Ni'rral Empire

The once pristine Ni'rral Empire is now little but a shadow of its former self. Exhausted by war and its previous holdings fragmenting, the empire has been reduced to its core territories with the growing threat of the tribes to the north giving them a constant reminder of how far they have fallen since their golden age.  

Naming

Imperial names tend tends towards simpler names with the common people, where the nobility typically have a given name, a secondary to differentiate them due to a fondness for repeating names in long lines and finally their family name, also known as the house name for long lasting dynasties.
Common people: Given name | Family name
Nobility: Given name | Secondary given name | Family/house name   Locations within the empire is typically named after significant features, such as villages named after local creeks or significant hills, or if a particular creature or good is common in the area. Some larger towns, forts and the like tend to not follow this rule, as the nobility in charge may change them over the time to signify major events or after people.  

Economy

Most farmland remaining in the Empire belongs to the nobility, who rents it out to the people living on their lands in exchange for a part of the harvest, as their 'tax'. Other workers living in smaller villages and towns are instead taxed for their earnings and the privilege of owning a place to live, with those unable to pay usually having to resort to working the local lord's fields.   In larger towns, the various guilds tend to rule the local economy. While the lord sets a tax that the guilds are expected to pay, the enforcement of proper pay is instead put on the guilds who have been issued official guild permits. If an individual wishes to open a bakery in a city with a baker's guild, they have to pay a fee and get a permit from the guild, who set the prices and the expected tax for the goods that are declared, at which point the individual is allowed to open their shop. In the case of shop failing inspections or lying in their guild declarations, a guild is permitted and in most cases will forcefully close the shop.  

Law and Order

Law enforcement in the Empire is handled on a local level. As long as imperial law are kept, a noble is free to declare any law they wish upon their lands. Criminals are judged in courts appointed by the local noble, with imprisonment and fines being common for most crimes short of treason and murder.   In larger towns where guilds exist, they are permitted a small force to enforce the guild rules. This includes forcefully closing shops under the guild's purview, as well as apprehending thieves and vandals. The guild leadership is however considered fully responsible for the actions of the guild enforcers, and as such they are generally kept on a tight leash for anything not directly involving the guild in question.

Culture

The divided empire gathers much from their past and the countries they once used to consist of. While many of the regions varies by how they are and the empire itself has many traditions it shares with its neighbors, some things stands out even from them.
Though many of the formerly conquered territories resents the empire, most of its citizens have not been exposed to this and the national pride is still carried proudly in the territories the nation has left. This in part is what has helped the core territories of the empire with remaining even as other parts splits off and gained their independence. The further one gets from the capital, and the closer to the border, the weaker the national pride will begin to become as people are coming to terms with what the Empire was, and that it did not always have the best intentions to those it subjugated.   Beyond just the fervor, there is more to the Empire itself. Most of the population live in smaller villages dotted around the lands and forests, with many being focused on gathering simpler resources such as wood and farming, forming small collectives overseen by the local lords and often having connections to larger towns where they sell their goods.
Many of these villages stand on their own, typically being friendly, if wary, towards passing travellers and takes life in relaxed manners, with the occasional festival not being unheard of as any excuse to celebrate is a good one.  

The Veiled Scourge

However not all villages are populated. Due to the empire being ravaged by the Veiled Scourge in the past, many villages and even certain towns are standing empty, the empire lacking the population to fill them out again. Many of these have become a heaven for bandits, robbers and other types who avoids the empire's laws.
The Veiled Scourge left a significant mark on the Empire, with large parts of the population being hit by it. Now, survivors exist but most are viewed with suspicion in the belief they might still carry the deadly plague and the Empire itself has taken to enormous measures should an outbreak be identified.
By royal decree, any village where an outbreak has been identified, is to be isolated until two weeks after the last sign of infection, no matter if they run out of supplies or who is in it, with even the nobility not being spared from the isolation. The only people allowed to cross the boundaries are the doctors who investigates and attempts to treat the plague, and their personal escorts.  

Aristocracy and leadership

A notable thing in the empire compared to its neighbors is how the aristrocracy works. Not only do they have nobility through blood and titles the emperor can grant, but each liege in a region has effectively full legal rights to do and change what they wish, as long as they heed to the imperial laws and pay their dues.
Those who are privileged to be among the aristocracy often find themselves having an easier time among society, earning a degree of favoritism in legal matters of all kinds.
Type
Geopolitical, Empire
Demonym
Nirran
Government System
Monarchy, Absolute
Controlled Territories
Related Species
Related Ethnicities