Erdannian Empire

"The White Bay is Strewn with Pearls and Bones" - Popular Saying.
The Empire of Erdannia is the most technologically advanced empire in the world of Coryphiel, and is at the forefront of the discovery of advanced technology and industry. Historically not as significant as its neighbours, recently Erdannia surged to become a superpower on the world stage following their prominent industrial revolution. Erdannia has a large military and the most powerful navy in the world, and is also at the forefront of trade and diplomatic relations within Coryphiel. The capital of Erdannia is the city of Erradan.
The Erdannian Empire is currently in the midst of a Civil War caused by the death of the previous King, Cyrus II, which resulted into a conflict over who inherits the throne. The Empire is divided into three factions; the Crown Loyalists, the Portonecian State, and the Frontier State
== OOC Summary ==
The Erdannian Empire is a far-reaching colonial empire, with advanced technology for their time, stylistically very Dieselpunk, and a Capitalist-Objectivist culture focused on wealth and productivity. Though most citizens of Erdannia recieve an excellent quality of life, surrounded by advanced luxuries, the nation is also known for poor working conditions, an enormous class divide, and rampant crime.
Aesthetically, Erdannia is a combination of Late Victorian Britain and Early 20th Century America. The cities are mostly cramped rows of attached buildings, interspersed with smoke-spewing factories and train stations. Shirts and jackets are standard fashion for the average citizen, while the wealthy mostly wear suits and ties, if not more fanciful outfits. However, due to Erdannia's far reaching diplomacy, trade routes, and vast immigration, there is a variety of cultures and aesthetics present across the Empire, brought in by immigrants, or wealthy citizens who become fascinated by foreign nations.
Technologically, Erdannia possesses early versions of many modern conveniences, such as electricity, home appliances, cars, trains, telephones and radios. As a general rule of thumb, Erdannians have access to any technology that was invented in the real world prior to 1920. Most of this is concentrated on the capital city of Erradan, but most Erdannian cities do have access to electricity at least.
Erdannia also has access to fantasy technologies beyond what we have in the real world. This includes Clockwork Prosthetics to replace lost limbs, sentient humanoid machines known as Clockwork Golems, floating Skyships which soar through the sky, held aloft by large balloons, and great war machines which trundle across the battlefield carrying enormous weapons.
The aesthetic of Erdannia's technology is primarily Dieselpunk; cumbersome and industrial creations built for function over form, made from riveted steel. Take the general look and feel of World War 1 technology as an example. In some cases, the technology may be more refined, an aristocrat's clockwork augment may be very ornate and complex compared to others.
Ostensibly the nation is ruled by a royal family. However, this is mostly a figurehead, and the nation is actually ruled by a parliament of wealthy politicians called the Ministry. However, even this is not entirely true, since many aspects of the nation are ruled by a secret group call the Cabal, who are part shadow government, part secret service, and part organised crime ring.
== History ==
(Needs work)
== Geography ==
The Empire of Erdannia is largely naval. The empire lays claim to the south-westerly region of Tyrrus, its borders mostly following the Dragonflame river and the Sunset Mountains. The Empire of Erdannia borders with the Dominion of New Haven to the north, the Kingdom of Whytehold to the east, the Hirokir jungles to the west, and the Calamar Empire to the south. The Empire does also own sporadic territories and outposts in the Izir desert and all across the Shattered Sea.
The region of Tyrrus which the heart of the Empire sits on is largely made up of lowland terrain and plains, large areas cultivated for agriculture and pastures. The Westwood is a large area of forest which sits just west of Varawyn, but has shrunk in size significantly due to the need for lumber when industry boomed in the cities.
The coastline of this region is mostly sheer cliffs, with the exception of the White Bay, an enormous natural harbour with many rivers flowing into it.
This region of the empire contains two rivers, Eradall's Path and the Dragonflame river, both of which originate in the Sunset Mountains.
The islands that Erdannia has claimed in the Shattered Sea are tropical and verdant.
== Provinces and Cities ==
=== Provinces ===
the Empire of Erdannia is split into six provinces, each of which has representatives within the Ministry. Four of these provinces are within Tyrrus itself, these are; The White Bay, Tiravia, The Varawyn Republic, and the Valarr Counties. The two colonial Provinces are Portonecia (encompassing Erdannian land in the Shattered Sea) and the Eastern Frontier (encompassing Erdannian land in Izir).
Two territories exist outside of this framework of provinces, as semi-autonomous municipalities; the Kraken's Isle and Prince's Port
=== Cities ===
The Capital city of Erdannia is Erradan, and is also the wealthiest and largest,
Varawyn is the most industrial and scientific city in the empire, and is the source of most of the advanced technology within the Empire.
== Politics ==
=== Monarchy ===
The Empire of Erdannia is a Constitutional Monarchy. The monarch of Erdannia is mostly seen as a figurehead and is not expected to do any actual leading, though they do have certain undeniable powers, such as the power to declare war on other nations, execute or arrest anyone they want, and instantly take command of any army or regiment within the Erdannian Military. After the death of the previous King, Cyrus Dragoncrest II, the current official monarch of Erdannia is the young Queen Monica I, though as she is only 12 years old, she does not have authority to use most of her powers, which are instead deferred to the head of the Ministry; Circe Rosenclair.
=== Government ===
The Ministry of Erdannia holds most of the political power of the empire. The Ministry is made up of three circles, with the Grand Minister above all three.
The Circle of Merchants is the lowest circle within the ministry, mostly made up of businessmen, minor nobility, aspiring politicians, and local celebrities. This circle cannot propose the passing of laws, but must assess laws proposed by the higher circles. Anyone who wants to become a Minister of this circle can apply, but must have an extensive education and considerable wealth, which is difficult to achieve for those who aren't a part of the upper class.
The Circle of Law is the next circle up. Unlike the previous level, members of this circle all have a specific area of politics that they are connected to, and they are expected to act in the best interests of their area. There are many different areas of Erdannian politics. Most members of this circle are connected to one of the seven houses (Fish, Wine, Gold, Music, Silk, War), or one of the Nine Provinces. There are also some miscellaneous areas; Electric Services, Medical Services, The Tower, Foreign Affairs, the Constabulary, the Royal Guard. Ministers in this circle can propose laws for assessment, and have many political powers. Members of this circle are appointed by the ministers on the level above, usually chosen from the Circle of Merchants, the governing systems of the nine provinces, or high-ranking military leaders.
The next circle up is the Circle of High Ministers. The members of this circle are the democratically elected leaders of the various areas of politics. They are usually elected by notable people within their area of politics. For example, the High Minister of the House of Gold would be elected by bankers and businessmen, the Governer of Wyndshire would be elected by nobles and ministers from Wyndshire, etc. High Ministers are more likely to be listened to, and count for more votes when assessing laws. They are effectively the spokespeople of their area, and also have control over ministers in the lower circles, appointing them and removing them at will.
The Grand Minister is democratically elected by the people of Erdannia. Though they don't have much more power than the High Ministers, they can exercise that power across all areas of politics. The main purpose of the Grand Minister is to command the confidence of the ministry, and to be the major spokesperson during diplomacy with other nations.
The current Grand Minister is Circe Rosenclair, though as the nation is in an emergency situation, she has been given supreme powers and the title of "War Minister".
=== Oligarchy ===
The old aristocracy of Erdannia have lost most of their power over the past century, and have been replaced by capitalist oligarchs. Rather than land being passed down through generations, it is now bought and sold.
Many of the titles associated with the ownership of land are kept from the days of the aristocracy, such as "Baron" and "Lord". However, higher titles have been replaced with more appropriate terms, such as "Governor" and "Magnate".
=== Old Money ===
The nobility of Erradan have run the city for centuries, but are dwindling fast. Nevertheless, a few crafty old families have kept their money and social position by investing in new technologies. These noble families make up more than half of the upper class of the Erdannian Empire
Copperguild - A family of bankers and merchants, the Copperguilds have ran the House of Gold for centuries, and are very good at handling money. They are the richest family in the empire. The Copperguilds also control the position of Duke of the Kings Moors.
Rivergreen - This family have held the position as Ministers of the House of Fish for centuries, providing the city of Erradan with food, controlling its sea trade routes and fishing waters, and determining the tariffs for such. This family initially came into wealth from the valuable sea resources of the White Bay, and have since subtly spread their influence. They also control the position of Duke of the Kraken's Isle.
Valentine - A family who once formed one of the four great houses of Varawyn. The Valentine family were almost destroyed when their manor was burned down and they were left with a single heir in the year 20.16, but the last Valentine, Kevin, brought the family back by becoming a great inventor. The Valentines are now a wealthy family in Varawyn who make Clockwork augments. They control the position of Duke of the Stormcliffs.
Zaunus - An eccentric family who once formed one of the four great houses of Varawyn. The Zaunus family are famously mad, and yet always manage to be incredibly successful. Currently they are very prominent in Varawyn, and invest in alchemical businesses. They control the position of Duke of Wyndshire
Kimberley - The Kimberley family were one of the first to start claiming chunks of land in the Izirian frontier. Their wealth was bolstered upon the discovery of a large mine of Kizanite, a gemstone that is often used in the creation of Augments, and Clockwork Golems. The Kimberleys began to monopolise the mining of Kizanite, and are now incredibly wealthy.
Glenshaw - An ancient family who ran the City Guard before the military was reformed. In modern times the Glenshaws own weapon factories, supply technology to the military, and run shipping companies.
Kesford - A family originating in Varawyn who now own chemical plants in Erradan. 
Joysong - This family was always rich, but were made famous by the musician Jerome Joysong. the Joysongs own most of the entertainment industry in Erradan.
Freymore - The wealthy Freymores have always been explorers, and made a lot of money and fame from bringing back artifacts from faraway places.
Thornvale - Highly connected to the House of Silk, the Thornvales invest heavily in the clothing industry, and compete with the Flynnfords.
Erskel - An old family, who became influential when Cornelius Erskel took over the radio industry.
=== New Money ===
With new industries, new ideas, and new ways of trading becoming popular, businessmen are beginning to take over from traditional aristocracy.
Draycaster - This family made their fortune with the industrial revolution, with the shrewd business decisions of Edward Draycaster. It is testament to how far they've progressed that a Draycaster was Grand Minister for many years.
Gallows - The Gallows seem to get everywhere. In Erdannia, they own the Gallows Gazette, a popular newspaper.
Steiner - The famous Doctor Bartholomaus Steiner founded the Steiner Institute of Medicine, and his family still run it.
Flynnford - The Flynnfords own tailors and clothiers across the Erdannian Empire, and became famous with their connection to the Joysongs. They compete with the Thornvales.
Gallahowe - The Gallahowe family were a minor family who invested in electrical power generation. When Mortimer Gallahowe took over the family, he dedicated himself to giving all of Erradan electrical power, and he's already almost achieved that goal.
Blacksea - The Blackseas threw in their lot with the Steiner Institute, and were vastly rewarded. They work closely with the institute, funding medical research and providing equipment.
Eddinbine - After Frank Eddinbine invented the lightbulb, he gained riches and fame. His family still own the majority of lightbulb manufacturers.
Vivimucci - An immigrant family from Calamar, the Vivimuccis are experts at making wine and own the vineyards at Velvinor.
McDavos - The McDavos family used to be small-time innkeepers, until they found themselves hosting the saviours as the hub of the Whytehold Revolution. Now they own a massive hotel chain that spans Tyrrus, and make their own brand of Ale.
=== Foreign Relations ===
The Empire of Erdannia is not closely connected to any other nations and are mostly independant. Their closest alliances are with the Dominion of New Haven and the Three Dynasties of Shavhan, who they frequently trade with and share technological knowledge. Though not currently at war with Hirokir or Izir, their relationship is fragile. The empire is currently at war with the Kingdom of Whytehold and the Calamaran Empire.
== National Emblems ==
=== Flag ===
The flag of the Erdannian Empire is a golden eight-pointed star, upon a background horizontally split between white and purple, with white at the top. The eight points of the star represent how the empire has spread its influence far and wide, in every direction. The colours are also significant, gold representing the wealth of the empire, purple representing the purple dyes which made Erradan wealthy historically, and white representing the supposed purity of the nation.
=== Heraldry ===
The Heraldry of the royal Dragoncrest family is a golden crown with a golden dragon coiling around it. This image is usually depicted atop a purple shield, and surrounded by laurels.
Each of the Merchant Houses has their own heraldry, usually depicting a hand holding that house's produce.
The heraldry of the ministry depicts a pair of hands cupped and proffering forth gold coins, fish, wine, silk, a harp, and a sword. A crown sits above all of these, and the image is upon a shield bordered by a pair of golden dragon wings.
Dragons feature prominently in Erdannian heraldry due to the foundation legend of Tyrrus, but Erdannia has no actual connection to the dragons.
=== City Emblems ===
Erradan's flag depicts the same dragon coiled around a crown as is seen on the Dragoncrest heraldry.
Varawyn's flag depicts a golden goblet emitting a green flame, upon a green background.
Nazenne and Santropico have their own flags. Nazenne's is a grapevine upon a blue background, and Santropico's is a merchant galleon on a yellow background.
=== Other Emblems ===
The symbol of The Tower depicts the archmage's tower itself, with mages wielding long staves on either side facing each other. It is all on a purple background.
The Free company symbol is a pair of crossed golden swords, on a black background.
== Political Factions and Services ==
=== The Tower ===
The Tower of Erradan is the residence of the High Minister of Magic, often archaically called the "Archmage". Within the Tower, mages and ministers of magic are trained. The Tower is the authority on all things magical, but mostly doesn't get involved in politics.
Magical Enforcers of the Tower work closely with the law enforcement of Erdannia, rooting out magical criminals and analysing crime scenes for evidence of magic use. The main duty of these enforcers is to track down dangerous magic users, such as sorcerers, forbidden magic users, and dark cultists, and drag them back to the Tower.
Laws proposed by the Tower are the only laws that do not need to be assessed by the Circles of Merchants and Law, they go directly to the top. Agents of the Tower command a lot of respect and are usually also Ministers of the Circle of Law. Thus, they outrank constables, soldiers, and even Royal Guardsmen.
When at war with an enemy who uses magic, the Erdannian Military will often call in Magical Enforcers, who often know ways to counter the magic of other mages.
=== The Steiner Institute of Medicine ===
The Primary healthcare system across the Erdannian Empire is the Steiner Institute of Medicine, founded by the famed doctor and adventurer Bartholomaus Steiner. The Steiner Institute provides free healthcare to all citizens of the Empire, and is generously funded by the Ministry. Doctors trained by the Steiner Institute are some of the best in the world, rivaled only by the An'jiti of Hirokir.
The Steiner Institute worship Aysa, the goddess of compassion and mercy.
The Steiner Institute also trains Battlefield Medics, doctors lightly trained in combat and battlefield medicine. These medics help the injured after and during a battle, and set up field hospitals.
=== The University ===
The University of Erradan is one of the primary learning centres of science and technology within the Erdannian Empire, and perhaps the world. Tuition is extremely expensive, but the range of knowledge offered is beyond compare.
The University is run by Madame Jindong Mya'Dao, a Shavhani woman from a prosperous family in Mika'Zah. Under her stern guidance, the university has gone from a school to a political faction, with their own privatised militia.
The University does not need to seek permission from the ministry for many of their experiments, and it is rumoured that strange monsters are kept caged beneath the ministry, and that many of the professors use alchemy to harness souls.
The Tower has a rivalry with the University, both sides believe that the other is overstepping their boundaries, but since they have fairly equal power within the Ministry, they cannot act against each other.
== Military ==
=== Erdannian Imperial Military ===
The Erdannian Military is one of the greatest fighting forces in the world. With high numbers of troops, vehicles and ships, Erdannia’s tactics usually involve overwhelming the enemy. Their advanced technology, invented in the labs of Varawyn, helps even the weakest troops have an edge over their enemies. The Erdannian Military is centred at the House of War, but deployed all across the Empire to support their various colonies and outposts.
The Erdannian military uniform is purple and white, usually consisting of a stiff purple jacket, black trousers, a tall black helmet, and a number of white sashes to signify rank. Captains and high ranking military officers may wear light Lockemetal armour.
Erdannia focuses on long-range battles, using their powerful artillery to destroy enemy defenses, and their sharpshooters or machine guns to pick off the soldiers. In close-combat they become fairly useless.
The Motorised Cavalry of Erdannia are a regiment who specialise in combat atop motorcycles and motorcars. They are fast shock troops, who utilise hit-and-run tactics and can outpace almost any enemies.
The Mechanised Infantry of Erdannia are soldiers within large mechanical exosuits, which are utilised to carry heavy weaponry across difficult terrain. These are incredibly expensive and laborious to construct, and so most battles are fought without them.
=== Erdannian Imperial Sky Navy ===
The Erdannians have the most powerful airborne military in the world, with large numbers of skyships, each equipped with powerful weaponry. The Imperial Sky Navy often fight the Calamaran skyships above the Shattered Sea, but are also used for quickly transporting troops across dangerous terrain or overseas, and escorting important trade ships.
=== The Royal Guard ===
The Royal Guard of Erradan are the most highly trained elite soldiers of the Empire of Erdannia. Each one is painstakingly trained to defend the Crown and the Ministry, and only the best make it through. The Royal Guard’s forces are small, but diligent and disciplined, and given the greatest weaponry and armour that Erradan can provide. They tend to wear a purple and gold uniform, including a golden breastplate and helmet.
The initiates to the Royal Guard tend to come from the aristocracy, noblemen are happy when one of their offspring is a proud defender of the crown. Additionally, soldiers who prove themselves to be especially courageous, valiant, and competent are often drafted in the Royal Guard.
The Royal Guard are rarely deployed as a fighting force. Only when Erradan itself is attacked, or when terrorism strikes the city. But they are kept in reserve as the greatest guards, to ensure the absolute safety of the Governing powers of Erradan.
=== The Free Company ===
Since the founding of Erradan, the hiring of mercenaries to protect the city has been an unwavering tradition. However, when the Empire of Erdannia came about and started to form a cohesive, strong military, the mercenaries became less needed and Erradan stopped paying them. Because of this, they started working for the Empire of Calamar and Whytehold, becoming a massive nuisance as bandits and privateers. Erdannia bought the majority of them back eventually, and formed the Free Company in 20.35; a group of unified mercenary companies who would only work for the Empire of Erdannia. Despite this, they technically weren’t bound by Erdannian military regulations.
The Free Company are elite soldiers well equipped with illegal weaponry and tech. They have low numbers, but make up for it with sheer efficiency. In terms of warfare, they are occasionally brought in to quickly respond to a threat when the military would be too slow, or when a small elite squad is required. However, their biggest purpose is less legal. Squabbling aristocrats or businessmen may hire them for sabotage or piracy against each other, the Ministry may hire them to keep things quiet when criminal allegiances are revealed, or to protect a criminal asset.
The Free company wear a uniform of Black and Gold, which typically consists of a black shirt and trousers, with a long black trench coat with golden embellishment.
=== Varawyn Imperial Engineers ===
The city of Varawyn is an industrial powerhouse and a great place of science and engineering. The majority of military technology advancements over the last century have been made by Varawyn scientists. The Imperial Engineers of Varawyn are therefore vastly employed within the military. In addition to bringing along advanced and experimental weaponry, the Imperial Engineers are excellent at fixing broken machinery in the midst of a battle and can prove invaluable. Every regiment will have at least one team of mechanics to keep things like motorbikes, tanks, and mechanised infantry running. The engineers are not to be underestimated in combat either, as they often have powerful augments and weaponry.
The Combat Drones devised by the Imperial Engineers are a highly experimental and recent addition to the military, though currently they prove to be too short-range and unreliable to be fully mobilised.
The Varawyn Imperial Engineers wear a uniform of green and gold, which often includes a hood and a gas mask.
=== The Clockwork Regiment ===
By law, Clockwork Golems are not allowed to be a part of the Erdannian Imperial Military. However, with the abundance of golems designed for combat, the Varawyn Imperial Engineers devised a smaller regiment of the military to be made up of exclusively clockwork golems. Though their numbers are small, these golems are equipped with the best technology that Varawyn has to offer. The Clockwork Regiment have not been involved in many conflicts, and were first mobilised against the Hirokiri in 20.84 due to the fact that their robotic bodies can more easily survive the harsh jungle.
The Clockwork Regiment wear a uniform similar to that of the main military, but in green and gold, to emulate Varawyn's colours. They use the same ranks and positions as the main military.
== Science and Technology ==
Erdannia is the leading nation in science and technology, creating many marvels of science that are unparalleled across Coryphiel.
=== Military Science ===
Many of the guns that are widespread across the world were Erdannian in origin. The first revolver was created by Giles Kaldwell, a Varawyn gunsmith, in 20.16. Rotary Guns were created in 20.30 by the Colton and Mackavert company, which later developed Sub-Machine guns in 20.63. Erdannian companies provide the most refined and reliable firearms.
In 20.34 John Locke developed Lockemetal armour, an armour type which was almost bulletproof and much stronger than Whytehold Steel.
A lot of Erdannian weaponry is designed to fire bolts of lightning, to shock and paralyse the intended target. This weaponry is not vastly used within the military but is sometimes employed in the militia to catch criminals.
Plasma-empowered weaponry was recently developed in Varawyn, and already expensive Piercer guns and Plasma swords are becoming common across Erdannia. These weapons can cut through metal easily, and provide a useful way to counter the tough armours of Whytehold.
=== Clockwork Augments ===
Kevin Valentine was the first to create clockwork prosthetics, which he achieved in 20.17. Since his clunky creations, augments have become more powerful, and some are now even more powerful than regular limbs. In Varawyn and Erradan these augments are fashionable and commonplace among the aristocracy.
=== Clockwork Golems ===
Clockwork Golems were created as mindless drones and labourers, when they were originally created in 20.42. They became commonly used in Varawyn to rapidly build up the city, but nowhere else had the wealth or resources to employ them in large numbers.
After "Bobby" was created in 20.64, and his creator shared the method used, many inventors and scientists have recreated the work and created fully sentient and intelligent golems, to varying levels of success.
== Culture ==
Erdannia is a culture of business and science, where the smartest are respected above the strongest. Crime and underhanded tactics are not uncommon when politicians and businessmen wish to get ahead.
Mechanics and industry are at the forefront of Erdannian culture. The upper class is almost entirely made up of people who run various aspects of industry, or genius scientists and inventors. The 'Old Money' Aristocrats quickly dwindle unless they invest money in something related to mechanics and engineering. For this reason, most of those aristocrats run mines.
Organised crime is rampant, especially in the city of Erradan. The lower classes are constantly being drafted into gangs, or exploited through various rackets.
Erdannia is structured in a very class-centric way, with the rich being at the top and the poor being very much at the bottom.
== Religion ==
Erdannia primarily follows the Tyrranean Light Pantheon, though there is still a large following of the Dragon Sovereign Zythia.
Among the Light pantheon, Athin is regarded most prominently, being the god of kings and empires. The Holy Order of Athin is an overzealous group that seeks to root out dark magic wherever they can find it. Often, they find it where it doesn't exist.
Aysa is also highly regarded, partly due to the efforts of the Steiner Institute. There is an academy named after Ardella, yet she is not as highly revered.
Strangely, a portion of engineers within Erdannia pay reverence to the Greatsmith, the patron deity of the metallurgists of Whytehold.
In Erradan, among the waterways and canals, there has been a growing presence of the Lady of the Mist, the Shadowlight goddess of the sea. Those who worship her call themselves the "Children of the Mist" and practice dubiously legal magic.
== Notes from Archmage Ravian Nightwatch ==
Erdannia's an interesting place. If you just go for a visit, you don't notice the horrible corruption and criminal influence that pervades every aspect of their culture. The Cabal basically runs the place, and the law isn't really their first concern.
Also those horrible augments are everywhere. Among the upper classes it's basically fashion to have metal body parts, some people even do it willingly! And you still see injured soldiers with missing limbs, as if there's not enough to go around.
Nevertheless, Erdannia's society is interesting. Anything can happen! The poor can become rich, the rich can become poor, leaders can switch at the flip of a coin. It would take a devoted scholar years to properly analyse the social and cultural structure of the city!
Unfortunately for you I have better things to do with my time, I'm trying to figure out what rhymes with "Nightwatch"