchy and Novian Republic falling soon after.
With menorian gold and advisors, his own armies and both his luck and considerable intellect, Falon succeeded in maintaining the Grand Empire's grip over the three countries. Thus, the Karadian Empire began.
First Imperial Era
First Imperial Era saw the rise of the Karadian Empire into something that could finally be called a 'Grand' Empire. For generations its armies marched in the four directions. Chaos an anarchy of the post-elven empire Karadia was a prime ground for such a military expansion. Frankish-Gallic kingdoms, once illustrious Hellana, stalwart Nikopolan Hegemony, ferocious Niflheim and the exotic Maroth - numerous human lands joined the Empire.
To surprise of many, this wasn't all - sun and moon elves of the Alvaena, high elves of the Lanoirenn, dwarves of the White Mountains and dark elves of the powerful and decadent Vhessan Empire all become part of the Grand Empire, the descendants of Falon diluting its primarily human nature. Competing powers of the Visenian Commonwealth and a Rehalian Union were discovered, with wars waged and treaties signed.
Then, Menoria fall in an unexplained magical cataclysm. The Grand Empire entered a period of internal troubles, focus of which was the religious question. Many new gods were worshipped in the Grand Empire, some brought by Menorian settlers, some born of the religious syncretism. 250 years after the fall of Menoria and five hundred twenty years since the foundation of the Empire, the tensions reached a critical level. That's when the Dawn War started.
Dawn War
Dawn War was a once-in-history event. A direct confrontation between numerous gods and pantheons of the Grand Empire, war so much above human heads and with powers so great that causality and time died in first seconds of the war. While the Dawn War officially lasted for merely thirty years, it in facted last for untold millions if not billions of years. The tides turned constantly, the losing gods retconning their fall and wiping the slate clean, restarting the war from the start - over and over again.
In the end, mortals remembered [and faintly so] only the last thirty years of the Dawn War. The one where sixty High Gods [twenty Exarchs, twenty Anarchs and twenty Hierarchs], previously unknown, has destroyed their opponents to the last. Save for the gods that allied with them, none survived. High Gods were allowed an almost free reign, and their guidance led the Grand Empire into its golden age. Thus started the Second Imperial Era.
Second Imperial Era
The thirty years of the Dawn War saw numerous improvements to old traditions, laws and culture mores, with the High Gods starting processes that sometimes didn't culminate until the end of the Second Era, one thousand and one hundred twenty years after the conclusion of the War. They stopped acting so directly after the war, instead starting their Great Game - an eternal indirect struggle to become the sole remaining religion without causing another Dawn War.
With their guidance, the Grand Empire grew. Technology and knowledge of magic improved by leaps and bounds. Wild Lords of the Fae were vassalized, the supernatural was tamed. Soon armies of techmaturgic warmachines surpassing the achievements of the Xylian Dominion become the main power of the Grand Empire. Soon railways connected all of its cities, and industry become so mechanized that work became almost unnecessary.
Wars were still waged, as Rehalian Union, Visenian Commonealth and even Kasytian Empire learned many things off the Grand Empire's back - and wished to contest their competitor's might. The continent of Telya was seized, outposts on numerous other continents were made, and the Grand Empire expanded downward, into the Labirynth below.
The fall from grace was as horrible as expected.
Dusk War
Dusk War started with the imperial attempt to centralize all of their techmaturgic infrastructure under one mind. A powerful artificial [dubbed Deus ex Machina] was created for that, only to turn against their makers due to being corrupted by the Pentagram. The main source of the imperial power turned against it. It was a start of almost a century of disasters that touched almost everyone.
With the Grand Empire locked in a decades long genocidal war against its own civilization, the technological issue spread. While the Grand Empire's competitors managing to hit the OFF switch in time, their societies and armies suffered greatly.
Visenian eastern border collapsed, allowing a previously unknown barbaric confederation of Amners enter the Eastern Visenia. As Amnerians proved to be not barbarians (but instead a highly centralized and organized group of people corrupted stealthily by the Pentagram), the entire eastern Visenia was engulfed in war. It grew only harsher when skies broke, and Diretians arrived, legions of eldritch abominations following them through the multiverse at their tail. In the end, Visenia fragmented, was forced to decentralize itself and lost its entire eastern half, starting a length period of attempted reconquista against the Tyranny of Amner, the Diretian Freedom, the Chaos Lords and the sheer decimation of this ruined land.
Kasytian Empire turned off its technology, only to be invaded by numerous barbaric tribes from the northern wastes. While it survived, the sheer decimation changed into a shadow of its former self, the Empire failing to recover even its pre-Second Era power for more than three centuries.
Rehalian Union's problem came from the wide-scale collapse of trade, together with its borders being invaded by numerous fleeing groups. Its' switch off was also the least successful, drawing it into the war against the Deus.
In the end the combined forces of the Grand Empire, the Rehalian Union, some meager visenian reinforcements, and twenty-seven Chosen Ones [of almost all Exarchs and many non-Pentagram Hierarchs] managed to break down the Deus. However attempts to restore its pre-war technological level failed due to both anti-techmaturgic backlash, widespread destruction and general economic collapse.
Third Imperial Era
Third Imperial Era is an era dominated by attempts to survive. Grand Empire was hit greatly, but it's recovering - just as its Kasytian and Rehalian rivals, and Visenian allies. However the supernatural threats increased tenfold after the Dusk War, with the Great Game balancing on the edge of the End of Days - the prophecized end of the world, starting as a 'second Dawn War'.
More than four hundred years have passed since the end of the Dusk War. More than two thousand and two hundred years since the foundation of the Grand Empire. Some wonder how much time it has left.
The Future
The Crisis
The Grand Empire is in a growing state of crisis, one lasting for four hundred years now and still not noticed by overwhelming majority of the society. It is not a crisis of economy or army, but of ideals and beliefs. One much harder to fight, but also much slower in its disruption of the society and state.
During the First and Second Era, the High Gods were seen as guardians and caretakers of the imperial population. The mortals were seen as good enough to make decisions of their own, even if the veneration for the Gods [the traditional itavian-imperial pietas] was a necessity to maintain their blessings and attention towards the Grand Empire. The religion's influence over the society was limited, with even the exarchs such as Honour and Sol being granted lip service and observance of proper rituals rather than true devotion. Morality was a strictly secular thing.
However, this mindset came crushing down when the Dusk War happened. The Grand Empire was on the verge of collapse under the assault of the Deus ex Machina - a crowning achievement of its own - when the High Gods intervened directly. Chosen Ones broke the Deus. but on a much longer timescale they have broken the Grand Empire.
As the religious hierarchies [spread, weak and far from uniformity] cemented their gains and centralized themselves into the Imperial Cult, the high priests began asking questions of moral nature. They began questioning the established societal system, seeing many places at which the law and society obviously diverged from the Gods' Will. At first, it was about minor things. But eventually, the influence of the nearby monotheism began accelerating the process. Soon even such basics as existence of slavery began being questioned.
They see the Dusk War as a punishment of the Gods for the trangressions of the Grand Empire. But there is also one more approach. There are those who see the very fact that Dusk War happened as sign of Gods' weakness or indifference towards the mortal affairs.
This second approch started crystallizing slightly later, as the Dusk War became a mostly forgotten memory. Numerous radical movements and philosophies raised, sensing the weakness of traditional imperial culture and the Grand Empire. While the Imperial Cult seeks reformation of the Grand Empire according to the will of the Exarchs, those fringe groups move the past mortal-centric outlook to the extreme.
Seccessionists, communarians, magocratists and numerous other revolutionarists seek to destroy the Grand Empire and built something entirely new on its ashes. They are weak, and almost always squashed early on. However they keep returning, waiting for the decline of the Empire to progress far enough. That's because they are symptoms of the tumultous events tearing apart the very soul of the Grand Empire - the ideals of its society.
It's not all. Numerous supernatural threats grew in strength. Outside enemies and rivals are active as ever. Hierarchs seek to undermine the order even more, weakening the exarchs - and their cults attempt to execute their will. Foreign cults sow ferment in the already dying carcass of the societal and religious concord. Nobody knows what waits in the future.
Demography and Population
General Population
Species and Races
Imperial population is currently estimated to reach around fifty milions, with further twelve living on the continent of Telya which becomes part of the Grand Empire occasionally. The population is rather diverse, but with four main components and many lesser species, most of them barely noticeable in the greater picture and rarely recognized when away from their native lands.
Despite this diversity, however, most of the species inhabiting the territory of the Grand Empire typically prefers to stick to their own. There are multitude of causes for that, ranging from genetical pecularities to stereotypes and aversion to excessive cultural mixing. The largest issue however are the supernatural threats - the dangerous and costly travel between regions discourages many. Worse, many client states are urgently trying to stop larger emigrations from happening due to such population movements exposing them to the supernaturals. In the end it's primarily the adventurers that have true freedom of movement, in exchange of not being at home anywhere.
There are no predefined lower or upper species for the Grand Empire - in one client state elves might occupy the upper levels of the societal ladders while humans being mostly peasants, while in their neighbours the situation is exactly reversed. The very idea of setting one species as a servant of another rings too close to the attrocities commited by the Xylian Dominion on the ancestors of majority of the Grand Empire's population.
Humans make up for about 50% of the population. Elves are the next 30%, primarily the dark, white, and desert elves. Another 12% are the drakons of Dragarian Isles, and 8% are various beastmen (most of them descendants of slaves or pre-imperial era warlords that invaded the continent and settled there). The remaining ten percent are various 'others'. This number are however for the continental Grand Empire, without its overseas colonies, Teyla and the Labirynth.
Social Hierarchy
Grand Empire is a country that's not only extremely hierarchical but also proud of it. In the imperial way of thinking, the only alternative to barbarism is a world ruled by an elite. An enlightened elite. One austere, benevolent, moral and efficient in their duties. One ready to abandon their life for the greater cause, one understanding meaning of ideals and always ready to serve the High Gods. Of course, life often verifies this ideals rather harshily.
There are three main population stratas in the Grand Empire, one of them highly divided internally. While technically those are social stratas of the core imperial domain [and the old Itavian Empire], their influence spreads to all imperial personnel. What's more, when it comes to the diversified upper class, many of the client states nobility is technically incorporated into one or many of the substratas.
Vir Bonus
Vir bonus means 'good man', and is a general term for the 'enlightened elite' of the Grand Empire (though an anachronistic term of 'patricians' is sometimes also used). These men and women are expected to participate as much as they could in the imperial politics [or its regional equivalent for the lesser subranks]. In fact many higher ranks of the Legiones Imperatoria and imperial bureaucracy are limited to vir bonus of sufficient standing. There are many religious rituals that also require person of sufficient standing to be present or participate.
On the other hand, there are tasked with liturgia - a custom that expects the vir bonus to pay for erection of numerous public works [libraries, school, hospital, hipodromes, public baths, city walls etc.] to finance the growth of arts or organize and donate for charity works. There is no hardcoded 'necessity' of liturgia size per rank of the imperial 'nobility', as the actual ammount of wealth per member of the same substrata varies. However those that avoid liturgia of size beffiting their wealth can expect their popular opinion to plummet.
They also can't work physically. The only 'proper' lines of work for the 'true' vir bonus are politics, intelectual pursuits [philosophy, magic, natural sciences], creation of literary works [so historians, poets, etc.] and military service. All three of them preferably, as that makes for a truly stellar example of what vir bonus should be. There are some very special cases that partially avoid this situation, however.
The liturgia part leads to the last, and very important part of being a vir bonus. Being unreasonably stingy, overly hedonistic, breaking the law, or being corrupted can lead to demotion and infamy resulting from it. In the end, however, this is a theory. There are numerous cases of public prosecution collapsing due to various 'good men' in the upper strata of the imperial protecting their own. Regardless, successful demotions happen quite regularly.
Your position at the social ladder influences a lot of things. There are certain symbols informing the world of your rank, granting you a visible sign of your nobility. There are various proper ways of officially greeting a person of ranks [the higher, the more opulent - typically]. In the politics the vir bonus of a higher rank can make his or her speech before a vir bonus of the lower rank. And that's just the most superficial summary.
Vir Primus
The ladder of the titles starts with three very special ones. They are sometimes summed as 'vir primus', and are considered the absolute uppermost layer of the imperial society. Their actual number rarely reaches two digits at any given time. Typically, there are only two of those.
Vir Gloriosus is the highest existing rank of vir bonus. This is a title restricted solely for the ruling Grand Emperor, and only when overwhelming majority of the Senate recognized him as a person worthy of such a dignity. There are many cases of years long legal [or something 'physical' debates between the emperors and senators over this title.
Vir Magnificus is a rank restricted for the Grand Emperor [if he fails to gain the rank of vir gloriosus], and members of his extended family. In their case, however, a senatorial acceptance is also required in the latter case.
Vir Divinus is a special rank restricted to pontifex maximus, the head of the Imperial Cult. Seen by many as second most influential person in the empire after the Grand Empire, it should be of no surprise to see them as a special rank.
Vir Secundus
Beneath those three ranks are the 'normal' ranks of vir bonus. Sometimes they are are summed as vir secundus. Vir Illustris is rank that's necessary when it comes to becoming a part of the Senate, a magister militum, vicar of a diocese, or a magister officiorum. Typically, however, it works slightly differently - a lower ranked candidate for one of the listed positions with an impeccable [or, occasionally, not] career record receives this rank together with a promotion. Both Senate and a Grand Emperor have to agree for this to happen, though. Alternatively, recognized hereditary monarchs of client states are considered vir illustris. Not being addressed as such by the Empire is considered a serious [and typically willing] insult. Vir Spectabilis is a rank neccesary for any mid-to-high imperial office [for example a provincial governorship] and military rank of magister, or a recognized high priest of the Imperial Cult. It is also granted to the higher nobility [and 'parliamentarians' and oligarchs in republics and oligarchies] of the client states. All of them receive them automatically, however some can lose it when their crimes or other evil actions become widely known. Vir Sanctus is a special rank assigned [automatically] to the high priests of the Imperial Cult, and a handful of other very important or notable members of the Cult [at pontifex maximus' insistence]. As a sign of respect [and, in a way, an imperial government' way of slightly undermining the power of the Cult] the high priest' equivalent of foreign and client states' religions are considered vir sanctus as well.Vir Tertius
The two lowest ranks of the imperial 'nobility'. They are easiest to achieve, but for at least some people they can become a dead end. It's not easy to raise further, especially for one of them.
Vir Clarissimus includes lowest ranked aspirants for the imperial nobility. Typically, it's a rank for members of the numerous city concils, officials and military personnel [from draconarius primus rank above], many priests and priestesses of the Imperial Cult, [depends on the deity they follow], and nobility of the client-states.
Vir Honestiores is a rank considered a reward for the 'worthy' cases of 'unworthy' trades. Craftsman who become widely-acclaimed Masters of theirs trade. Adventurers who retired after proving their power and amassed numerous heroic deeds. Wealthy merchants. Archmagicians, High Sorcerers, and Aura Masters. Etc. etc.
Plebeians
Plebeians are free citizens of the Grand Empire. They make up for about sixty percent of imperial population, and lack political power - at least in theory, as a large crowd offers at least some importance to its members. Of course, nothing stops a plebeian from attempting to become a vir bonus and climbing the imperial social hierarchy - just as old members of upper strata fall [sometimes entire families of those], new stars rise to take their place.
They lack the duties of their betters (often quite costly ones), but also their rights. On the other hand, while the value of their testimony in courts is lower and fines for lesser crimes done against them are smaller, all serious crimes against plebes are punished in identical way as against the upper strata members [though they tend to be lower on the list of priorities].
There are two internal groups of plebeians that are considered something a bit different according to the laws.
Infames are people who are considered to be 'ill-famed', typically due to their trades. Tavern owners, prostitutes, actresses, dancers, gamblers, criminals - all of them could become infames. Once you become an infames, it's impossible to escape this status, and it limits both the legal protection you receive [ it also makes you unable to witness in court against a non-infames], and makes it impossible to marry anyone who is considered a vir bonus.
Adventurers are a subcategory of the infames. With their personal strength and right to carry weapons they gain at least some acceptance, and thus the restrictions on them are less severe - or, at the very least, they are lifted once an adventurer ends his or her career and becomes a part of the 'normal' society.
Freedmen or freedwomen are former slaves, who were liberated from the slavery. They are technically considered part of the plebeians, however with some small modification - they stay slightly subservient towards their owner, being expected to act with proper gratitude towards him or her. In extreme cases of this not being a thing, the liberation from slavery can be officially revoked. Their descendants will be normal plebeians, however. Like infames, they are not considered to be 'proper' spouse-material for anyone having any type of vir bonus rank.
Slaves
It is estimated that about 40% percent of the population are slaves, the number dropping from the 50% during the inception of the Grand Empire. No species or races are overrepresented throughout the slave population as a whole. There are cases where some race is regionally overly numerous in this group, but that's caused by local commoner population [who is more prone to getting enslaved] being mostly of that race. In fact, the very concept of racially aligned slavery is seen as something utterly attrocious, mostly due to crimes of the Xylian Dominion actions terrifying people to this day.
Existence of slavery is heatly contested. Some see it as internal part of what can be considered the imperial culture and its focus on hierarchy. Others use much better arguments, seeing it as painful neccesity in a world under constant siege. Grand Empire's regions suffer from alternating periods of overpopulation and devastation. Slavery [under its current, less atrocious form] is a way of easing this cycle. Overpopulation causes the poorer to sell themselves and being moved as workforce to devastated regions, thus allowing the latter to be recultivated instead of permanently lost, while the former avoid starvation and plagues.
The only alternative, according to the apologists, would be to force larger groups of population to resettle into the devastated lands. This would, however, mean risk of contaminating the target area's culture. WIth cultural diversity seen as necessity for the client states to maintain their uniqueness and thus autonomy, letting such groups to settle could spell death especially for smaller and more regional cultures. Slaves, in the meantime, lack unity, with settlers hailing from many cultures and the existence of the 'freedmen' system meaning
that their descendants will typically lose their culture uniqueness and assimilate instead.
Of course, the religious hierarchies of Exarchs [plus local monotheists and some smaller polytheisms] more concerned with the concept of morality are growing increasingly disconcerned about the slavery's potential for abuse. While the complicated and volatile internal politics of the Imperial Cult sabotages these efforts slightly, the explosion of this issue is only delayed for few centuries now, instead of averted entirely.
Military
Introduction
Grand Empire's armed forces is a complicated power, that's hard to fully describe in only a single part of an article. Because that it will receive a short rundown here, while being described in more details in the Imperial Army article.
Formations
Legiones Auxiliaria
The first forces to react to threats are the Auxiliary Legions, second grade (but numerous) forces composed of regional troops. Auxiliaries can be encountered everywhere in the imperium - every city, fortress and oppidum will have at least some auxiliaries guarding it from 'normal' threats. Their equipment is decent but far beneath the more elite formations.
Their task is to identify and delay any newly emerged threat, holding ground for the regular military units to arrive. They are stationed in the client states too - with limits places on their military power, the auxiliary forces are often seen supporting their armies in combat. In fact, with the locals being recruited to replace the casualties, most auxiliary legions belong to the Grand Empire only a bit more than to the client state where they are stationed.
Officially they are undead command of a magister militum tertium of their dioceses, who in turn answers to the as their primary job is to uphold the peace and stability [hence auxiliaries serving as river police, city guards etc.]. They are capable soldiers, however on real battlefields their tactics are often limited to guerilla raids, scouting and the less violent and important engagements.
Due to how diverse the Grand Empire is, there is no golden standard for auxiliary legions. Some of them can be almost entirely composed of riders, others of light infantry. Some are made to uphold a slightly higher standard and are trained to fight like the regular imperial formations. Most of the adventurers permanently hired by the Grand Empire are also technically parts of the Auxiliaries.
It is estimated that the average number of soldiers employed by the auxiliary legions in the Grand Empire reaches approximately two million soldiers.
Vanguard Cohorts - Vanguard units are a peculiarity of the imperial army that's hard to come by in foreign armies. Vanguard soldiers are typically the slightly less savage barbarians of various tribes that refuse to get fully civilized yet are ok with cooperating with the Grand Empire, or member of any species or race of impressive physique and natural aggresiveness.
Recruited into the imperial army with promises of glory and treasures, they are typically used as shocktroopers. They are employed wherever the enemy won't be able to form the ranks properly, such as on unever terrain or within cities, and against battered enemy formations where their imposing physique and strength can easily force enemy into rout.
They are typically organized when needed and disbanded after the campaign, however many magisters militum tertius organize a more permanent units out of outcasts, exiles and combat slaves, often lending them to the Imperial Legions as assistance.
Legiones Imperatoria
When the Auxiliary Legions fail to repel a threat - or the Grand Empire is either attacked by a foreign country OR is the one attacking the foreign country - the Imperial Legions are mobilized. They answer to Grand Emperor himself rather than the vicars. While much less numerous, they receive a much more expansive military training and equipment of much better quality. Service in the Imperial Legions is also a lifetime dedication - it's not easy to leave its ranks before spending the 'expected' twenty years.
Imperial Legions are composed of approximately three hundred thousand soldiers divided into sixty legions [5 000 soldiers each]. The composition of each legion varies slightly, however the core is always heavy infantry with some cavalry and archers as support. When needed, light infantry is quickly procured from the ranks of the auxiliaries as a support.
Magisters in charge of the imperial legions respond to magisters militum of 'their' frontline, or directly to the headquarters of the Legiones Imperatoria in the imperial capital.
Legio Mechanica - Grand Empire retains a very basic level of understanding of the 2nd Era technology. It is enough to occasionally field a small number of machines, typically combat constructs. These machines quite literally know no fear, making them very useful shocktroopers - few modern armies can stand the silent and merciless carnage of their assault. While valuable and hard to replace, the forces of the Legio Machina are a welcomed sight on any battlefield.
Legio Praetoria - Personal military entourage of the Grand Emperor, composed of five thousand soldiers that are best of the best in the entire Imperium. It is a legion sized army accompanying the Grand Emperor during the military campaign.
Ranks
The military ranks changed a lot since the 1st Imperial Era, with the modern system mostly established in the later Second Imperial Era. Thus while it superficially resembles the late itavian army, the things are a bit more complicated.
Magister Militum
Magister militum [itavian for 'Master of Armies] is the highest achievable rank in the imperial army. Only a handful of people in the Grand Empire can boast such a rank, their number rarely reaching twenty [save for those currently retired]. It is the magisters militum that oversee defense of all imperial dioceses [often called septenias too]. It is the magisters militum that are placed as permanent defense commanders on some permanently burning borders. And it's the magisters militum that are deployed as commanders of task forces of a numerous legions.
There is always one Magister Militum Primus, who acts as commander-in-chief of Legiones Imperatoria [and Legiones Auxilia] as a whole. Of course the 'true' commander-in-chief is always the Grand Emperor, however the Primus acts as his deputy while the Emperor is busy overseeing the administration.
Then there is the rank of Magister Militum Secundus, with typically around seven-eight of people holding this rank at every moment. Two of them are the so-called magisters militum presentalis, commanding the imperial 'strategic reserves' stationed in Itavia and tasked with responding to any major crisis among the provinces [due to the close distance to the imperial capital there are two armies with two commanders]. 4-5 magisters militum secundus are assigned as a permanent frontline commanders of imperial forces stationed near 'burning borders', such as Niflheim, Nikopol or Telya.
Magisters Militum Tertium are tasked with commandering task forces of multiple Legiones Imperatoria, and as commanders-in-chief of Legiones Auxilia forces from a single diocese.
Magisters
Magisters are a combination of 'colonel' and 'general' ranks, that has essentially replaced legates of old. Magisters are where the independent command truly starts. They are numbered in few hundreds throughout the Grand Empire, each of them typically also an important political player at least in his or [rarely] her region. Even if not main players, like the magisters militum.
Magister Primus is a descendant of the 1st Era legates. They are the sole, undisputed commanders of a single imperial legion, either from Legiones Imperatoria or Legiones Auxilia. When larger concentration of imperial military power isn't required, they are free to operate independently.
Magister Secundus, with typically three of them per legion. When the battle rages, two of them are tasked with commanding the flanks, while the third one will either command reserves or accompany the magister primus to replace him if he somehow gets killed. When the legion marches, one magister secundus will command the rearguard, one the frontguard, and one the main forces. They also are to advise the Magister Primus, while acting as his collective chief of staff.
Magister Tertius is a rank typically held by officers who are allowed to command various permanent outposts and fortresses. Governing such a [typically smaller than a legion] group of soldiers in a single place is considered a good training to more 'maneuverable' command of legions in the march. They are technically independent, but small scale.
Tribunus Militum
Tribunus Militum is a rank for mid-level officers, typically being lower-level staff officers of the Magister Primus [thus learning the craft of commanding many people by observing him]. Tribunes can also be officers in charge of specific auxilia units of non-standard size attached to a Legion. Plus this is also a rank for non-combatant officers, such as heads of military hospital accompanying a legion. As a whole, this isn't a rank typically visible on the battlefield as commanders of anything, yet it's still an officer rank.
Due to that status, they are directly under magisters' oversee, yet they can't really order draconariuses around. On the other hand, many of them [at least the lower-level staff officers] are former people of that rank who turned out competent enough to start training for lower magisterial ranks.
Draconarius
Draconariuses are an equivalent of lower-to-mid rank officers and NCOs. They are - according to many - a backbone of the Legiones Imperatoria. A solid corps of veteran officers and NCOs that keep soldiers well drilled, trained and disciplined... while also possessing certain degree of intiative on the battlefield.
Draconarius Primus is what once military tribunes were, a leader of a cohort of around five hundred soldiers. They are typically experienced veterans, who also went through optio training [mentioned below], meaning that they tend to be skilled in both practice and theory of military combat.
Draconarius Secundus is a leader of a centuria, typically composed of around one hundred soldiers. They are yet to receive an optio training, which means that they are technically older NCOs. Still, veterans who spend close to a decade in the military.
Draconarius Tertius is a leader of contubernium, composed of around ten soldiers They are veterans, who should not be underestimated.
Optio
Term optio used to mean assistants of the draconariuses, and it's still technically used in this meaning. Significant part of optios are former Draconariuses Secundus and Tertius who are about to receive a rank-up to Draconarius Primus [this depends a lot on Primus dying or retiring] or even a military tribune rank. Optios do not command forces without Draconarius Primus' oversee, but they are training hard how to do it .
Optio military training typically is both this and some intensive theoretical study on wars, requiring them to go through accelerated equivalent of officer's training. If they prove capable, they can technically rise higher. Despite many nobles after proper military academias getting straight into military tribune rank, there are cases of optios' raising high, with four magisters militum primus to date being former centurions.
They also devoured the former rank of Principales, meaning that for example signifiers will be optios too. Only the legion's aquila will be carried by a specially chosen draconarius [without soldiers to command], which is considered a great honour. One of the greatest honours imagineble, in fact.
Milites
Standard grunts, regular soldiers of imperial legions. Once again, there are three subranks. Just to keep things 'proper' when it comes to military command structure.
Miles Primus is official rank for soldier [either horserider or a footman] considered to be elites. They are all either veterans or youngsters who proved their valour and skill, thus receiving a permanent pay rise [unless they were demoted for something]. Milites Primus are often used to man the first cohort of a legion. They do not happen [save for rare exceptions] among Legiones Auxilia.
Miles Secundus are regular soldiers who went through proper training and joined either a legion or some lesser garrisons of the Imperial Army. They are competent, they can be dangerous, and are properly equipped as the Grand Empire's rather charitable when it comes to this. Regular soldiers of the Legiones Imperatoria are this, and better formations of more regular Legiones Auxilia are also counted as this.
Miles Tertius is either a recruit of the Legiones Imperatoria who is still going through his military training, or a regular soldiers of the Legiones Auxilia.
Religion
Religion
The Grand Empire is theoretically despotic, with the Grand Emperor being seen as regents governing the worldly domain of Honour. Polytheistic gods of different origin are typically subsumed by the Imperial Religion into one of its many vassal pantheons and lesser Gods - worship of them is permitted, for as long as one also upholds the expected sacrifices and rituals to the Exarchs.
However, the truth is much more complicated. The Grand Empire is in state of perpetual religious chaos, with the so-called Imperial Cult - which is considered to be state religion - being in fact an attempt to keep the religious matters more or less controlled to avoid various heresies from springing up. There are dozens of internal sects, some of them even being somewhat 'tamer' cults of deities that would normally be seen as evil ones.
What's worse, it's estimated that only about 85% of inhabitants of the Grand Empire are adherents of the Imperial Cult. Outside of it are several groups with varied status and teachings, increasing the already massive religious turmoil. Their situation varies greatly depending on what actually they are.
Divergent Cults
Monotheisms are generally suppressed, though without bloodshed or violence. Monotheists of all stripes are allowed to worship their Gods for as long as they include the well-being of the ruling Grand Emperor and the Grand Empire in their prayers. However active proselytism outside of your family is forbidden. However anyone who for example heard about the rehalianism existing can approach any believer or priest of that religion within the imperial territory for more knowledge, and resulting conversion is allowed.
Churches and other places of worship are allowed [though typically not if they are big enough to outshine Imperial Cult facilities of the town] when there are enough adherents of 'their' religion in the area.
Enigmaticism is activelly suppressed, and worshipping of all but few most benign enigmas is banned and considered a crime against state. However, said benign enigmas are typically worshipped by groups of savages who remained under their taint for so long that they purging said taint would kill them all - for as long as they are not acting hostile, they are tolerated. Attempts to convert to such folk religions by citizens of the Grand Empire are considered a crime.
Enigmatic cults are thus, as a whole, proscribed. Participation in them leads to summary execution or being killed by Imperial Cult's religious death squads. No surprise there - almost all civilized countries prosecute worshippers of enigmatics due to extreme threat a well-developed cult can become.
Other Polytheisms are typically allowed, though unless their Gods are in the long list of Divines 'vassalized' by the High Gods of the Imperial Cult, things might get a little bit tricky in a way slightly similar to the one that the monotheists get [though typically much less sternly].
This treatment is typically 'received' mostly by Kasytian gods, as they are the last major polytheistic religion that refuses to kowtow to the might of the High Gods.
Heresies are by imperial definition cults of the imperial High Gods that are considered too radically divergent from the mainline doctrines of the Imperial Cult to be accepted as a part of it, which typically means cults that include [or even are directly focused on] the Hierarchs. However, there are simply too numerous and in fact possess majority in several client states. Because of that, majority of heretical movements are merely contained, rather than actively suppressed.
This means that their 'missionaries' are typically banished back into the lands they control, executed or imprisoned, and their books and leaflets are ceremonially burned. There are also attempts to reconvert the heretical parts of the Grand Empire, but it's typically done by the Imperial Cult himself. The Grand Empire itself is, as a rule, trying to stay outside of its own religious mess. Said attempts can often get violent, which might bring the Legiones Imperatoria in to stabilize the situation.
The only exception are a number of 'extreme' heresies that cannot be tolerated. Pentagram cults are treated like other enigmatic cults, but with even more ferocity. Servants of Occasa, Nex, Vomica and Calamitas are treated similarly but with less ferocity. Occasionally a cult of some other Hierarch [typically Procacitas, Licentia or Laenimentus] goes significantly off the rails and gets branded as 'hereticus extremis' too.
Atheism is a major crime that's actively suppressed, mostly by exile from the Grand Empire. If one resists, the penalty is death. This is due to atheism being associated with Nil, the not-yet-born High God of Atheism of the Pentagram, making atheism not better in the imperial eyes than Pentagram worshipping.
Foreign Relations
Major Powers
Visenian Commonwealth is a long-term ally of the Grand Empire. A slightly reluctant ally - many Visenians are bitter due to the Commonwealth being the weaker partner AND the Grand Empire practicing slavery. However for as long as the lands of the Eastern Visenia remain unconquered and the Tyranny of Amner remains a threat to both countries, the alliance stands. Especially as the Ice Kingdoms are a threat too.
Rehalian Union is a permanent rival of the Grand Empire which also doubles as a buffer state between it and the Kasytian Empire. Union dislikes the Grand Empire over religious and societal differences, a sentiment that goes both way. However attemping to directly attack the Grand Empire would leave the Union dangerously exposed to the Kasytian Empire. And if the Grand Empire attempted to destroy the Union, the Kasytian Empire would have took advantage of that, too. Occasionally they are wars, however. And if that's not enough, recent conversion of the Nikopolan Hegemony - a client state of the Grand Empire - worsened relations between the two powers immensely.
Ice Kingdoms is a target of a guilt-free extermination war at the behest of the Grand Empire, which goes both ways. There is nothing than semi-permanent genocidal war in the north, Ice Kingdoms long ago sliding down the slippery slope of Aberrant-spawned corruption. The elves that fled the Ice Kingdoms when the Nythrathril took over are now in the Grand Empire.
Tyranny of Amner is a mortal enemy. While normally it's engaged in decades long wars with the Visenian Commonwealth, it's not unheard of for the Grand Empire to send its legions to the rescue of their allies. So while it borders on the guilt-free genocidal war, it's the Visenia that is mostly responsible for waging it.
Kasytian Empire is a rival, one much stronger than the Rehalian Union. However the rivalry comes and goes and its current existence is highly dependent on the person sitting on the throne of Kasytia. It's however far from being as bad as the wars against the Ice Kingdoms and the Tyranny of Amner, with Kasytia civilized enough to be seen as something more like a worthy opponent.
When it comes to the powers of the Far East, there are no long-term political relationships established - the trade goes on through intermediaries, but that's all.
Minor Powers
Holy League is a rival, one lacking strength to avoid getting conquered by the Grand Empire. What makes situation troublesome is both the fact that it lies on Telya (which means straining the imperial logistics) and the fact that it's populated by zealous and warlike believers of a militant religion. Because of that, even if the Holy League is successfully subjugated together with the rest of Telya, a rebellion will inevitably occur when only the imperial position on Telya is compromised.
Verkvenan Confederation is a very close ally, one that is always willing to be peacefully annexed by the Grand Empire when it makes one more attempt to subjugate and integrate Telya. It's treated with a lot of positive emotions by the imperial population at large, both due to its imperialized cultural and due to peculiaritis of local population. Since stable and loyal bridgehead on Telya is useful, the Grand Empire is very friendly to Verkvena too.
United Kingdom of Ceveria and the New Menorian Republic are both potential client-states. Once the Grand Empire grows stronger and the Verkvenans accept becoming part of it, these two countries are inevitably subjugated and annexed. The Grand Empire prefers to do that without commiting attrocities, which makes sure that neither Ceverians nor New Menorians get particularly hateful towards the Grand Empire. As a whole, they are fairly neutral and often can be subjugated peacefully.
Freedom of Diret both dislikes and likes the Grand Empire. It dislikes it due to it being an organized state, but it likes it due to the Grand Empire often providing military support [together with Visenians] to push back the legions of the Tyranny of Amner. It's a marriage of necessity for both sides, however.
Agriculture & Industry
Agriculture
The Grand Empire possesses a powerful agriculture, however one mostly intensive. With the Wild Lords domains occupying significant part of the imperial landmass, the arable lands are limited. Due to that, the Grand Empire has spend centuries investing in more advanced agricultural techniques, tools and alchemical improvements - without mentioning the many blessings of the High God of Agriculture.
Imperial agriculture is thus advanced, with large usage of alchemical fertilizers, with a very modern techniques and at last 19th Century tools. Most of the landmass is divided between large landowners (typically nobles of the client states, the workforce composed of a mix of slaves and lower strata free citizens) and small landowners (peasants or lands granted to retiring soldiers).
While the Nortarrica produces significant surplus of food, this cannot be said about the rest of the Grand Empire. Too large population, too limited space. Because of that great ammounts of food have to be imported, primarily from the Visenian Commonwealth (and, to a lesser extent, from Rehalian Union).
Industry
Industrial might of the Grand Empire has never recovered from the industrial collapse of the Dusk War. This essentially degraded its industry from the equivalent of Earth's late 21st Century to a state preceeding the Industrial Revolution. Many relics of the past eras remain in working conditions however, and knowing how to construct an entire machine isn't required to know how to use it.
What's more, the Grand Empire has already figured out a number of these relics, which resulted in a creation of a growing number of factories, however with the knowledge of enchantments being subpar, they still require great numbers of magicians to manually operate them. This together with a limited access to resources is the major impediment to the soon-to-be industrial revolution.
Trade & Transport
Significant majority of trade routes of the Grand Empire use either the seas or the rivers. That's because the water Fae seem to be significantly calmer and more cooperative towards humans, making such routes a much safer and faster [plus much more reliable] method of transportation than any other alternative. The limited amount of wood on the market limites further expansion of this transport.
The land routes take two forms. The primary one is on foot or horseback [with some other creatures used to carry the loads]. There are decent quality imperial roads scattered throughout the imperial territory, however the land transport is much less reliable, costly, and generally useful only on a limited distance or with very valuable goods.
The other form of land transport are the railways. However, the remaing network of working railways is in perpetual crisis. Too many lines went into disrepair after the Dusk War, and with the technological and industrial decline maintaining them all is an impossibility, much less construction of new ones. Because of that the railways lack the importance that they should logically possess.
As a result the number of active railways is limited. There is a network of those connecting the major client state' capitals, the imperial capital, and the capitals of both Visenian Commonwealth and Rehalian Union. There are also some other places connected to the network, typically on the basis of their economic importance.
However the limited amount of trains and the costs of their operations mean that it's rare for a place to be 'visited' by a train more often once a week. This also means that a place on the passenger trains has to be reserved a while earlier. What's more due to general limitations of social mobility, it's rare for someone other than nobles, adventurers, soldiers or officials to use them.
Education
When it comes to lower level education, the system is two-fold. There exist a public education, typically led by priests of the Historia, Hierarch of Knowledge. They go from village to village [while having an established presence in cities] and stay for around a year, teaching the neccessary basics to local children.
Said basics include being able to read simple texts, counting up to 1000, making an actual signature under a document, and a brief summary of both the history of the Grand Empire and the High Gods. Naturally, a significant part of that is straight propaganda [at least the imperial history part], which is considered a bit of a compromise between the wealthy, officials and nobles not wanting the poor to learn too much and the religious structures generally wanting people to be at least a bit knowledgeable. As a whole, the level of analfabetism in the Grand Empire is estimated at around 15%.
The children of those slightly wealthier can generally attend various local academias [in almost all capitals and many major cities of wealthier countries], which give them a necessary basics when it comes to numerous fields - from natural sciences to the way magic works, from history of the world to the art of rhetorics. Such education can last for several years, typically starting at around 10th birthday and lasting until 16th. After that the pupils are officially adults. Those seen as most brightest could continue learning on their own for few years, before being able to apply for a place in an even higher institution [mentioned below].
As an old law [introduced at an insistence of the priesthood of Caritas], 15% of places in such local academias are reserved for sufficiently bright commoners, 'located' by the priests of the Historia mentioned above. Majority of them ends as parts of various priesthoods and other religious organizations, but some who are exceptionally bright can climb higher.
The top level of the education systems is composed of recognized universities. Imperial Academy in Falon-nir is the primary one, however some more adventurous scions of knowledge goes instead for its foreign counterparts. Primarily in the New Menorian Republic or Visenian Commonwealth, however the Rehalian Union is also a common destination.
Faith, Honour, Loyalty.
Imperium of Karadia
Capital:: Falon-nir.
Official Language: Imperial Speech.
Religion: Imperial Religion
Government: Despotic Federated Monarchy
Currency: Imperial
Imperial Ministry of Economy
Imperial Ministry of Magic
Imperial Ministry of War
Imperial Ministry of Religious Affairs
Imperial Ministry of Internal Affairs
Imperial Ministry of Justice
Imperial Ministry of External Affairs
Imperial Ministry of Industry
Imperial Navy
Imperial Temple
Imperial Library
Imperial Senate
Imperial Magic Guild
Imperial Adventurers Guild
Imperial Inquisition
Imperial Security Organization
Imperial University
Brotherhood of Crows
Council of Electors
Silver Council
Circle of Stars
Palace of Prophets
House Ostrowicz
House Sylvanus
Novemberists
Dragon Knights
Knights Templar
Abyssal Knights
1st. Imperial Division
101st. Infantry Division
Imperial Army's Auxilliary
Edict of Damnation
Capital:: Falon-nir.
Official Language: Imperial Speech.
Religion: Imperial Religion
Government: Despotic Federated Monarchy
Currency: Imperial
Founding Date
Year 1 of the First Imperial Era
Type
Geopolitical, Empire
Alternative Names
Imperium, Karadian Empire, Holy Imperium, Holy Empire of Karadia, Sacred Imperium, Sacrum Imperium.
Demonym
Imperial, Karadian.
Power Structure
Federation
Economic System
Market economy
Currency
Crowns remain the one and only accepted form of currency within the Grand Empire. They are minted by the Imperial Ministry of Economy, from copper, silver, gold and platinum, typically alloyed accordingly to the value of a coin.
Official State Religion
Subsidiary Organizations
Related Ranks & Titles
Controlled Territories
ORGANIZATION
Imperial Council
Imperial CouncilImperial Ministry of Economy
Imperial Ministry of Magic
Imperial Ministry of War
Imperial Ministry of Religious Affairs
Imperial Ministry of Internal Affairs
Imperial Ministry of Justice
Imperial Ministry of External Affairs
Imperial Ministry of Industry
Imperial Organizations
Imperial ArmyImperial Navy
Imperial Temple
Imperial Library
Imperial Senate
Imperial Magic Guild
Imperial Adventurers Guild
Imperial Inquisition
Imperial Security Organization
Imperial University
Brotherhood of Crows
Associated Groups
Council of ShadowsCouncil of Electors
Silver Council
Circle of Stars
Palace of Prophets
Imperial Houses
House Von OstenHouse Ostrowicz
House Sylvanus
Imperial Armed Forces
Knight's Orders
Raven KnightsNovemberists
Dragon Knights
Knights Templar
Abyssal Knights
Military Organizations
Imperial Guard1st. Imperial Division
101st. Infantry Division
Imperial Army's Auxilliary
OTHER
Laws
Edict of AnnihilationEdict of Damnation
Comments