Hathrun Empire (hath-ruhn)

Structure

The Hathrun Empire is made up of different noble houses, with one house being home to the ruling emperor. When the emperor dies either during combat or from sickness, there will be a contest to determine the next emperor. Each house submits one champion to fight to the death in a gladiatorial game. One Champion will remain and be crowned the emperor of Hathrun. This rule was instituted to ensure each house has a fair chance to be the ruling house, and so that no one house would remain at the top of the hierarchy forever. Deaths by assassination do not qualify for there to be a contest, in the event of a nonqualifying death, the next of kin will be crowned emperor.   There were historically eight houses, each responsible for a particular resource and region within the empire until some rebelled to form the Republic of Hathrun. Only five houses remain loyal to the Empire:

Culture

Hathrunians prioritize strength above all virtues, recognizing its dual facets in both physical and mental capabilities. They advocate for a harmonious balance between these aspects, believing that perfection is achieved through the synergistic interplay of body and mind. While scholars are respected, leadership is reserved for those who combine intellectual prowess with martial skills. A skilled warrior may ascend to roles like a soldier, royal guard, or squad captain, yet their ascent is capped, emphasizing the significance of holistic abilities. They believe that there is more to nobility and ruling than just blood, and that ones place can not be given but must be earned.   Hathrunians are devout followers of Haukrism. The Haukri Dento are deeply engrossed in the culture and politics of Hathrun. The Dento honor members of the empire through titles such as the Magna Libratorium. Titles such as these are essential for any Hathruian to be respected in high society.   In addition to their appreciation for the convergence of science, art and religion, Hathrunians uniquely express their scholarly achievements through poetic prose and pair detailed maps and historical documents with intricate paintings. Despite external perceptions of them as aggressive, Hathrunians harbor a profound respect for the arts and sciences. Masterful artificers among them craft magical items, prioritizing quantity over quality, resulting in a prevalence of common and uncommon magical items. The rarest artifacts are typically safeguarded by noble houses and their guards.   The expansive western region of Hathrun unfolds as a vast plain, specializing in agriculture and serving as a primary exporter of livestock, particularly bison, alpaca, and sheep. The average Hathrunian in this region engages in farming or shepherding, contributing to the abundance of valuable meat and fur. Renowned for their exceptional horses, Hathrun produces breeds stronger and faster than those found elsewhere. Rigorous selective breeding and magical manipulation have established the Hathrunian war horse as an indispensable asset to any nation's cavalry.   On the eastern side, agriculture persists with fields of wheat and corn, but the mountain range also yields rich deposits of copper and iron. This region sees a proliferation of artisans and scholars who transform these raw materials into weapons, armor, and tools, further showcasing the multifaceted capabilities of the Hathrunian society.  

Great House Succession

A Place is Earned, Not Given   Despite the existence of great houses, one might expect rampant nepotism and class distinctions determined by blood. However, in the Hathrun Empire, the great houses function more like institutions than families. One’s place is determined by their accomplishments, not their lineage. Adoption and abandonment are frequent occurrences within the great houses. Citizens within a house must achieve one of the Libratorium disciplines by a certain age, typically 25. Although this is not a strict rule, it is increasingly shameful for an older member to remain in a house without achieving this status. No heir to a house or member with high responsibilities would ever be respected without this title, often resulting in expulsion from the house.   When a house member is expelled, their last name is stripped, and they are prohibited from living with their former family. These expelled family members are often picked up by other houses wishing to gain favor with the great house, especially if there is potential for them to achieve a Libratorium discipline at an older age. Families hoping that their child will be received as a Lancer in a great house may make an exchange of children. Some children are never picked up by other houses and end up at the bottom of society. An exception can be made if a child instead choose to join the Church of Haukrism. They retain their last name, but they now fully report to the church rather than their duke.   A Lancer is a member of a house with the potential to be adopted. They serve the Duke of the great house until they are either elevated and brought on as a member of the family or until their contract expires, typically lasting 3-5 years. Lancers are renowned warriors, almost always a Libra Bellator, and have performed some great service or achievement to earn their position.   Culturally, an adopted child in a great house is no different from a biological child. In fact, there are many instances of a duke making their heir an adopted child with greater achievements or whom they simply like better than their biological children. Marrying within a great house can be quite common, but such unions need to be approved by the Church’s “Council of Consummation.” This council tracks the bloodlines of the great houses to ensure that not only is inbreeding kept to a safe level, but that these unions will produce stronger offspring.   Every young soldier is sold the following message: 1. Join the military. 2. Achieve distinction as a soldier. 3. Be granted training to become a Libra Bellator. 4. Become a Libra Bellator. 5. Perform an incredibly heroic act. 6. Become a Lancer to a great house. 7. Be adopted by a great house.   This progression is advertised as being possible for anyone in the empire, portraying it as a land of opportunity. Although it is less common, there have been many non-Varathi members of great houses. They have never become the heir to the house, but many have been highly honored members of the family.   This process has existed in some form since the beginning of Hathrun. However, it has increasingly become determined by the presence of the Libratorium disciplines above all else due to the growing influence of the church, specifically the rising party of Haukruist Libratanarians.

History

The Hathrun region has long been home to a significant population of Varathi. For much of its history, they lived in tribal cultures. The formation of the great houses began between 300 and 600 S.J. Following the Age of Storms, these houses accumulated enough power to function as independent nations within the Hathrun region. They established governments, developed agriculture, and fostered trade. The warrior tradition of Hathrun demanded that leadership be earned through strength and intelligence, leading to frequent conflicts among the great houses. Periods of peace were brief, often lasting only a few years before warfare erupted between rival factions. Despite the formidable reputation of Hathrun soldiers in individual combat, this internal strife left the kingdom politically vulnerable and divided.   In 895 S.J., Datus Silvargent , heir to the Silvargent house, embarked on a campaign to unify the houses under one banner. He claimed a divine mandate to bring peace to the region, bestowed upon him by Haukri . After two decades of warfare and the death of his father, Datus Silvargent successfully united the great houses and ascended as the first Emperor of Hathrun.
Founding Date
915 S.J
Alternative Names
Hathrun Empire
Demonym
Hathrunian
Founders
Location
Related Species

Comments

Please Login in order to comment!