Empire of Ilien
Structure
The Empire of Ilien is divided into a number of regions based on Deeds, the magical enforcement objects that keep officials safe, and property protected. Each city in the Empire is run by a council of whoever owns Deeds in the city, with whoever has the most being in charge. This person, the Administrator, also will be given a Deed in the capital, Thamidir, and a seat on the ruling council. Whoever controls the most Deeds in Thamidir is the Head Administrator.
Culture
Magic and non-humans in the Ilien Empire are viewed with much suspicion. Magic users are carefully regulated, and the more non-human a creature is, the more closely it is watched by the Imperial Guard. Absolute Order is the measure of the day, bureaucracy is thick and everywhere.
Public Agenda
Expansion. The Empire aims to hold as much territory as it can with its Deeds, and bring more and more people under its control.
Assets
- Deeds: The magical papers are what caused the Empire's rise. Each grants increased power to its Holder, and protects all property within an area, making it very difficult to unseat someone with a Deed. This power has allowed the Administrators to hold great power over their people.
- Dragons: The invention of Deeds led to the Personal Deed, which currently only works on those originally from the Void, such as dragons and dragonborn. However, having utter control over dragons has given the Ilien Empire a massive advantage over its enemies. Although true dragon bonds are rare, it has led to a number of technologies, both magical and otherwise, as well.
- Thamidir: The capital is built on an old ruin, with vast treasures beneath the earth, as well as a massive planar transportation hub, allowing vast amounts of exotic resources to flow through the heart of the Empire.
History
When it was discovered, through the Underworld, how to make Deeds, the nearby cities erupted into chaos. Gang rule became the new normal, with warlords competing for Deeds, and resources scarce. Eventually, three of the most powerful of these, Madar Skygrove, Prios Dawnbrow, and Indrid Barkrirsk decided to make a play for power. Using their large number of Deeds, they centralized power, working together to take total control of the cities of Freeheath, Thornhold, and Hadun. Then, using this new power block, and the new Personal Deeds Indrid had invented, they broke the great dragon Ruin, and founded the city of Thamidir over his vast lair. There, they discovered vast powers, and using them began welcoming, and conquering, new cities and towns into the Empire.
Demography and Population
A wide variety of species live in the Empire. Humans are most common, and the most welcomed by the Empire. Different cities have different populations, and no two cities are the same.
Territories
Military
The Imperial Army has changed quite a bit in recent times. Originally, its makeup was quite similar to the Imperial Guard. However the artificers and scientists of the Empire have been busy. Now, draconic abominations known as Draconians are the most common, along with the recently created Warforged. Others are seen as well, but they are rarer, most often mages or Dragonnel calvary. There are even a few true dragon riders amongst the Imperial Army, but they are few and far between.
Technological Level
Magitech is booming, and though actual magic is heavily regulated, Artificer made gear is readily available in the Empire. While it is expensive, it is not uncommon to see things that were previously relegated to mages in the hands of the middle class. The military in particular has become quite advanced, with magical fire arms and siege weapons now available alongside the dragons and soldiers.
Religion
Worship is not officially restricted in the Empire, but The Disciples of Civilization are supported by the current Head Administrator, and as such reverence to Ephara is extremely common.
Laws
Magic
- Magic and mages are highly regulated within the Empire. Mages require an expensive certificate, making any born with magic nearly second class citizens. Magic is studied only by the powerful, with the only exception being Strixhaven University , which while mostly in the Empire, is technically its own demiplane, and is not (so far) required to obey its laws.
- Abjuration Magic is what the Empire is built on, with Imperial Abjurers being the only ones able to create Deeds.
- Conjuration is regulated, requiring an additional certification in order to use. Teleportation in particular is restricted, only allowed through the expensive teleportation circles.
- Divination magic is strictly outlawed, with punishments up to 30 years in jail.
- Enchantment magic is heavily regulated, with few outside the government being able to get a permit for it.
- Evocation is some of the least regulated magic, as Deeds protect most property from being damaged by a stray fireball.
- Illusion spells are not regulated, but are taboo, often seen as suspicious and untrustworthy.
- Necromancy is extremely illegal, and is punished by death. This includes more standard resurrection spells.
- Transmutation is allowed, though spells such as Alter Self are looked at similarly to Illusion magic.
- Travel to other realms is highly regulated, especially to the Underworld. The materials for Deeds are heavily controlled, and primarily come from the Underworld, making it extremely difficult to travel there officially. While the Empire cannot control many of the access points even inside the Empire, it punishes those that it can prove left the Overworld harshly.
- Travel outside the Empire is allowed, but frowned upon. Those that travel frequently are often viewed negatively.
- The ruling council consists of anyone who can hold a Deed in the capital. These are given only to those who hold the most Deeds in an Imperial city.
- To be counted as an official Imperial city, there must be at least 9 Deeds in the area, with at least 3 not controlled by the Administrator. This disallows smaller villages from taking part in large scale governance.
- Whoever controls the most Deeds in the capital is the Head Administrator. The Head Administrator must trade one of their Deeds in the capital with any new Administrator, in exchange for one in their own city.
- Contracts are magically sealed by Imperial Contractors, with the original contract stored in the capital for record of law. Breaking a Contract will be severely punished.
Trade & Transport
Most valuable trade is done with an underground train network. This leaves the above ground roads somewhat unprotected, making them dangerous for trade for anyone but the desperate.
Education
Due to most of Strixhaven University being in Empire cities, education, higher education, is fairly common in the Empire. This is not necessarily what the Empire wants, but for the time being it tolerates it, unable to bend Strixhaven to its will.
Infrastructure
The infrastructure of anywhere with a Deed is extremely strong, as it needs no upkeep. The longer a city has been with the Empire, the better it looks, with the size of these cities rapidly expanding. On the edges of these cities, and the no mans land in between them, things are more bleak, often falling apart until someone with a Deed decides to claim them. The underground networks are the only things kept in good condition.
Type
Geopolitical, Empire
Capital
Demonym
Ilien
Leader
Leader Title
Government System
Oligarchy
Legislative Body
The ruling council passes new laws by majority vote. Regional councils, consisting of Deed Holders in the city, are allowed some leeway in passing local laws, but must follow Imperial law.
Executive Body
The Imperial Guard enforces the law, and carries out punishments, from fines, to imprisonment, even executions.
Subsidiary Organizations
Location
Official Languages
Related Ranks & Titles
Neighboring Nations
Notable Members
- Authauntyr
- Balrik Underspite
- Belbrix Stillhand
- Brya Elmshine
- Curious
- Damian Bracken
- Divari
- Ema Sternblood
- Filadrin
- Gerven Kig
- Hessany Quillstitch
- Indrid Barkrirsk
- Kelpip Broadmantle
- Kialmicmil Xygil
- Kladren
- Madar Skygrove
- Mirtaruk Boldfury
- Mornix
- Navuth Lanskald
- Noc
- Pox
- Prios Dawnbrow
- Ragothvaerskad
- Rassi Pridemourn
- Rotron Taenga
- Ruin
- Saryx
- Sorvor Vetsk
- Thalmyr Baemnem
- Theldroth Caerlin
- Xiao Kai
- Ythor Goldenshadow
- Zilvra T'ysrr
- Zintris Springmoon
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