Nirvas Imperium

The Nirvas Imperium is an empire of several races subjugated and integrated into itself, with the Nirvaan serving as the overlords of the rest. It is centered around Narvala. Their national symbol is that of a white Dragon forming a circle, presumably Thalazàs. They hold dominion over what Core-worlders know as the Deep regions, ruling a total of five systems roughly the size of the Core.
== Background ==
The Nirvas Imperium is a magocratic empire made up of dozens of races subservient to the Nirvaan. Formed over many millennia before the start of the series, it was created by Scion lords of Nirvaan Mages who escaped a brutal civil war that lead to the destruction of their homeworld. Now united under a powerful ruler, the Imperium's goals are expansion, with the Age of Completion nearing with little to show for it despite the prophecy claiming that their empire would double in size and strength upon the Age's ushering. Currently ruled by the charismatic and powerful Dominus Sarreth the Crimson, the Imperium has plans of braving the Pale Sea to conquer a "larger, more prosperous land".
== History ==
The history of the Imperium is protected and debated by Chroniclers, members of the Inquisition who serve as scholars and teachers. The Imperium has existed for hundreds of thousands of years, each major historical change being recorded as part of an "Age", all leading up to the predicted "Age of Completion" in which religious texts predict that the Imperium will expand to twice its size.
=== Age of Dawn ===
The first known recording of the Imperium's history, the Age of Dawn covers the Imperium's formation on Narvala. Beginning with the exodus of the Nirvaan from an unknown planet deep in the Expanse, the Praxiat teach that the original Nirvaan were ruled by a group of "Scion Lords" who had been graced by the Vokari, their Dragon gods. Wrought with turmoil and strife, the original Nirvaan empire was lead to their original planet's destruction by Thalazàs and the remaining Nirvaan's exodus to Narvala.
Little is known of the society and history of the original Nirvaan, or how they reached what they considered their original homeworld, known to the Praxiat as "Cynas". What is known is that power-hungry Scion Lords waged war against one another in hopes of conquering their planet for themselves. Their empire was small, existing solely on this singular planet with space travel being taught to them by the Vokari.
As war raged across Cynas, some of the Scion Lords were graced by the presence of Thalazàs, their chief god, as well as his brothers Vilakon and Urakiel. Awed by the majesty and power of these gods, they swore fealty to them and, in return for their worship, Thalazàs promised a glorious utopia for their race and punishment to those who selfishly coveted power for themselves.
Within a week, the Vokari had rounded up nearly a quarter of the Nirvaan species from all corners of Cynas and transported them to Narvala while laying waste to their former homeworld, leaving only sand in its wake. Upon reaching Narvala, the gods gifted it to the Nirvaan and empowered a single being among them, known as the "Ari'zon", to lead them in their stead.
With the help of their new Ari'zon, the Vokari taught the Nirvaan how to make the best use of their lands using the conquered Zhiphoid natives of the world - sapient quadrupeds who bent quickly to their will. They were taught how to build their pyramids, using them as focal points for the planets' Mana.
=== Age of Awakening ===
=== The Shattering ===
=== Age of Devastation ===
=== Age of Rebirth ===
=== Age of Ascension ===
=== Age of Completion ===
== Culture ==
Comprised of many different conquered sentient species united under the cruel and totalitarian rule of the Nirvaan, Imperium culture is one of subjective diversity - each race is unique in origin and culture but must acquiesce to the laws of their Nirvaan overlords. Some races are more favored than others, such as the Tyruma and Khyrassan - mostly due to their aesthetic similarities to the Nirvaan. Others are treated with dismissal, scorn, and even outright oppression.
=== Races in the Imperium ===
*Nirvaan - The overall dominant race in the Imperium, the Nirvaan are the only ones legally allowed to use Magick, govern planets, and command other Nirvaan. Resembling Elvaan but with some biological changes such as more pronounces ridges, spurs, and clawed digits, Nirvaan share little in the way of their more academically and diplomatically-inclined cousins. They are conqueror race taught to war and enslave other races while hoarding power for themselves and their families. Like with the Elvaan, they are naturally gifted in the Arcane, and use both Magick and advanced technology stolen from other races to further their war machine. However, the Nirvaan number only five percent of the population compared to the other races, and understand that they must keep a tight grip on their "lesser" peoples if they are to remain in control of their society.
*Tyruma - Also called "Nata" (Nir. "Children"), the Tyruma are pale-skinned humanoids with dark hair and gray eyes. Subservient and deferential, the Tyruma often play an administrative role in Imperium society as well as a scholarly one, being anything from clerks to teachers to scientists to doctors. They have a long memory and are capable of reacting quicker than most races, as well as naturally being able to see in both the dark and light.
*Khyrassan - Another humanoid species, the Khyrassan resemble Nirvaan through their different body colors and pointed ears albeit theirs are smaller. They are favored for this resemblance and Khyrassan enjoy many perks and positions denied to other Imperium races. However, because of this the Nirvaan often covet them for their beauty and, as a result, many Khyrassan find themselves kept as slaves and servants to Nirvaan lords and ladies. Like the Tyruma, they are deferential to their masters and the two often compete for the Nirvaan’s affection and attention.
*Zhiphoids - Furred quadrupedal mammals native to Narvala, the Zhiphoids were the first race conquered by the Nirvaan and were quickly put to work in constructing the latter's colossal cities and towering statues. Zhiphoids are hardy and strong but susceptible to Magick, leaving them at a severe disadvantage against their overlords. Rarely are Zhiphoids ever used in military capacities, being preferred for manual labor. Over the years, the Nirvaan have selectively bred the Zhiphoids to be bigger and stronger to carry out more difficult tasks at the expense of their health - their general lifespan has been lowered to around fifty years, and their immune systems when off Narvala are severely weakened. To bring a Zhiphoid offworld is generally a death sentence for the individual, be it a day, a week, or a month. The Zhiphoids, despite their treatment, worship the Nirvaan as gods much like the Ahmra and see their duties as the price they pay to be allowed to live on the "greatest planet in the galaxy".
*Iphori - Tall, bipedal caninoids with immense physical strength and speed, the Iphori are a tribal peoples conquered by the Nirvaan before they could develop the technology necessary to traverse the stars. As a people, the Iphori are quiet and diligent in their duties but only loyal to their own or those that gain their trust. They have a deep hatred for the cold, militant Ghor but are amicable with the Happara and Kaiga peoples. They are often used as slaves, their strength and reflexes being used to great effect in building monuments and structures or in providing security for Nirvaan lords and ladies.
*Ghor - The general footsoldiers and vanguards of the Auxilia, the Ghor are never seen without their armor on - a regulation suit that keeps them healthy and alive no matter the climate they enter. Their language is described as a garbled mix of electronic static, and their reliance on drugs and tech to survive has left them in the firm grasp of the Nirvaan who supply them. The Ghor are a cybernetically augmented people, whose controlled breeding has left the species without females to naturally reproduce with and a lethal reliance on a series of chemicals that only the Nirvaan can produce. Bred in large vats within factories, Ghor have little culture among themselves, being simple tools of war. They are the first weapon dispensed to the frontlines and the last to leave the battlefield. Their cold, unfeeling demeanor and robotic deference to their Nirvaan creators leaves many in their presence rather unnerved.
*Ahmra - An insectoid race native to a desert world of the same name, the Ahmra are one of the earliest conquered races of the Imperium and feverishly work to build statues, pyramids, and monolithic tributes to their "gods", the Nirvaan. A vastly intelligent species in spite of their religious zeal, the Ahmra are the tinkerers and builders of the Imperium, often constructing cities and forts on worlds and aiding in terraforming projects. For their part, the Nirvaan view them as useful tools but otherwise unremarkable. The Ahmra have no knowledge of Magick, seeing it as the Nirvaan's divine power, and while their technology is impressive, they are often stunted by lack of initiative. Rather than pursuing new and innovative designs, they prefer to stay to tried and true traditions, only employing new things when introduced to them by Nirvaan craftsmen and builders.
*Happara - A sentient liquidic gel, the Happara began as communities of pools, lakes, and even oceans on their homeworld. They adapted to humanoid lifestyle when introduced to advanced armored suits capable of housing and intregrating their personalities. Ever since, the Happara adopted a hunter lifestyle, scavenging tech and hunting for knowledge where they could. They discovered the Imperium first, strangely, and were deceived into joining the growing empire's ranks on promises of power and knowledge. The Happara serve as everything from assassins to bodyguards, with thick armored suits capable of entering a stealth projection field and utilizing advanced auriculor disruptor blades. Happara are deeply spiritual and revere the Great Tides of their people as a sort of divine ancestor group. They do not form bonds easily with "Profligates", Nirvaan included, but when they do these bonds are even more difficult to break.
*Kaiga -
*Sitri -
*Devarai
=== Castra ===
A castra is the power base for which all Nirvaan lords and ladies owe their authority and command their slice of the Imperium, no matter its size. Ranging from materialistic things such as wealth, territories, slaves, soldiers, ships, equipment, weaponry, and resources to the more abstract such as alliances with other powerful Nirvaan, secrets of one's enemies that can be used as blackmail, or debts from others that can be incurred for service. Expanding one's castra, whether for one's family or own self, is traditionally the primary goal of every Nirvaan, seeing it as the achievement of glory in the eyes of the Vokari.
=== Traditions ===
==== Kagora ====
The "Right of Strife", a Kagora is a personal war between Nirvaan lords in the Imperium. Declared publicly so that knowledge of the Kagora may be spread throughout the realm, the rules of the conflict are few:
==== Crowning Ceremony ====
==== The Blooding ====
==== Name Day ====
=== Language ===
The primary language of the Imperium is Nirvosi, a language similar to that of the Elvaan's Elfrick. Along with this, the Nirvaan aristocra speak a refined form of Nirvosi known as Fan Nirvosi, or "High Nirspeak". The aliens of the Imperium generally speak their own tongues, though some are taught Nirvosi by their masters and overlords to better serve them.
=== Laws ===
Nirvaan laws are divided into five tiers - prelat, invarat, durvat, krevat, and solvat, each with their own offenses and penalties for breaking their laws. The laws are upheld by the Pyramid of Law, or Justicia, particularly the Justiciars and the Emerald Guard.
*Prelat - The first tier of Imperium law, Prelat, covers civil law and disputes between opposing lords and ladies or entire Vaasra. Prelat laws fall within complex categories defining whether or not the state has to get involved. For example, if two opposing Nirvaan lords declare a Kagora on one another but the conflict causes too much devastation or interferes in military operations, the Pyramid of Law may intervene and punish one or both offenders depending on the circumstances.
*Invarat -
*Durvat -
*Krevat -
*Solvat -
==== Citizenship and Rights ====
To attain legal citizenship is usually the goal of most non-citizen members of the Imperium, be they slaves, conquered peoples, etc.
==== Taxation and Tribute ====
Taxation in the Imperium varies between territories and the Vaesra in power of said territories, with expected quotas needing to be met by different regions in order to help pay for government projects. Whereas Tribute is similar taxes that go solely to Vaes Septus' coffers, paying resources such as money, slaves, or food to the sovereign family.
==== Kagora Laws ====
==== Privileges and Powers ====
=== Religion ===
The Nirvaan revere a pantheon of twelve gods in the form of powerful serpents known as the Vokari. These gods reflect the ideals of Imperium society.
*Thalazàs - God of fate, order, law, and time, Thalazàs the "Diamond Dragon" is the master of the Imperium's history and is the one who gifted the original Scion Lords of the Imperium with the foresight to build the great pyramids and study the arcane. Firm and regal, Thalazàs projects the Nirvaan's justification of their society through the argument that things are as the Diamond Dragon wills it. His fire is said to turn men to glass and planets to sand and his eyes project the history of the Imperium from beginning to end. His month is Thalatos, and he is worshiped with a large parade followed by a broadcast execution of criminals with solemn prayer.
*Ivalon - The "Jade Dragon", Ivalon is the god of purity, beauty, and majesty. The source of the Nirvaan's vanity and self-obsession, Ivalon symbolizes cultural pride and the perfection all Nirvaan must strive for. Young Nirvaan women are made to pray to her to enhance their own beauty and make them desirable wives for powerful Magisters and Exarchs. Ivalon is said to be the mate of Thalazàs and taught social conduct and formality to the Nirvaan. Her month is Ivalor and she is celebrated with the Kelethìl Vatol, or "Matchmaking Festival", where young Nirvaan women dress finely and attempt to enhance their prospects for a successful marriage.
*Vilakon - One of the most-revered of all the gods is Vilakon, the "Sapphire Dragon", who rules over power, Magick, nature, and mysteries. The Inquisitorius take Vilakon for their symbol and most credit him with gifting the Nirvaan with Magick. He symbolizes the raw power and majesty all Nirvaan strive to achieve. He is the younger brother of Thalazàs and older brother to Urakiel. His month is Vilasor and he is revered most during the week of Ilìth ir Katras, the "Hour of Awakening", where slaves are sacrificed on pyres made of spellbark within the Pyramid of Awakening for a week. At the end of the week, the stone dragon statue atop the pyramid with Sapphires for eyes spews green flames made from Magick while a horn is blown to signify the Hour of Awakening. With this, the entire Imperium joins in worship of the statue.
*Urakiel - Youngest of Thalazàs' brothers, Urakiel is the "Onyx Dragon" as well as the god of war, metal, fire, and blood. Urakiel is a blood-thirsty, temperamental god who demands tribute be in the form of conquest and subjugation of other races. Bonded with Shalziel, his brood are Akràzon, Voradun, and Tarzian. Described as a great, black dragon whose hide is like melted iron and whose stare can burn the sight from men, Urakiel stands as a grim master of war and death and a foreboding fate for the craven or greedy, as the priests teach that Urakiel devours enemy and traitor alike. His month is Uraketh, and he is worshiped during this time by a grand tournament within the Great Colosseum where prisoners, slaves, criminals, dishonored soldiers, and beasts fight to the death for the entertainment of the masses.
*Shalziel - The "Ruby Dragon" and goddess of passion, sex, and ambition, Shalziel is the mother of three other gods and regarded as the princess of the pantheon. Along with Ivalon, she stands as a paragon to young Nirvaan women, encouraging them to marry and fill the ranks of the Imperium’s legions with strong sons. Shalziel is generally revered by female Nirvaan but also by impotent men. Her month is Shalzala and she is venerated during the Alvoth, a questionable event that currently is celebrated by time spent between husband and wife or by unmarried couples, but used to be celebrated through city-wide orgies until birthing rates and social strife caused the custom to be re-examined.
*Thoraziel - Younger brother to Shalziel and the "Amethyst Dragon", Thoraziel is the god of honor, sacrifice, death, and memory. Often represented during funerals and prayed to when one fears death, Thoraziel is treated both as a grim guardian of the dead and a stalwart defender of those who are wronged, conveniently not counting non-Nirvaan. Thoraziel is reclusive but stern, and guards the gates to Isthora Vala, the Dead Halls. His month is Thorazan and he is worshiped and honored on Vala ir Vhy, the "Day of Death", where the living may visit the crypts of their fallen to pay respects and thanks to the Amethyst Dragon for guarding them.
*Akràzon - The "Pearl Dragon", Akràzon is a god of riches, travel, conquest, and fortune. Prayed to before journeys and battles for safety and success, Akràzon is the closest the Nirvaan have to a "luck god", and is said to be as magnificent as he is fickle. Like his father, Urakiel, Akràzon gives favor to those who honor him via conquering other species. His month is Akràzas, and he is worshiped by great feasts in temples and among families.
*Voradun - Voradun is the god of justice, strength of arms, patience, and general temperance. The "Emerald Dragon" is depicted as stoic, rigid, and aloof, approving of patience with all dealings and with careful planning and thought. He is revered by the Justiciars of Narvala as their patron, and drink to the dragon in cantinas and celebrations. His month is Voradas, with his holiday being Voradir, a public shaming and crucifixion of treasonous criminals, hated traitors, and infamous war criminals the Imperium managed to capture.
*Zhirvor - The "Topaz Dragon", Zhirvor is the god of duty, virtue, and courage, being the symbol for the Praetorian Guard and their patron deity. Zhirvor is said to be called upon to shield virtuous warriors from harm with his wings and reignite the fires of courage in Nirvaan when all hope is lost. He glides over those who are worthy in the eyes of the gods and lead them to their glory upon death. His month is Zhirvata and his holiday is a parade held on every Imperium-occupied world for his glory, that of their warriors, and of the Imperium itself.
*Tarzian - God of slavery, domination, and, ironically enough, freedom, Tarzian is the youngest brood of Urakiel and Shalziel, being known as the "Turquoise Dragon". Known also as the "Great Master", Tarzian governs slaves of the Imperium and enforcers strict rule over them, demanding they be used as the pillars for the Nirvaan's success and fuel for their Magick. Likewise, he holds the gift of freedom of body and spirit for the Nirvaan, an obvious excuse for their bigotry and supposed racial superiority. His month is Tarzias and he is revered with a great sacrifice of slaves, their blood collected and drained into a great river known as Tarzian Talas, or "Tarzian's Toll", supposedly as a payment for the freedom he has gifted the Nirvaan.
*Orvàs - The "Opal Dragon", Orvàs governs beasts, Vaan, and life itself. Young and elegant, he is the master of nature and oversees the survival and prosperity of the races he deems superior in the galaxy. His scales glisten with a wide range of bright colors to represent his purity. Where Orvàs treads, weeds and wildflowers grow in abundance. His breath is said to be cool to the touch and capable of giving and taking life, sucking the souls out of the unworthy and gifting desirable traits to those he sees as deserving. As a god introduced during the Age of Ascension, he has yet to be added to the Nirvas calendar and thus remains a god worshiped year-round with feasts and honor battles in the Arena.
=== Magick ===
One of the most Magickally advanced factions in all of Aeos, the Nirvaan research and document numerous schools of spellcraft, mastering arts unknown to the greater galaxy. The Nirvaan hoard Magick for themselves, outlawing Magick by non-citizens entirely and restricting Magickal practices for alien citizens significantly. The Proxa Inquisitoria is the primary division of Magickal research in the Imperium
== Government ==
The Imperium is organized into an oligarchical, theocratic magocracy. Fundamentally, the wealthy and most powerful Nirvaan noble families such as Vaes Ilnio and Vaes Raam lead the Imperium, though a sole ruler, the Imperator, has final say on all matters.
=== Imperator and Imperia ===
The Imperator and Imperia serve as the holy rulers of the realm, chosen by all of the Vokari to govern and protect their people. They have the power to appoint people to the Magistrate, Consulate, Exarchate, and to the Senate. Usually known by the title Dominus, the Imperator takes a new name when they are crowned by the Archon, as well as a moniker, examples being Dominus Patras the Silver and the current Imperator, Dominus Sarreth the Crimson.
=== Consulate ===
Also known as the "Crimson Council", the Consulate is an exclusive group of advisors and leaders in the Imperium that answer directly to the Imperator and are charged with working alongside the Magistrate to oversee the day-to-day running of the Imperium.
The Consulate has ten seats overseeing the ten "Pyramids of Power" within the Imperium - the Proxa Aerarium (Logistics), the Proxa Visidia (Intelligence), the Proxa Justicia (Law), the Proxa Orisium (Defense), the Proxa Mandata (Research), the Proxa Inquisitoria (Knowledge), the Proxa Victarum (Conquest), the Proxa Lacertus (Biotics), the Proxa Civilis (Civil Administration), and the Proxa Parvata (Indoctrination).
==== Current Consuls ====
*Praetor - Xython Septus IV - Charged with the leadership of the Proxa Orisium, Xython Septus IV, more commonly known as Prata Osus, commands the various fleets and legions with a ruthless absolutism. With a limited patience for incompetence and a complete command of the vast legions and armada of the Imperium, Osus is a feared presence among the upper echelons of the Imperium military, more quick to pronounce punishments with summary executions than with court martials. As the younger brother of the Imperator, Xython enjoys some limited leeway in regards to the performance of his duties, but must still ultimately answer to the Dominus.
*Vulgris - Solkar Hargran - The "Butcher of Narssa" and head of the Proxa Victarum, Solkar is an irascible, brazen, and truculent man who is said to sleep with a blade in hand and has killed a man every day of his adult life. The parvat claim that wherever Solkar roams, death follows, and he does not leave a world without claiming a soul for the Vokari. While loyal to the throne and to Vaes Septus, Solkar is an arrogant man who despises weakness in any form and longs to test his skills as a duelist against better and better foes. He dreams of dueling Praetor Xython to the death, a fact which he makes little secret of. While a staunch traditionalist, he often makes plentiful use of aliens in his legions and armadas but is careless in his tactics, throwing men and resources at the enemy in wars of attrition until the threat is vanquished or he grows bored and resorts to more explosive means.
*Archon - Valderious Vong - An unnaturally long-lived sorcerer lord, Valderious has governed the Proxa Inquisitorius for longer than any other Archon. His hunger for knowledge is matched only by his level of secrecy, maintaining his castra privately and allowing his tendrils of influence to spread. While an open traditionalist, Valderious is not above resorting to unorthodox and alien methods to assure his goals are met, and often delegates his Inquisition’s governance to lessers so as to allow him freedom to pursue his own agenda.
*Vizier - Joviro Thalassein - Quick of wit and sharp of tongue, the young Magnara of Vaes Thalassein has accumulated a vast wealth through means of monopoly on both the slave and fuel trades, as well as aligning himself closely to the throne. Frivolous and flamboyant, Joviro conducts his businesses in a way to stimulate the Imperium’s overall economy in the central regions at the expense of the border colonies, as well as strip mining several bountiful planets of their resources for short-term financial growth. His ability to attend to whatever budgetary needs the Dominus requires has earned him a favored place within the high halls of the Consulate.
*Justiciar - Abaron Orosa - A zealously devoted man of cold principles, Abaron is a firm traditionalist and enforcer of the many laws of the Imperium. He is a firm believer that internal security and defense rests solely in his hands and disdains the Proxa Visidia for their efforts of maintaining control. His ‘’seprules’’ are a cultish order of fanatics and enforcers that rival the Visidia’s ‘’cytrat’’, while Abaron focuses on opposing and unseating Nyris at every turn. Having master cryomancy and hydromancy, Abaron sees himself as a symbol of the cold, metallic grip of justice that tightens around every neck within the Imperium.
*Cypher - Nyris Carinata - The “Widow of Carigan”, Nyris is the only female member of the Consulate and one of the few ever to sit in its halls. Outwardly calm, collected, and charming, Nyris projects an aura of amicability that shrouds her serpentine nature. A master of “the Game”, Nyris is a veteran manipulator of the aristocra courts and the Magistrate, having climbed the rungs of the Imperium’s socialite ladder to achieve greatness as the head of an entire Proxa. With her spies and assassins lurking in every corner of the Imperium, and a mastery of shadow-based Magick at her fingertips, Nyris’ name is a foreboding whisper for all citizens.
*Conditor - Alvaris Qyran - The “Master Craftsman” of the Imperium, Alvaris Qyran is equal parts scientist as he is engineer. A renowned inventor of both mundane and military creations, Alvaris is the mastermind behind the Imperium’s new military expansion project, spearheading what is called the “Saber Initiative”. While a brilliant inventor and sorcerer in equal measure, many fear Alvaris for the rumors surrounding his fortress on Qat’la II, where it is said inhumane experiments are performed on slaves, war criminals, and even abducted civilians. A quiet recluse, Alvaris keeps to his work, toiling and tinkering away until his projects are ready for manufacture.
*Cultor - Arvos Kasadan - The head of the Proxa Civilis and Accensus Prima of the Forum Urbis in Septa Pyrad, Arvos Kasadan is the wealthy and corpulent master of civil administration. While tasked with the oversight of news broadcasts, public services such as bath houses and forums, and other civilian aspects, Arvos delegates much of his work to his Magisters and their lessers, preferring to enjoy the fruits of their labors and focus on keeping himself in power. Commonly found in his vast estate on Narvala, the Magna Corpus, Arvos rarely leaves his grounds for fear of assassination, having rivals even among his fellow Consuls. His paranoia and influential allies have kept him alive far longer than his self-indulgent hedonism otherwise would have.
*Procurator - Isir Drakar - The prodigy of Vaes Drakar, Isir is the youngest member of the Consulate at age nineteen, being viewed with disrespect by his fellow Consuls for inheriting his deceased father's seat without devoting the time and resources to earn it. Nevertheless, Isir has proven resourceful enough to cement his place by thwarting every attempt on his life since taking it. As the head of the Pyramid of Biotic Research, Isir hopes to continue his fathers' work into the Vonora program and usher in a new future for Nirvaan in the Imperium. He is considered mature for his age, with a serious and analytical edge that gives his enemies pause before striking.
*Praefecta - Radas Shivuras - A master of manipulation and psychological torture, Radas is the head of the Proxa Parvata - the Pyramid of Assimilation. Charged with indoctrinating conquered peoples into the Imperium and finding places where they can be of most use, Radas delights in "breaking the unbreakable", shattering the faiths of those who hold their "heathen gods" close to their hearts and forswearing their cultures and loved ones in favor of the Imperium. For those that bend to his will, he is rewarding. For those that resist him, he is remorseless.
=== Magistrate ===
Made up of several Magnara of the aristocra, the Magistrate is a larger council of powerful Nirvaan sorcerer lords, influential family leaders, and oversector governors. The Magisters fall into the various Proxa throughout the Imperium and answer to their respective Consuls on the surface, though behind closed doors they broker secretive alliances and wage private conflicts among one another to serve their personal agendas. Most times, these conflicts go unnoticed or are disregarded. Other times they are exposed as treasonous or are even aided by their Consuls, who use the Magisters in their pockets as resources to maintain their power.
=== Exarchate ===
The Exarchs are the regional and planetary governors of the Imperium, being tasked with trade for their worlds, collecting taxes and tributes, providing security, and maintaining its population centers. Exarchs wield considerable power and authority on the lower end of the political structure, answering to Magisters and Consuls all the same. While many Exarchs promote economic growth and use their resources to aid in the development of their territories, others take advantage of their worlds and people and use their wealth for their own devices.
=== Proxa Invorai ===
The Proxa Invorai (Nirv. "Pyramids of Organization") are the domains of politics and military organization within the Imperium. Numbering an even ten, each Proxa oversees an aspect of the entirety of the Imperium, with each being divided into sub-classes known as "Ordos" (Nirv. "Order") that specialize in specific aspects. Each Proxa is lead by a Consul and each Ordo lead by a Magister. While cooperation with one another is expected, the various Proxa often contest with another for resources and funding or even control over certain projects.
*Proxa Inquisitoria - Charged with the security of arcane knowledge and training of Ardra (Nirv. "Mages") in the Imperium, the Inquisitoria are based in the many grand pyramids and temples erected throughout the Imperium's many worlds. Members of the Proxa Inquisitoria are called "Inquisitors", with their colors being green, gold, and dark blue. The Consul in charge of the Inquisitoria's care is known as the Archon, with the current one being Valderious Vong. The Inquisitoria's flagship, the Krissoth, is a Trajan-class dreadnought built to house an immense library of magickal tomes and scripture requiring tier-5 security level to access - the Inva Arcanus. The Inquisitoria have a total of five Ordos:
**Ordo Venatori - The "Stalkers" of the Inquisition, the Venatori are respected and feared throughout the realm for their efficiency in hunting arcane disturbances and locating individual Magi. Lead by the Lupara Darius Zhaan, the Venatori are an almost cult like order of hunters and warriors with privileged powers by Imperial standards. They are capable of recquisitioning arms, armor, and detachments of auxilia freely for their missions. They are often given command of a Ghor tactical centuria, with more resources as objectives and circumstances permit. Their armor, unlike the traditional blue of the Inquisition, is a stark black armor with a matching mask and cloak.
**Ordo Conquisitori - While the Stalkers handle threats to the Imperium by Magickal means, the Conquisitors or "Seekers" hunt artifacts, ruins, and Magickal knowledge to help strengthen the Imperium. Garbed in grey-green robes accented with gold, Conquisitors are generally dispatched to newly conquered planets with detected Magickal auras or other indicators. However, many exploratory groups will allow a detachment of Conquisitors to serve with them as advisors and "Magick scouts", surveying and categorizing potential assets or threats as they surface. They are lead by the Volpa, Manara Vong, who often delegates the group into various cells each lead by an appointed Optivus.
**Ordo Servatori - Clad in ornamental blue armor plating, the Servators or "Preservers" act as guardsmen to the various temples, academies, and pyramids built throughout the Imperium. Silent, brooding warriors, the Servatori are a culture among their own, trained to battle Mages and commonfolk alike in a special academy on Amhra. They are instructed never to speak or reveal their faces when on duty and have special runes carved into their flesh to signify to the galaxy of their unique purpose. Lead by the Vipera, Dzajjal Kasar, the Servatori are one of the strictest orders of warriors found in the Imperium, being masters of unconventional weaponry and martial arts.
**Ordo Indagatori - The "Researchers" of the Inquisition, the Indagators are clad in dark blue robes and fill the academies and pyramids of the Imperium, shuffling about the great halls and libraries as they study, preserve, and archive all manner of Magick. If a new species or group has a unique approach to the mystical, the Indagators have it brought to them by the Conquisitori and study it thoroughly before archiving it in their massive vaults. Rarely are they ever seen outside of their temples, and even rarer still outside of central Imperium worlds. However, it is also not uncommon to have one or several Indagators brought to a world to study a particularly interesting or dangerous Magick phenomenon. They are commanded by the illusive Volucra, Moiris Dakann, and are looked to for all manner of arcane-related counsel.
**Ordo Traditori - Lastly, the Traditors or "Instructors" serve as the teachers of Ardra throughout the Imperium, appointed to instruct and qualify both Nirvaan nobles and alien slaves on the ways of Magick. The Traditori are scarcely seen outside of their academies and are notoriously brutal, tending to favor Nirvaan students over aliens. While not allowed to kill their charges, Traditori often turned a blind eye to abuse of unfavored students, even going so far as to encourage it openly in some instances. They are lead by the Doctra, Daegon Shalgor.
*Proxa Victarum - The Proxa Victarum is the relentless sword of the Imperium, the greedy hands sent to claim whatever they find. Lead by the bloodthirsty Solkar Hargran, the Proxa Victarum governs the offensive military interests of the Imperium, from assessing threats to dispatching forces to neutralize them. Their colors are red, black, and gold. They have a presence on many vital Imperium worlds, with the castles Kel Rakdos and Kel Xevir serving as their headquarters, though much of the Proxa Victarum serves as mobile forces dispatched on warfronts and newly conquered worlds. Their Flagship, the Drago, is the head of the First Fleet and one of the oldest Trajans in the Dracaros.
**Ordo Finitora - The Scouting corp. of the Imperium, the Ordo Finitora surveys and charts new territories and provides tactical data on the Imperium's enemies. Their current Ortus is Sabatas Qirn, who fancies himself the eyes and ears of the realm though the officers of the Cytrat regard him as a glorified Scoutmaster. The Finitora make heavy use of probes and golems, leaving some to wonder why the officials in the Ordo are needed at all. It is concluded that the Proxa Victarum prefers an "in house" intelligence group over the skills of the dubious and shadowy Proxa Visidia.
**Ordo Dracaros (Victari) - The Ordo Dracaros serves as the offensive half of the Imperial navy, lead by the stalwart and legendary fighter and tactitian Phy'rax Kyl'vorr as their Aratas. The Ordo Dracaros makes up several large battle groups divided into smaller tactical groups. Much of their strength is divided between conflicts as needed, though Phy'rax tends to dislike the division of his forces, fearing that the Imperial military is being spread too thin. Despite his status as a Parosa, a living legend gifted to the Imperium by the gods, Phy'rax's advice is routinely ignored by Hargan, his younger superior, in favor of atritious battles that leave costly casualties in their wake.
**Ordo Legionnairi - 
**Ordo Lancea - Alongside the Auxilia, the Ordo Lancea exist to serve as the vanguard of the Imperium though whereas the Auxilia make up the various alien fighting units, the Lancea is strictly Nirvaan legionnaires. Lead by the Matara, Harras Tychan, the Ordo Lancea carve destruction when landed on the soils of enemy worlds with a mix of blade, blaster, and Magick. They are revered as the "fighting elite" of the Imperium, employing Percussor and Collisus golems to lay waste to enemy forces that the legionnaires miss in their charges or to demolish defensible structures. They are often at odds with the Ordo Tenebra, who see the latter as glory thieves while the Tenebra see the Lancea as incompetent and brutish.
**Ordo Aeterna - The "Eternals", the Aeterna are looked upon with equal parts reverence as fear and mistrust. Wearing stark white armors and trained in underground facilities that are rumored to steal the souls of those who join the Aeterna's ranks, these quiet warriors are few in number, averaging only a handful of legions, and are sent only to the most hopeless and dire of battlegrounds. It is said that the Aeterna know no pain nor death, hence their name, and fight with all the power and fury of the gods as divine warriors. None have seen the Aeterna without their armors on and much of the knowledge of their Ordo is classified, even to some of the highest echelons of the military. They are lead by their Praefator, Arvok Nuphoron, a priestly commander who handles the logistics of the Aeterna's training and arming rather than their deployment.
**Ordo Copia - The logistical aspect of the Victarum, the Copia are commanded by the Coparas, Virgir Kestress, a sycophantic recreant who is eager to please Solkar at the cost of other's lives. The Ordo Copia secures resources for the Victarum, serving as the armorers and armsmasters of the Proxa. They coordinate with the Proxa Aerarium heavily but occasionally must seek out their own assets when the Aerarium cannot be relied upon.
**Ordo Tenebra - When all efforts fail to subjugate a world or populace, the Ordo Tenebra are summoned to make a swift end to any and all resistance. To be in this Ordo is to be innovative and shrewd with often a cruel streak. All of these traits are embodied in their Taeda, Ralor Orosa, who conducts the groups efforts with cold and ruthless efficiency. From employing Sitra assassins to rolling Dessian tanks, the Ordo Tenebra will do everything short of compromising the Imperium's interests to achieve their objectives.
**Ordo Artibus - The brains of the Victarum, the Ordo Artibus is the tactical center of all offensive military efforts in the Imperium. Many of the Artibus' current members are sycophantic and craven, fearing defying Solkar's vicious style of command with their suggestions, though their Varsa, Khalon Stroud, does not fear his superior as his underlings do. The Artibus conduct several military campaign's strategies at once as the Victarum is spread thin, working within the confines of their callous leader's commands.
**Ordo Auxilia - The vanguard of the Proxa Victarum and its reserve forces, the Ordo Auxilia are the alien forces supplementing the Nirvaan's strength. Lead by the appointed Vilicus, Kessyn Dayn, the Auxilia are divided into sub-groups called Auxiana for each race and role they serve.
***Devarai -
***Ghor -
***Sitra -
***Happara -
***Iphori -
*Proxa Orisium - While many would call the Proxa Orisium the shield of the Imperium, it serves just as much as the spear behind the shield. Lead by the implacable giant Xython Septus IV as its Praetor, the Proxa Orisium both defends the Imperium from external threats as well as consolidates its control on newly conquered but troublesome worlds. Legionnaires that fall under the Orisium are marked as such by a shield-like sigil on their armor and are the most commonly seen soldiers on Imperium worlds. Their colors are black, red, and white and their flagship is the Trajan-class dreadnought Kalathas. They have headquarters, forts, and bases throughout the Imperium. 
**Ordo Dracaros (Orisia) - The defense fleets make up the Ordo Dracaros, though smaller in size to that of the Victari fleets. Some of the Dracaros Orisia are stationed across the Imperium as defensive measures for various systems and worlds while others routinely patrol trade routes and high-traffic areas. Their Aratas is Valathor Raam, a seasoned leader and accomplished tactitian. 
**Ordo Praedori - Also referred to as "Marauders", the Ordo Praedori make up the 
**Ordo Excubitae - 
**Ordo Auxilia (Orisia)
Eversor
*Proxa Mandata -
*Proxa Justicia -
*Proxa Civilis -
*Proxa Visidia - The shadowy eyes and ears of the Nirvas Imperium, the Visidia is spoken of generally in hushed whispers for fear that invoking their name may summon them to drag the speaker into some dark cell. The Visidia govern the intelligence gathering and internal security groups of the Imperium, with tendrils of influence in every Proxa, noble family, and even in outside governments and factions. It is said no one can sneeze in the realm without the Cypher, Nyris Carinata, knowing about it. The levels of secrets and dark truths that the Visidia possesses in its archives leaves even the most influential of Nirvaan lords nervous. This helps to keep an equalibrium in the realm's power structure, with the Visidia keeping disputes regulated. Should a Kagora get out of hand and potentially cost more than the Imperium can pay, the Visidia will work to "correct" the situation with subterfuge, sabotage, manipulation, and even assassination. Their colors are black, grey, and white. They are headquartered in Kel-Qasar and Cythras XIII.
**Ordo Cytrat - The main face of the Proxa Visidia, the Cytrat are a uniformed organization dedicated to keeping the Imperium "correct" by any means at their disposal. From their citadel, Cythras XIII, they monitor the realm for threats both within and without. They are commanded by their Ocula, Severin Slade, who keeps the secrecy of the Ordo at a priority in the realm. They are regarded as "Nyris' pawns", with no one outside of her knowing how large the Cytrat truly is.
**Ordo Sicarius - The "Silencers", the Sicari are lead by the appointed Surat, currently Trask Vrayn. Less a fleet than a stealthy strike force, the Sicari are specially trained scouts and hunters who track down threats and blast them down before retreating back into stealth. Little is known about the Sicarius apart from their ridged discipline and suicidal loyalty to the Cypher.
*Ordo Numeri - Commanded by the Nocturia, Darya Whrel, the Numeri serve as the sleeper agents and spies planted in foreign territories. Numeri are made up of various agents of diverse species and backgrounds - some even being indoctrinated members of enemy races. Numeri are divided into various cells, each lead by a Culta
*Proxa Aerarium - Tasked with the management of resources and finances of the Imperium, the Proxa Aerarium organizes its trade, production, and banking networks. From slaves to metals to fuel to food, the Proxa Aerarium organizes the flow of supplies and handles discrepencies where they arise. With the Imperium's expansionist dogma, the economies of the Crownlands are generally thriving while the farther out one travels in the Imperium, the worse off things are economically. Strip mining worlds and enslaving entire conquered peoples also helps to fuel the Imperium's massive military and construction efforts. While the other Proxas must vie for the favor of the Aerarium to aid in their funding for their various projects and campaigns, none of them like it and many attempt to hoard their own wealth in secret against the wishes of the Aerarium's Vizier - Joviro Thalassein. No matter how secretive and mindful an Imperial thinks they are, none are beyond the grasp of the Aerarium.
**Ordo Exactorus - The tax collectors of the Imperium, the Exactors are feared widely for their influence and reputation as callous, wealthy thieves. However, the Exactors suffer grievously if it is discovered that they have skimmed collections for themselves as that it considered theft from the Imperial Throne. Their purple robes and pointed hats distinguish them as Exactors of the Aerarium, and those who are caught evading their summons or hiding untaxed goods or services from them are met by the Vigiles and hauled off to face judgement. They are headed by the Messor, Solana Kissran, who oversees the Exactorus from her offices on Ijoma Keisari.
**Ordo Servitus - The Ordo responsible for the organization of the slave trade, the Servitus is regarded as one of the cruelest of the Aerarium by the various conquered groups of the Imperium. Within the bounds of slave law outlined in the Codex Servica, the Ordo Servitus employs various slaver groups such as the Kattarak-Gios of the Happara, the Red Roamers, and more to hunt down prospective individuals and groups from outside the Imperium to use as a free labor force. Criminals sentenced to slavery are handed over to the Servitus to be examined by its Scrutators for what tasks they would be best suited for. When a race or faction is conquered by the Imperium, often a blood price is paid depending on the level of destruction they wrought on the Imperium or the difficulty they made in the conquest. This price is paid in a percentage of slaves from the population. Once a slave is branded with their respective icon denoting their role (laborer, guard, teacher, etc.), they are sold at slave auctions across the Imperium. The Servitus is loosely lead by the Conspector, Zhelon Khet, a portly Nirvaan who delegates much of his work to his lessers while he enjoys the fruits of their work.
*Proxa Lacertus -
*Proxa Parvata -
== Economy ==
The economy in the Imperium is generally contingent on territories and resources available - the Crownlands, for example, being the most emphasized and prioritized territories where all resources are funneled is generally the most wealthy and prosperous. This is showcased by the expansive cities and grandiose structures on planets like Narvala and Capal V.
However, the Badlands and Outlands are particularly destitute depending on the planet and system in question, example being the worlds Lakram and Milas-Qir.
=== Currency ===
The Imperium uses Nath, a gold-like mineral found on Narvala, Wren-ra, and Kheph, as their currency, forming them into coins with the head of Archon Salathàn Kolgan on one side and the god of riches, Akràzon, on the other. These coins are called Nathani (plural) or Nathanus (singular). They are the most valued currency in the Imperium.
However, due to the increasing rarity of Nath on Imperium worlds, a less rare but still valuable metal, Cothium, has been turned into smaller coins. One thousand Cothi are worth a single Nathanus.
While most parvat use Cothi, the significantly wealthier Nirvaan use the more valuable Nathani in their markets and districts. A single Trossian light carriage, a common means of transportation for lower-income Nirvaan, runs at around 2 Nathani. At the same time, a meal at a Kistik noodle shop, where many middle-class parvat are forced to eat, is generally 500 Cothi.
In times of economic decline, debts are often pacified with signed scrolls as promises of payment. The punishment for not repaying a debt seal is steep, with family fortunes having been lost to debtors and even whole castra.
=== Slavery ===
Slaves make up a large source of the Imperium's work force and are considered property, with designated slave quarters on wealthy Nirvaan estates being a common sight. Slaves are kept restrained with sophisticated neck collars that are synchronized to a "control switch". When slaves are disobedient, a press of a key will send an agonizing jolt of pain throughout their nervous system in varying degrees.
If slaves become violent, their masters even have the option of killing them instantly with the control switch. Fear of pain and death keeps slaves under the heel of the Nirvaan, and as a result, revolts are few and unsuccessful. Slaves vary in duties depending on a variety of factors - training and skill sets, race, temperament, strength and endurance, agility and flexibility, etc.
Slave trading is a tradition dating back before the Imperium that the Nirvaan have been more than happy to keep alive. Auction blocks on trade districts are lined with living "property" to be bought, sold, and exchanged.
=== Resources ===
==== Minerals ====
==== Fuels ====
==== Medicine ====
== Territory ==
The Nirvas Imperium's territory is known to the Core as the "Pale Sea" for the multitudes of space storms frequenting the area between it and the Core. Explorers rarely return from venturing out into the Sea and, when they do, they speak of an "Empire of slavers" that Core worlds either disregard or show some concern for.
To the Nirvaan, the territories they have yet to conquer are mapped out and called the Ridalas, or "Frontier". Their own regions are divided up into three sectors: the central, the colonies, and the contested regions. The central worlds are the original or early-conquered planets belonging to the Imperium, governed and defended with well-fortified and supplied armies.
The colonies are the conquered worlds dating back centuries, occupied by garrisons and standing armies and fleets. However, the contested regions are areas where the Nirvaan face open and direct opposition to their rule - planets resisting occupation, planets yet to be conquered, and staging areas that have just recently become occupied.
=== The Crownlands ===
The central five systems of the Crownlands are Roma, Provos, Indros, Salavhas, and Drovir. The outer Crownland systems are Nothor, Kashir, Trophom, Dunar, Remis, and Vraxas. Each are ruled by a Magister, with the planets in their systems being governed and protected by appointed Exarchs. Crownlanders, often called "Aravaan", are often of the wealthiest elite of the Imperium and are often looked up to, envied, or even reviled for their privileges from Imperials outside the Crownlands. For their part, Aravaan tend to look down on non-Aravaan as lesser Nirvaan with inferior Magickal potency, wealth, and intellect.
*Roma: The centermost system of the entire Imperium and regarded as the political capital, Roma is home to the planets Narvala, Wren-ra, Kheph, Orosa, Jhevhala, Duchan, and the gas giants Omora and Sep. Its two suns are known as Thala and Ivala, named after the principal god and goddess of the pantheon. Its greatest Starbridge is the Magna Pontis, one of the oldest and most used Starbridges in the Imperium that is constantly churning vessels into and out of the system. It is prized as the cultural center of the Nirvaan people and home to its greatest minds and Magi, with some of the greatest aristocra families hailing from its worlds. Travel throughout the system is heavily restricted, and only Imperium citizens with clearance through the customs port on the Magna Pontis are permitted to enter and conduct themselves freely.
*Provos: The wealthy wedge of space tucked between Roma, Indros, Salavhas, and Trophom, Provos has only a handful of class-M planets but its abundance in gas giants and mineral-rich moons keeps it a profitable system overall. It has a single sun - Vila. It's populated worlds are Destron, Provon, Scykar, Divar, and Vulcar. Its gas giants are Tyran, Durvos, Atar I, Atar II, and Khoth. Mineral rich planetoids in the system are Tivok, Seletha, and Kurn. Provosi Aravaan are said to have an entrepeneurial demeanor in addition to the aristocratic aura they project as Nirvaan and flaunt their wealth at every opportunity. They conduct trade with the system's Starbridges, namely the Magna Prova, which has served as the means of transportation to the system since its colonization.
*Indros: Resting beside Provos, Indros is a large system with almost twelve class-M planets; Durnok, Khasar, Orvis, Kraethos, Ahmra, Velecos I, Velecos II, Velecos III, Narkir, Llond, Draegir, and Yyvon. It has five class-H planets; Qhrel, Vraton, Argor, and Jethron. A single sun - Ura - heats these worlds. Indros is a highly populated system, with trade and patrol units passing through its Starbridge - the Magna Indra.
*Salavhas:
*Drovir:
*Nothor:
*Kashir:
*Trophom: One of the smallest of the Crownland systems, Trophom is situated between Kashir and Dunar and is rich in mineral-heavy planets and planetoids. It has only three class-M planets, Khestros, Darvos, and Nunhros. It has four Class-H planets, Delghon, Armos, Tyril, and Nohoron. However, the cold moons Kopola and Dharmir orbiting Armos have long been colonized and mined, with Kopola having an expansive city built into its cavernous interiors.
*Dunar:
*Remis:
*Vraxas:
=== The Subjurat ===
Neighboring the Crownlands in the central-most territories is the Subjurat, a larger expanse of space comprising the first group of systems conquered and absorbed into the Imperium during its infancy. Its systems are Pyvras, Decraras, Nurnir, Arthos, Othoros, and Xethras.
*Pyvras:
*Decraras:
*Nurnir:
*Arthos:
*Othoros:
*Xethras:
=== The Badlands ===
=== The Rim ===
=== The Outlands ===
== Military ==
The Imperium's military might is the love child of several generations of Imperators and Legatus Prima's, with the intent being to be able to both protect its territories and expand them. While the Imperium itself has a standing set of military "Ordos", or "Orders", each of the Aristocra Vaes' have standing militias called Feros.
=== Ordo Praetoria ===
Also known as the "Praetorian Guard", the Ordo Praetoria are the sect of legionnaires trained to fight with both martial and ranged weaponry. Iconic with their bright red plate armors and prowess in battle, these warriors are hand picked by the Imperator himself to protect him and his family.
*Decus Custodes (Honor Guard) - The standard legionnaires of the Ordo Praetoria, Custodes bear crimson variants of standard legionnaire armor with enhanced training and equipment. Numbering in the thousands, Custodes patrol the halls of the royal palace and accompany royal processions, ensuring the protection of the royal family at all costs.
*Princeps Eques (Sovereign Knights) - The more elite and regal guardsmen in the ranks of the royal family's retinue, Eques are garbed in brilliant crimson Iraketh armor and capes with black interiors. Their helms are topped with tall, flat crests and they wear long, heavy pauldrons. While largely ceremonial and used to instill both awe and fear in outsiders, the Eques are trained heavily in a wide variety of melee and ranged weaponry and are given commands over the Custodes. They are generally kept close to members of the royal family, rarely operating outside of the capital system.
*Suprema Praesuli (Supreme Protectors) - The honored thirteen of the Ordo Praetoria, the Praesuli are revered as the most skilled duelists in the Imperium. They are the leaders of the Praetoria, commanding both Eques and Custodes alike and are generally kept close at hand to the Imperator and Imperia and their immediate family members. Adorned in less ornamental armors, the Praesul are regardless kept in scaled Iraketh plating with a crimson theme and cloaks covering their lower bodies. Their helms are lightweight and resemble Arthan paladin helms with thin screens covering their faces. They each wield a unique set of weapons and fighting styles, serving as the last line of defense for the royal family.
**Siberion Drakar - The Legatus Praesul and personal protector of Dominus Sarreth, Siberion was an unlikely childhood friend to the young prince before his reign. Both were from rival families that were beginning to mend years of hostilities training together as tiro to the legendary fighter, Valerian Kyl'vorr. Both students mastered martial combat under their teacher, though while the crown prince pursued a mastery of Magick as well, Siberion focused more strictly on his martial prowess. His eidetic memory and intense training has over the years has resulted in a duelist with few in equal, having fought on even ground with the feared hydra, Solkar Hargran, on many occasions. Siberion boasts a mastery of many various weapons and fighting styles and utilizes this in his approach to combat, adapting to changing conditions quickly and even blending styles to trip up opponents. As per tradition, he gained his position by slaying his predecessor, Drovon Orosa, in single combat before the throne.
**Daevor Nost - A slim, young, and promising warrior, Daevor Nost is one of the most recent additions to the Praesuli. While from only an Injo House, Daevor distinguishes himself in his acrobatic fighting style. Wielding a Saparin war scythe that can disconnect into a pair of scythes linked by a static chord, Daevor prefers assessing opponents as they fight and attacking weak spots to all-out dueling like his fellows. He is described by Siberion to be cocky but quiet with a cruel streak in his fighting, seeming to toy with those he has all but defeated for amusement.
**Shadras Redris - Also called "Steelhand Shadras", Redris is a tall warrior with a broad body built for battle. A stoic and reserved man, he prefers defensive styles and sweeping counterattacks. His weapon of choice is a tall greatsword standing close to his height that is split down the center of the blade similar to a tuning fork, with a static augment to the weapon that ignites the weapon in red electricity. As per his name, Shadras' right hand had been lost in a fight and replaced with a cybernetic he conceals with a black glove that goes up his forearm.
**Gorsyth Saravas - Bred through the defunct Vonora program, Gorsyth is a staggeringly tall warrior of grim fame. He wields an impossibly massive executioner's axe modified to ignite in red static along the blade when a trigger is held, a weapon tailored specifically with his size and strength in mind. Having taken the oath of Thoraziel, Gorsyth has cut out his own tongue in reference of the dragon god so that it may give strength to his arm. He stands as a silent guardian of the royal family, most often one of the Dominus' wives, though he has on occasion served as the royal executioner with his large axe.
**Dendra Espiros - A skilled warrior who has proven himself many times in competitions, Dendra is a defensive fighter who prefers tiring out his opponents or luring them into compromising positions before going for the kill. He prefers the use of an energy shield in one arm while using a curved, cleaver-like vurapa sword in the other. He is regarded as cautious and calculating in all dealings.
*Barak Votiron - Cold, sociopathic, and still as icy water, Barak wields a static bo staff that can disconnect at the center to form to kata sticks. His still mind and expressionless face leaves his opponents unable to read his intent in battle, giving him an edge in combat. 
*Kregis Dazar - Also known as the "Cleaver", Kregis wields a broad saw-like blade called a kat'res with aggressive prowess. A vicious and savage fighter, Kregis is quick and skilled but undisciplined in battle and eager for glory. Siberion is training him to be more cautious and patient in battle, for his eagerness may prove a liability to not only him but the Imperator.
=== Ordo Excubitae ===
Lead by the Praetor, Xython Septus IV himself, the Excubitors are a grim order of cavalry units who ride well-trained war Thoroks and are armored in only the finest Iraketh armors painted an intimidating black. They number roughly three-thousand, short of a full Legion, and are typically deployed as Marauder units - raiding outposts, killing indiscriminately, and inspiring submission in the Imperium's enemies through terror. They are noted for being some of the most fearsome warriors in the Imperium, serving as the vanguard during the Sack of Shaeliar and often serving as the Praetor's personal guardsmen. In battle, they make use of Salacra war hounds and Ikatan snakehawks to supplement them in battle.
=== Ordo Legionnaire ===
The main army branch of the Imperium, the Ordo Legionnaire, often simply referred to as the "Legion", are the most seen arm of the Imperium by outsiders alongside the Drake Fleet. While the Imperator is given sovereign command of the entire military, the Legatus Prima is personally in charge of the maintenance and leadership of the Legion.
Armed with Iraketh armor and weapons, Nirvaan Legionnaires are cold and tactful warriors capable of unleashing chaos on the battlefield with trained use of Magick in conjunction with their weapons and tech. Typically, they prefer overwhelming tactics involving a crushing display of power followed by mowing down further resistance with blasters.
*Decanturia - The equivalent of a standard squad in most militaries, a Decanturia stands at ten Legionnaires - eight standard infantry and two tiro to be used as supply repairmen, messengers, and masters of camp upkeep. These tiro oversaw the camp's supplies such as food, water, weapons, munitions, armor upkeep, fuel, vehicular repairs, etc, as well as carrying the Decanturia's standard into battle. The Decanturia is lead by the Decanus, the longest serving member and one who had received the most honors.
*Centuria - The equivalent of a company, a Centuria stood at one hundred Legionnaires - eight Decanturia with their twenty tiro to assist in the Centuria's upkeep, repairs, fueling, feeding the troops, cleaning and maintaining camps, and bearing the standards throughout the ranks. Centuria are often deployed on routine patrols to strike missions requiring Legionnaire specialty. Lead by a Centurion, specially trained officers, Centuria were made to be both regimented but flexible, being expected to take to formations quickly and accurately.
*Cohorts - The standard tactical military unit of the Ordo Legionnaire, Cohorts number anywhere between three-hundred and sixty to eight hundred Legionnaires and tiro, with ten cohorts forming a Legion. Designated as "First Cohort", "Second Cohort", etc., the Cohorts are better funded and provisioned the higher in rank, with the First being the commanding Cohort. This is supplemented by the fact that each Cohort has more experienced Legionnaire and higher numbers to match the rank, with the First Cohort typically numbering eight hundred Legionnaires and being filled with the most experienced and battle-hardened in the ranks. Typically, Cohorts have no set leader as they are usually assembled and then disassembled once their missions parameters have been completed. Generally, the senior-most Centurion
*Legion - Numbering five-thousand strong Legionnaires consisting of standard infantry, standard bearers, specialty units (Casters, Demolitions, Engineers, Arson troops, etc...), and tiro who help in maintaining camps and equipment. Legions are the general deployment numbers for newly occupied territories, reinforcing settlements on conquered worlds or marching to suppress dissent from an unruly populace.
==== Training ====
==== Equipment ====
*Armor: Modern, standard-issue Legionnaire armor consists of Iraketh-made armor plating over a flexible boiled Jubarra leather raiment. The helmets consist of Iraketh-lined Ossite with a Tensium glass eye screens that descend down the helm in a pair of lines that glow white. The chestguard has a small, hand-sized mediconsole providing information on the wearer's vitals for medics including blood type, heart rate, injuries sustained, and allergies to certain medications. Along with this, Legionnaires wear robe-like coats over their armor plating made of a light Thresh cloth able to sustain intense heat before burning.
The helmet's UI overlay consists of tactical information on the armor itself (condition, shield strength, Mana reserves, etc.), the conditions of other Legionnaires within one's immediate Decanturia, and information on enemies, civilians, or wildlife. More advanced armors worn by Centurions display the conditions of armor for their entire Centuria. Depending on the quality of the armor and resources of the wearer, the Legionnaire may have access to archived information stored at the Inquisition's Citadel that can be brought up by command. The armors lack any A.I. or V.I. interface, being programmed simply for convenience in battle.
*Blasters: Most Legionnaires are trained with all variants of blaster within the Imperium's ranks, with some being retrained as models are phased in and out of use. The standard models in use now are the Ekaros heavy Disruptor cannons, the Telvos light Disruptor rifles, the Kwintas Disruptor pistols, and the Qressen seismic launcher.
**Ekaros - Nicknamed "Fors Sysra", or "Pike Rifles", Ekaros cannons are tall Disruptor rifles with thick, circular barrels tipped with thin visro bayonets. Wielded by heavy legionnaires, typically principes, Ekaros cannons are devastating to even heavily armored opponents, being able to blast through the thick Titanium armor of even Exon-class Power Armor with a single shot. The visro bayonets are kinetically charged and able to sheer through bone with ease though they are primarily made for piercing armored foes. Ekaros rifles have a heavy knockback requiring strong Legionnaires to wield them, and their loud firing sound has been attributed to that of crackling thunder.
**Telvos -
**Kwintas -
**Qressen -
*Swords:
==== Vehicles ====
*Dessian-class tanks - Named after famed Mandator Dessius Sarata, the Dessian-class tank relies on gravlift technology to hover above the ground when active. Armed with high-yield seismic cannons, Dessians are deployed to bring down fortifications and armored artillery alike.
==== Divisions ====
==== Benefits and Resources ====
=== Ordo Dracaros ===
The mighty armada of the Imperium, the Ordo Dracaros, also called the "Drake Fleet", serves as both naval protector and conquering destroyer to the Nirvaan. After several millennia of planning and conquest, the fleets of the Imperium are titanic in size and both outnumber and outgun most nations' fleets in the rest of the galaxy.
The current ships-of-the-line that make up the majority of the armada are as follows:
*Trajan-class Dreadnoughts - The dark-iron titans of the Nirvas Imperium, Trajans were the colossal face of the Ordo Dracaros and the flagship of all nineteen fleets. The ship is shaped like a long, real-life naval warship with a tall command tower close to the prow, a jutting spike at the end of the prow, and a trio of powerful engines in the stern. On each side is lined a series of "Dragon's Breath" disruptor cannons, Stormfire torpedo bays, twin-viper missile batteries, numerous point-defense railguns, and a series of powerful siege disruptor batteries on the underside of the ship for planetary bombardments. Trajans are generally the heads of battle groups, with each serving as the flagship and command center for the entire group. As such, they are fitted with the best shields and heaviest firepower to bring to bear against enemies though their sluggish speed and turn rate make them poor assault vessels on their own. Their outer hull is made with a thick, reinforced Darvanium alloy, making them able to shrug off most collisions with asteroids and smaller celestial bodies and even other vessels, with the spiked prow being designed for deliberate spearing attacks against vulnerable ships. However, if the upper layer is burned away or too heavily debreted, the under layer is far easier to destroy for conventional weaponry. Many naval officers in the Imperium work hard to achieve positions on a Trajan-class and, once gained, will look down on their fellows who still serve on "lesser" vessels despite being previously in the same roles. The juggernaut of the Imperium war machine, the Trajan-class has proven to be a feared sight for the enemies of the Nirvaan.
*Vespasian-class Battlecruisers - While the Trajans inspire valor in the Imperium's troops and dread in its enemies, it is the smaller and more versatile Vespasian-class that is the backbone of the Imperium's war efforts. While not as imposing or heavily armed as its larger counterpart, the Vespasian makes up for what it lacks in these areas with speed and adaptibility that the Trajan sorely lacks. Lined with disruptor cannons and missile batteries, the Vespasian serves as the defender of the battle groups, sweeping targets with covering fire and protecting both itself and other vessels with expanding shields.
*Nero-class heavy frigates - If the Vespasian-class is the "shield" of an Imperial battle group, then the Nero is most certainly the sword. Built around a single, powerful Vastator cannon, the Nero has been the fiery death of many enemies of the Imperium. Fast, agile, and devastating, the Nero is also less defensible than its larger companion vessels. It relies heavily on its advanced shield systems, but once they are broken the Nero is easy to destroy due to the large amounts of fuel needed for its cannon.
*Hadrian-class carriers - Built to serve as mass launchbays for fighter wings and shuttles for boarding parties or landing sorties, the Hadrian is lightly armored and is mostly protected via turrets and point-defense weaponry. It relies heavily on the protection of larger or faster vessels with more armaments than it can muster. However, almost sixty-percent of the ship is made up of hangar bays where ships can depart or land and receive fuel and repairs. Many Hadrians are built to cater to a specific class of craft and battle groups usually have several Hadrians in their ranks to provide fighter support. They are usually kept closer to the center of the group, shielded by Vespasians and Galerius corvettes.
*Galerius-class corvettes - Prized by the Cytrat as stealth vessels, Galerius corvettes are fitted with advanced cloaking fields allowing them to serve as scout ships for battle groups or assassin vessels for unsuspecting enemy forces. While technically falling under the domain of the Ordo Obsidia, generally most Dracaros detachments will command at least one Galerius as a scout vessel to aid in their efforts.
*
This does not count the added ships from the Numori groups that are often fighting at the forefront of naval conflicts or repurposed ships from conquered races.
=== Ordo Auxilia ===
Conscripts, slave-soldiers, and programmed Autons comprise the ranks of the Ordo Auxilia, serving everything between vanguard to reinforcement for the more trained and elite Legionnaires. The Auxilia is generally outfitted with more exotic equipment and weaponry, with alien vessels commandeered and used in the small fleets it commands.
=== Ordo Obsidia ===
Comprising the secret police, surveillance groups, and spy networks both within and without the Imperium, the Obsidia use subterfuge, sabotage, and political manipulation to weaken rival worlds and nations. Obsidia are recruited among the ranks of Nirvaan and aliens both, with promises of payment and citizenship being afforded to the latter.
Some Obsidia are trained in the arts of manipulation, stealth, and assassination while others are given strict orders but allowed to operate freely under their own discretion. Each Obsidia agent works within a specific cell devoted to a certain objective and each answers to a handler.
*Cytrat - Renown as the "Eyes" of the Imperium, the Cytrat Falori (Nirv. "Security Corps.") are the internal security arm of the Nirvaan. Divided into the Finros ("Fixers", engineers), Sythras ("Monitor", analysts), Phyros ("Seekers", field units), and Caprasa ("Overseer", the heads of operations), the Cytrat is more uniform and less aberrant than the Ordo Justicia's Seprules organization.
=== Ordo Inquisitorias ===
While not often counted as a branch of the military, the Inquisitorias, or Inquisition, serves as the knowledge arm of the Nirvas Imperium. Ranging from the research and development of technology and Magickal applications to the pinpointing of weaknesses in those of the enemy, the Inquisition are scholars tasked with meeting the challenges the Imperium faces on a practical level. Lead by the Archon, the Inquisition is a branch few in the Imperium dare to underestimate.
=== Numori ===
Otherwise known as "Mercenaries", Numori are hired assassins, soldiers, and pilots that serve on the forefront of battle alongside the Auxilia. As the Imperium generally prefers the free labor of slaves to exchanging goods for services, Numori are fewer in number and are generally well-trained or, at the very least, skilled enough to capture the eye of Imperium military commanders.
=== Ordo Justicia ===
*Vigiles - Also known as the "Emerald Guard", Vigiles are adorned in dark green robes over their armor with gold accents to denote their positions. Typically, the Vigiles maintain a well-provisioned garrison in every major Imperium city, province, or settlement, with some holding multiple garrisons in a single city depending on its size.
**Ranks: Each garrison is lead by a Tribune and Sentinel, with the Tribune serving as the overarching leader and liaison between the Magistrate, Senate, and their particular garrison. The Tribune would organize the garrison's resources, oversee training, and ensure the general upkeep and efficiency of the cohort. The Sentinel acted as the second-in-command, overseeing the direct operations of the unit and handling its care and training personally. It was often said that the Tribune was the mouthpiece of the Magistrate while the Sentinel was the effective commander. Beneath the Sentinel is an Adjutant, the equivalent of a police sergeant who can command standard-ranked Vigiles. Finally, the standard Vigiles are called Tupes, or "Crop Coats" by the aliens and common folk of the Imperium for their grassy-green uniforms and propensity for enforcing strict taxes on farmers.
**Recruitment and Training: Commonly, Vigiles were middle-to-lower class supplicants from all over the realm. Extended sons of high lords, bastards, and military washouts are among the common numbers who join. On the surface, becoming a Tupes seems a rewarding and cushy career path for anyone who can succeed in joining. However, corruption and treachery is rampant in the Vigiles ranks, with cliques forming and waging private conflicts with one another over petty squabbles regularly.
**Supplies and Equipment:
**Benefits:
*Seprules - An elite division of the Ordo Justicia, the Seprules or "Ghost Hounds", are the superiors to the Vigiles and considered the special operations corps of Imperium security next to the Cytrat, their rivals. Known for their black, leather long coats designed with fur-lined collars, the Seprules are feared far and wide throughout the realm as the "iron fist of Abaron". Their ranks usually work in pairs when on assignements, ranging from finding dissidents to silencing them. It is commonplace for a settlement visited by a pair of Seprules to witness the death or disappearance of more than one of its citizens.
=== Hugoran ===
Sometimes jokingly called the Braga Falori (Nirv. "Beast Corps"), the Hugoran were the product of the Inquisition's Hugoravorae division - a sect of the Inquisition devoted to the research and development of biological weaponry. The Hugoran is considered less its own order in the military and more of a weapon to be deployed when seen fit.
Ranging from war beasts to biological terrors, the Hugoran can be deployed from individual pods serving as portable cages to massive triangular war machines that spread the Hugoran in question across a vast area quickly.
== Trivia ==
Category:Governments