Empire of Man

The Empire of Man, also known as The Imperium or just the Empire, is a monastic nation found primarily on the eastern continent of Morrion. Though it is ruled by a single royal - an emperor or empress usually - the Empire itself is composed of many semiautonomous provinces known as 'Representative States.' This name comes from the states' role in the Imperial Parliament, a political institution second only to the royal family, where the heads of each state (typically a Duke or Duchess) debate Imperial policy and matters concerning their respective provinces.
The Empire as we define it today has evolved from a series of annexations, unions, and separations of Representative States over the course of many centuries. The Empire was initially founded by the warlord (and later goddess of war) Kylune and overtime grew to incorporate all the current Representative States, plus the lands of modern-day Mortsanheim. There were initially 17 Representative States however Mortsanheim seceded in the aftermath of the First Vampire War, leaving the 16 we have today. As well as it's home provinces, the Empire also possesses trading colonies in the Tekunatin region, an area collectively known as the Three Colonies. These colonies are self-governing, however are recognised as Imperial possessions and so the Empire is responsible for its defence and international representation.
The Empire of Man is considered an absolute monarchy, for it is the monarch that has the final say in decision-making. However, unlike similar governments, the Imperial monarchs are beholden to certain restrictions and counterbalances that prevent them from ruling based solely on their own whims. The Empire is considered a global power and has significant economic, cultural, military, scientific, and political influence on the world stage. It has one of the strongest economies of all the countries in Magnula and is known for its progressive and revolutionary approaches to education and healthcare.
The Empire of Man has close relationships with multiple countries. It is allied with the Eleven Dragon Dominion and Roylandia, forming the 'Golden Trifecta.' As well as this, the Imperium has an ancient military alliance with the Dwarves and the two countries often share technology and resources.
== History ==
The Empire of Man has a rich history that stretches back more than 4000 years. Though it's earliest years are subject to much speculation, especially those before the Empire's founding, a majority of the national history has been recorded and preserved by historians and other scholars. These records have survived centuries of war, fire, flood, and more.
Present-day historians spend their time filling the gaps in the Imperial historical record, but this task is not without trouble and even danger. Their conclusions are sometimes completely wrong, which often results in years of misled peers. In other times, there are secrets that others do not want exposed, which presents its own problems. The job of an Imperial historian is often an underappreciated and fruitless one.
=== Founding and the Age of Conquest ===
It is unknown when exactly the first humans entered the lands that would become The Impireacht, nor where they came from. Ancient Dwarven texts approximate the first sightings at around 1500 BEF (Before Empire's Founding) and suggest that the settling humans arrived from the north. This could refer to Vaggaland or another location entirely, but there is no concrete proof for either theory. These initial settlers lived a nomadic lifestyle, sheltering in caves and foraging for food. It is likely they worshipped what is now called the druidic Old Faith, as shown by cave paintings and standing stones from the time.
Some 500 years later, the ancestors of these initial humans begin to establish permanent settlements across the land. These settlements are small, agrarian villages that possessed very limited technology. They used bronze tools and built their houses from mud bricks. Occasionally, these settlements would trade or fight each other but were mostly isolated. Mass graves also suggest that these peoples were easy prey for native wildlife and outside raiders. Dwarven texts from this time also suggest limited trade between the humans and the dwarves, typically goods in exchange for dwarven protection.
Overtime, humanity began to rise in The Impireacht. More settlements were established and the ones that already existed grew in size. The next few centuries are said to be marked by rapid growth however, at the same time, chieftains and petty kings warred amongst themselves in order to establish and expand their own realms. Dwarven Clans traded with these humans however, as Dwarven power declines, trade became less common and raids from Orcs and Goblins intensified. These early realms also have to contend with Nord raiders from the north as well as the always-prevalent risk of monster attacks. It is said that, for the most part, these human tribes would alternate between trading and making war on each other, uniting only to face external threats, before turning on each other once the threat had passed.
These growing threats led to the rapid development of the first major, fortified Imperial settlements. In the south, a town is established on the River Konig, which expands quickly. It will eventually become the city of Hauperacht - capital of the Empire of Man. In the centre, just to the north of the River Konig, a great fortress is built atop a large mountain. The mountain itself has a flat summit, which allows for expansion. This fortress will grow into the city of Zentrastadt.
This phase of early settlement continued for a time, until the birth of Kylune amidst the Greenskin Crisis.
==== The Birth and Rise of Kylune (24 - 1 BEF) ====
==== Founding of the Empire (1 - 50 AEF) ====
==== The Imperial Golden Age (50 - 1000 AEF) ====
=== Imperial Collapse and the Age of the Republic ===
==== Halfling Rebellions (1010 - 1020 AEF) ====
==== Rise of the Threndark Dynasty ====
==== The Emergence War (1100 - 1200 AEF) ====
==== Destruction of the Threndark Dynasty (1250 - 1300 AEF) ====
==== Crusade Against the Carrionites (1312 - 1325 AEF) ====
==== Imperial Civil War and Establishment of the Barebones Republic (1328 - 1350 AEF) ====
==== The Great Green War (1398 - 1424 AEF) ====
==== The One Year Pestilence (1501-1502 AEF) ====
=== The Restoration and the Age of Renewal ===
==== Second Vampiric War (1522 - 1623 AEF) ====
==== The Restoration (1626 AEF) ====
==== The Sinful Incursions (1802 - 1806 AEF) ====
==== Roylandian Wars (1808 - 1810 AEF) ====
==== Barbarity Wars (1858 - 1928 AEF) ====
=== Modernity (2050 AEF) ===
== Geography ==
The Empire of Man encompasses the entirety of a large and diverse region known, appropriately, as The Impireacht. All of the land within this region is considered fairly temperate in climate however, outside of this, the geography of the land varies quite a bit. Depending on what province you find yourself in the land might encompass swampland, marshes, grasslands, forests, and even mountains.
Due to its large size, the Empire of Man shares borders with most of the nations on the continent. To the north, the Empire possesses a small land border with the Northmen and a large coastal border with the Great Sea. Similarly, the western border of the Empire is almost entirely coast but the north-western tip sits in close proximity to the Tainted Ones' island. It is in the south and east that a majority of the different borders connect, with the Empire meeting Roylandia, the Monav Urngorr, the Vampiric Union, and the Orc Hordes. Approximately half of the Empire borders the Great Sea, giving them excellent access to multiple sea lanes.
As well as its primary holdings in The Impireacht, the Empire also possesses land in other regions. Most notably are its colonies (officially called the Three Colonies) in the jungle region of Tekunatin. The Empire also controls a very small section of the mountainous Spine of the World, an agreement that the native Dwarves agreed to after their own local leaders fell to demonic possession.
== Politics ==
=== Government ===
On a macro-scale, the Imperial government can be split into three parts: the royal family, the Imperial Parliament, and the Head of Chair (the head of the parliament). The reigning monarch and the Imperial Parliament both have national law-making powers, but it is the monarch that has the ultimate say in what is passed. To counter this, the parliament has the power to oust the monarch if they grow unpopular enough, meaning that the Empire's rulers must maintain an balance between what they think is best and what the parliament thinks is best. In addition, neither side is able to pass any laws that cannot be changed by future governments.
Each Representative State also has their own local governments, which vary from one another in different ways.
==== The Royal Family ====
The Empire is a unitary state under the sovereign royal family. This family currently possesses the surname Ragnor and claim a divine right to rule, for they are the direct descendants of Kylune, the Empire's founder and goddess of war. The current monarch is Empress Maria I, the first female ruler since the Empire's original founding. In government, the monarch is vested with all law-making powers and executive authority as the highest sovereign, a tidal wave of responsibility that always results in a royal court full of ministers and advisors. Though the monarch is, by law, not allowed to be a member of the Imperial Parliament, they are allowed to sit and observe meetings. During this time, they have the right to be consulted, the right to warn, and the right to encourage - which essentially allows them to involve themselves in proceedings without being a member.
==== Imperial Parliament ====
The Imperial Parliament is a law-making body comprised of all the rulers of the Empire's various Representative States, typically Dukes and Duchesses, as well as important officials and ministers. It is the parliament's job to represent the interests of their province on a national level, as well as debate and propose laws to be approved by the monarch. Royal assent is required for all laws to be accepted, however the Imperial Parliament possesses enough power and influence to oust the monarch should they deem it necessary, which prevents any monarch from disregarding the parliament completely.
As well as the rulers of the Representative States the Imperial Parliament also seats the leaders of other influential institutions, including the Pontiff of the Cult of Kylune, the Grand Master of the Arcane Lodges, and the Master-in-Chief of the Imperial Adventurer Guild.
==== Head of Chair ====
The Head of Chair is the leader of the Imperial Parliament, a prestigious title that is given to one member of the parliament via popular vote from the rest. By law, a member cannot vote for themselves, which ensures that only the most concretely worthy among the members is elected. 
It is the job of the Head of Chair to lead parliamentary proceedings, choose debate topics, and ensure the best interests of the Empire are met. They also act as the monarch's principal advisor and, in particular, recommends the appointment of ministers. At the same time, however, the Head of Chair also acts to counterbalance the law-making power of the monarch and ensure that the parliament remains relevant and influential.
=== Representative States ===
The geographical division of the Empire into various Representative States has been a staple of Imperial life since the Empire's first founding. Kylune, the first empress, acknowledged that even though all the would-be Imperial tribes agreed in the uniting of their peoples, they still closely held their own cultural identities. Each Representative State reflects these old cultural differences and the way of life in one state is almost never the same as its neighbour.
Every Representative State has a seat on the Imperial Parliament, to represent the interests of the people that live there, and the sovereignty and autonomy of each province is protected by one of the founding Imperial laws. Though these laws could theoretically be changed, the consequences would be so dire that nobody has ever attempted to do so. The borders of each Representative State have changed very little over the Empire's history, though small shifts have happened on occasion - typically to the anger of the one losing the land.
Upon the Empire's founding there were 17 Representative States, however the breakaway of Mortsanheim in the aftermath of the First Vampire War reduced that number to 16. That number has remained ever since. These are:
* Chrichheim - a province comprised of multiple (mostly) united clans. Has a reputation for being a hardy county with hardy people but is also a haven for education and literature.
*Deheim
*Fratturheim
*Glasheim
*Goridheim
*Hatarheim
*Hugelheim
*Isernheim
*Konigheim - the 'Grand County' as the locals call it is the political and economic centre of the whole Empire. It is home to the capital city of Hauperacht and, consequently, both the Royal Family and Imperial Parliament.
*Lindjaheim
*Lumiheim
*Norrheim
*Oroheim
*Pazheim
* Zeeheim
* Zentraheim
=== The Three Colonies ===
The Empire of Man currently possesses three colony towns in the region of Tekunatin, collectively known as the Three Colonies. These towns are primarily trading settlements, built with the express purpose of using Tekunatin's unique and plentiful resources to further the Empire's global economic interests. Though built with the permission of local Scaled State leaders, their existence is not without opposition from the native population. Indeed, some factions see the colonies as an act of hostility and have responded to their existence in kind, often driving away hunting parties and (though luckily in limited amounts) participating in acts of violence.
The Three Colonies are considered official territory of the Empire. However, the colonies themselves are completely self-governing and not represented in the Imperial Parliament. This has led to some tension between the colonists and their homeland but it is in incredibly limited amounts; most colonists believe it is simply their small size that has excluded them from a seat on the parliament and that growing the colonies will inevitably get them accepted.
=== Non-Government Organisations ===
As well as the Representative States and the Three Colonies, there are also a variety of non-state organisations that hold plenty of influence in the Empire. These groups are usually involved in government in some way and often hold seats on the Imperial Parliament. They might also hold some kind of social relevance, such as the Empire's various religious institutions or the adventurer guild.
Though there are several institutions that can be considered influential, some of the more notable ones include:
* Order of the Arcane Lodges
* Cult of Kylune
* Tekunatin Trading Company
=== Law and Criminal Justice ===
Technically, the Empire does not have a single legal system as Representative States are allowed to make their own laws. This means that two forms of law exist within the lands of the Imperium: national law and local law. National law is the system that applies to all the Empire's territory. It is decided by the Imperial Parliament and/or the ruling monarch and often involves things that effect all the Empire's citizens, such as dictating what is illegal and what isn't. Local laws, on the other hand, apply only within the Representative State that made them. They are decided by the local government, so typically the leading duke or duchess. However, to maintain a sense of unity, local laws are only allowed to be enacted so long as they do not contradict national law. This means that, for example, the duke of a province could not legalise slavery (a practice that is banned across the Empire) as a local law, since it contradicts the rulings of national law.
When it comes to specific court cases, the Empire of Man applies the principles of common-law. This means, in essence, that it is judges that make legal rulings, based off of statue (national and local laws), principle, precedent, and common-sense. The arguments, facts, and opinions of each side are presented to the judge before their decision is made. All courts within the Empire are headed by 3 senior courts: the Court of Appeals (for appeals), the High Court of Justice (for civil cases), and the Crown Court (for criminal cases). Above these 3, and the highest court in the land, is the Supreme Court and any decision they make is binding to all other courts in the nation.
=== Foreign Relations ===
The Empire of Man is considered a major world player and has active relationships with most of Magnula's states. The Empire is said to have a close partnership with both the Eleven Dragon Dominion and Roylandia - known as the 'Golden Trifecta' - and shares international intelligence with both countries. The Dwarves of the Monav Urngorr are also close allies of the Empire and is considered one of the oldest binding military alliances in the world, the two countries having a rich history of co-operation and technology sharing. The Empire's global influence is further amplified through its trading relations, foreign investments, diplomatic presence, and military operations.
== Economy ==
The economic landscape of the Empire of Man reflects an intricate blend of agrarian traditions, burgeoning industrialisation. The agrarian sector forms the backbone of the economy, with vast tracts of fertile land supporting agricultural activities such as grain cultivation, livestock farming, and vineyards. Commoner farmers, constituting a substantial portion of the population, contribute to the agrarian output, while landlords and estate owners oversee large agricultural estates.
Simultaneously, the Empire's economy experiences the early stirrings of industrialisation, with burgeoning textile mills, foundries, and workshops emerging in urban centres. These growing industries, influenced by the technological innovations of the time, contribute to the diversification of the economy and the growth of urban populations. International trade, facilitated by the well-developed transportation network, further propels economic expansion, with the Empire being a particularly influential power in the international trade market.
The Bank of the Empire, located in Hauperacht, is considered the central bank of the Empire and is the model on which a majority of smaller banks are founded. It is responsible for the production of national coinage, as well as ensuring that the currency remains stable. Banks in the Empire's various Representative States retain the right to issue their own coins, often with their own local symbols imprinted, however they must retain an equal number of Bank of the Empire coins in reserve to cover their issue.
=== Science and Technology ===
In the Empire of Man, the scientific and technological landscape has witnessed a surge of curiosity and innovation. In the same vein, the Empire has established academies and institutions dedicated to the pursuit of scientific knowledge. These institutions foster research in various disciplines, including natural philosophy, astronomy, and medicine. Scientists and inventors engage in systematic observations, conducting experiments and contributing to the broader rationalist ideals that emphasise reason, empirical evidence, and the advancement of knowledge.
Technological progress also finds its place within the Empire. Innovations in machinery and manufacturing techniques have begun to shape sectors such as textiles, mining, and transportation. Steam-powered machinery has recently emerged as a transformative force, revolutionising industries and contributing to increased efficiency. At least some of these rapid advancements in technology, especially in the field of engineering, can be attributed to the Empire's close relationship with the Dwarves. The alliance between the two countries has allowed for cultural and technological mingling, with both parties taking major strides in various scientific fields because of it. On the Empire's side, the Dwarves assisted them in creating their first steam-powered machines - technology that has become a major component of Imperial life. On the Dwarven side, the Empire showed them improved agricultural techniques as well as their advancements in medicine.
=== Transport ===
The Empire of Man boasts an extensive and well-maintained system of roadways. Predominantly constructed and maintained by the state, these road networks connect major cities, towns, and trade hubs, facilitating the movement of goods and people across the vast expanse of the Empire. The roads, often made from carefully laid cobblestones, ensure smoother and more efficient travel, benefiting commerce, communication, and military logistics.
In addition to roadways, the Empire invests in navigable water routes, recognising the importance of rivers and canals for trade and transportation. This interconnected network of waterways aids the movement of goods, linking inland regions with coastal ports and international trade routes. The combination of well-constructed roads and navigable water routes is a cornerstone in the Empire's plans to facilitate internal commerce and foster economic growth.
== Demographics ==
Unlike a lot of other countries, where cataloguing specific demographics data is considerably difficult, the Empire of Man is actually quite easy to analyse. This is largely due to the Great Survey conducted every ten years by the government. This survey, the results of which are preserved in great tomes, records the population of the Empire and includes data such as race, age, and their home settlement.
According to the latest Great Survey, the population of the Empire stands at around seventeen million citizens. This is likely because of a combination of in-country births and an influx of migration into the Empire. Even then, unrecorded births in the poorer areas of the country as well as the frontier mean that, despite the population already being fairly large, it is likely much higher than the official statistics believe. 
=== Races and Ethnic Groups ===
Historically, indigenous Imperials can trace their ancestry back to the various ethnic groups and tribes that settled the lands of the Imperium during the early history of Magnula. In modernity the Empire is a lot more diverse, being home to sizable populations of Imperials, Demi-Humans, Half-Elves, and Halflings. But, even then, many modern Imperials, Demi-Humans, Halflings, and Half-Elves can trace at least part of their ancestry to these ancient tribes.
Migration out of and, more importantly, into the Empire of Man is incredibly common and, consequently, the Empire is a very ethnically diverse country. Despite having a history of exclusion and segregation, especially to the Demi-Humans, the Empire has made strides towards equality and is considered one of the most inclusive countries in the world - despite still having a ways to go. Modern estimates believe that around 20-25% of all citizens have little-to-no Imperial heritage.
=== Languages ===
The Empire's de facto language is Common, a language originally of human creation. Common is an evolution of the language once spoken by the ancient human tribes - a dialect that has long since been forgotten. Common is also the main trading language of Magnula, a fact that many Imperials know and carry with pride. That is not to say Common is the only language spoken in the Empire though, for there are also notable populations that speak Elven and Dwarvish.
=== Education ===
In the Empire of Man, education reflects a dual system, wherein both public and private institutions play crucial roles. The Common Education Programme, a cornerstone of the Imperial approach, offers free basic education to all citizens, emphasising essential skills such as reading, writing, and arithmetic, along with practical life skills. This is facilitated by state-funded public schools, providing a pathway for further learning for those from diverse socioeconomic backgrounds.
Simultaneously, private schools, often catering to the upper echelons of society, offer a more specialised and refined curriculum. These institutions, funded through tuition and patronage, provide advanced studies in literature, sciences, and the arts, grooming the aristocracy and affluent citizens for scholarly and/or leadership roles within the Empire. There are also trade schools (which teach in various trades like carpentry and weaving) and universities.
=== Healthcare ===
Imperial healthcare combines public and private elements. Publicly-funded healthcare facilities, accessible to all citizens, provide basic medical services, preventive care, and treatment for common ailments - all of which is funded through taxation. The Empire of Man invests in sanitation measures and basic medical education to improve overall community well-being. In parallel, private clinics, often run by physicians catering to the aristocracy and wealthier citizens, offer specialized treatments, enhanced amenities, and a more personalized approach to healthcare. This dual system seeks to balance accessibility for the general populace with the demand for specialized and expedited medical services, though the reality of the matter is that the aristocracy still have access to superior healthcare.
== Military Doctrine ==
The Empire's military consists of two main branches: the Imperial Army and the Imperial Navy. The army is commanded by the Generals' Council whilst the navy is commanded by the Admiralty Board - with both branches managed by the Ministry of Defence. Every Representative State is responsible for the command and management of its own regiments, however the Imperial military as a whole is ultimately commanded by and loyal to the reigning monarch - the official Commander-in-Chief. The Imperial military is charged with protecting the Empire from all threats, both internal and external. They are sent to protect the Empire's borders, purge vicious beasts from the frontier, maintain order, and (when necessary) protect the Empire's overseas interests.
Imperial military doctrine is characterised by a harmonious fusion of technology, combined arms warfare, and firepower. Benefitting from advancements in weaponry and tactics, the Empire of Man prioritises disciplined infantry employing muskets and bayonets, supported by well-drilled cavalry regiments adept at swift charges and reconnaissance. The integration of artillery units, equipped with various cannons and innovative war machines, enhances the Empire's battlefield capabilities, allowing for effective long-range fire support and siege warfare. Specialised units, including inquisitors and battle wizards, augment the conventional forces, bringing unique skills to the forefront. Interestingly, the Empire is the only country in the world that relies near-exclusively on gunpowder weapons. This comprehensive approach to military strategy underscores the Empire's commitment to adaptability and technological innovation, solidifying its position as a formidable military power on the world stage.
=== Infantry ===
The Imperial Army employs a disciplined and tactically astute infantry doctrine. Emphasising the use of muskets and bayonets, infantry regiments are trained to deliver disciplined volleys of fire, followed by coordinated bayonet charges. The linear formation, which has become synonymous with Imperial infantry, ensures orderly and effective engagement on the battlefield. Drilled extensively in manoeuvring on the open field, infantry units in the Empire of Man prioritise cohesion and firepower to maintain battlefield effectiveness and adaptability.
Imperial infantry units are organised into regiments based on their Representative State. Before joining, every soldier in the infantry corps signs a commission, essentially a contract pledging them into service for an allotted number of years. After signing up, the soldier is given a state-issued uniform and equipment based on which province they represent and which role they are expected to play. This is something unique to the Empire, as most other countries expect their soldiers to provide or at least pay for their own equipment. From there, infantry units are assigned to a barracks where they are then trained and drilled endlessly until their services are required.
Imperial infantry includes:
* Line Infantry - the Imperial Army's foot soldiers and most common unit type. They take their name from the linear warfare they are trained in.
* Pikemen - pikemen, with their long pikes and robust physical training, serve as a crucial defensive bulwark against cavalry despite their outdated weapons.
* Colonial Militia - adept in guerrilla warfare and equipped for rapid movement through jungle terrain, the colonial militia are the predominant military force in the Three Colonies.
* Irregulars - a diverse and adaptable force, Imperial irregulars are comprised of tag-along volunteers, fresh conscripts, and any other groups that are not part of the formal army.
* Long Rifles
* Grenadiers
* War Pilgrims
* Rangers
* Huntsmen
* Royal Guards
=== Cavalry ===
The Imperial Army's cavalry adheres to a strategic doctrine that emphasises speed, mobility, and shock tactics. Mounted regiments, armed with sabres and pistols, excel in exploiting flanks and conducting swift charges against enemy lines. Employing both heavy and light cavalry, the Empire of Man adapts to diverse battlefield scenarios, utilising heavy horsemen for decisive charges and light dragoons for reconnaissance and hit-and-run tactics. The cavalry's ability to outflank and harass opponents complements the disciplined infantry formations, contributing to a well-rounded military strategy that capitalises on the strengths of both arms in the pursuit of Imperial military objectives.
Despite having a heavily industrialised military, the Empire still maintains knightly orders and it is many of these knights that serve the Empire as heavy cavalry. Professional, regimental horsemen are stationed alongside regular infantry and are trained just as hard. Instead of firing drills, however, horsemen are trained in endurance and riding for long distances over difficult terrain.
Imperial cavalry includes:
* Hussars
* Dragoons
* Imperial Knights
* Assault Wagons
* Horse Guards
* Knights of Kylune
* Griffin Riders
=== Artillery and War Machines ===
The Imperial Army's artillery and war machines play a pivotal role in shaping the Empire's military strategy. Artillery units deploy various forms of firepower, ranging from cannons to rocket batteries, providing powerful long-range fire support for infantry and cavalry engagements. The use of mortars enhances the Empire's ability to besiege fortified positions effectively. Additionally, innovative war machines, most notably experimental steam-powered devices, underscore the Empire's commitment to technological advancement on the battlefield. This combination of traditional artillery tactics and experimental war machines reflects the Empire of Man's pursuit of a formidable and adaptable military force.
Imperial war machines include:
* Mortars
* Howitzers
* Puckle Guns
* Rocket Batteries
* Armoured Cars
* Tanks
=== Specialist Units ===
Like all countries, the Empire of Man deploys specialist units to fulfil vital roles within their armies, roles that are too specific for regular units to do. For the Imperial Army this includes: positions of command, assassination, religious duties, and magical affairs. These individuals are always incredibly well-trained and among the greatest of their respective professions. Carefully trained and strategically deployed, they contribute to the Empire's military flexibility, enabling it to confront diverse challenges and adversaries with a multifaceted approach that extends beyond conventional infantry, cavalry, and artillery tactics.
Imperial specialists include:
* Officers
* Inquisitors
* War Priests
* Brigadiers
* Battle Wizards
* Frontiersmen
* War Deacons
=== Navy ===
The Imperial Navy stands as a formidable maritime force, shaped by the geopolitical complexities of the Empire of Man. The Imperial fleet boasts imposing warships meticulously crafted from sturdy wood, armed with powerful cannons, and adorned with billowing sails. Naval officers undergo rigorous training in seamanship and naval tactics, ensuring a disciplined and skilled leadership that can navigate the treacherous waters of international politics and maritime warfare.
Strategically positioned naval bases along the Empire's coastlines serve as hubs for maintenance, training, and the assembly of fleets. The Imperial Navy safeguards trade routes, enforces maritime dominance, and undertakes diplomatic missions abroad. The interplay between diplomacy, trade, and military might on the high seas reflects the intricate balance that defines the Imperial Navy's role in maintaining the Empire's influence and security.
The Imperial Navy's fleet includes grand three-deckers like the "Imperial Man-of-War," serving as flagships, swift frigates for reconnaissance and patrolling, and heavily armed brigs and sloops safeguarding trade routes. This diverse array of ship types allows the Empire of Man to project power, maintain maritime dominance, and protect its interests on the seas.
== Culture and Society ==
Imperial culture emanates a rich tapestry woven from diverse influences, from the various races that call the country home to its openness of foreign cultures. Rooted in classical traditions and propelled by the pursuit of reason, the Empire of Man embraces a sophisticated blend of Neoclassical aesthetics and burgeoning Romantic ideals. From the grandeur of aristocratic salons to the bustling streets resonating with folk tunes, the cultural landscape encompasses a dynamic interplay of high and popular arts. Whether through the refined symphonies echoing in concert halls, the pages of the widely read literature, or the spirited discussions in coffeehouses, Imperial culture reflects an era marked by intellectual curiosity, artistic expression, and the pursuit of enlightened ideals.
=== Literature ===
Imperial literature reflects the unique landscape of its time, blending elements of neoclassicism and burgeoning Romanticism. Novels, particularly those exploring themes of individualism and societal critique, gain popularity among the educated classes. Influential authors produce works that delve into the complexities of human nature, morality, and the societal structures of the Empire. These novels, often characterised by intricate plots and nuanced character development, captivate readers and contribute to the evolving literary canon.
Alongside the novel, the Empire of Man embraces the flourishing of periodicals and essays. Intellectual salons and coffeehouses serve as forums for the exchange of ideas, fostering the publication of essays that delve into topics ranging from political philosophy to social criticism. This burgeoning literary culture contributes to the dissemination of rational ideals and encourages the Empire's intellectuals to engage in thoughtful discourse.
The Empire of Man is considered one the largest publishers of books and writing in the world. That is not to say that all of these published works are classics, but the openness of Imperial literature has led to a rise in many famous writers, poets, playwrights and other artists of the written word.
=== Philosophy ===
Imperial philosophy is best demonstrated by the intellectual currents of rationality and liberty that are sweeping across its land. Influenced by various thinkers, Imperial philosophers engage in discussions that question established authority, champion reason, and explore the nature of human rights and governance. Drawing on a mix of historical and modern philosophies, the Empire's intellectual elite contributes to a broader movement that challenges traditional beliefs, emphasising the pursuit of knowledge, individual liberties, and the rational examination of societal structures. This philosophical undercurrent, seeping into academic circles and public discourse alike, shapes the Empire's evolving perspectives on governance, morality, and the pursuit of a more enlightened society.
=== Music ===
Imperial music includes a variety of genres, but most notably classical compositions. Orchestral performances, hosted in opulent concert halls, showcase the works of esteemed composers. The structural elegance of the Baroque and Classical styles take particular prominence here. Operas are also popular amongst the common folk, but these performances tend to take a more realistic and less romanticised view of life. The Empire, with its retinue of talented musicians and composers, contributes to a rich musical culture that permeates both aristocratic salons and public venues, providing a melodic backdrop to the Empire's daily life.
In addition to classical orchestral music, the Empire of Man embraces the folk tunes and ballads that echo through its streets and countryside. Local musicians, often playing traditional instruments, enchant audiences with lively jigs, sentimental ballads, and spirited dance tunes. These folk melodies, passed down through generations, weave a cultural tapestry that connects the diverse populace, bridging the gap between the refined tastes of the elite and the authentic expressions of the common folk.
Due to the popularity of music, the best Imperial musicians have become incredibly wealthy and influential figures.
=== Art ===
Imperial art reflects the broad tastes and patronage of both the aristocracy and burgeoning middle class. Grand art galleries, frequented by patrons from various societal strata, showcase an array of paintings, sculptures, and tapestries. Influenced by the prevailing Neoclassical style, many artists focus on mythological themes and historical allegories, creating visually striking pieces that draw inspiration from classic Elven aesthetics. As well as regular Imperial art, these galleries also sometimes house arts from others parts of the world as well. Though some galleries are government owned and thus free for public viewing, most are private collections that charge a fee for entry.
Within these galleries, portraiture also flourishes as a prominent art form. Renowned artists capture the likenesses of aristocrats and notable figures in meticulously detailed oil paintings. The portraits, often characterised by rich colours and elegant compositions, serve as both status symbols and family heirlooms. 
=== Cuisine ===
Imperial cuisine in the Empire of Man blends diverse influences from across the world to create a refined culinary environment. The aristocracy indulges in lavish banquets featuring elaborate dishes such as roasted game birds and intricately prepared pastries. Commoners, on the other hand, partake in heartier meals like meat pies, stews, and root vegetables. Both social classes share a penchant for delicate desserts, with puddings and tarts gracing tables across the Empire. The culinary landscape thus embodies a synthesis of aristocratic opulence and practical sustenance, refined by foreign influences. As Imperial explorers have voyaged and learned new cultures, things such as spices have been incorporated into national dishes.
=== Media ===
Media in the Empire of Man reflects an era of burgeoning enlightenment, with a predominantly free press shaping public discourse. The most widely read newspaper, The Weekly Bulletin, serves as a bastion of information for citizens across the Empire. Founded on principles of journalistic integrity, the Bulletin covers a spectrum of topics, from national events to international affairs, maintaining a reputation for unbiased reporting that resonates with a diverse readership.
While the free press prevails, the aristocracy's influence is subtly exerted through exclusive literary salons and private pamphlets. In these refined circles, renowned authors and thinkers engage in intellectual discussions, contributing to the broader cultural tapestry of the Empire. The juxtaposition of the widely accessible Weekly Bulletin and the more nuanced, aristocratic literary scene encapsulates the dynamic media landscape that characterises the Empire of Man.
=== Symbols ===
The official flag of the Empire of Man is the Flag of Union. Since the Empire's inception attempts to create a unitary flag proved complicated, as efforts focused more on incorporating each province's symbols. However, renewed efforts focused more on general provincial input rather than just symbolism, creating the flag that the Empire uses today. The national anthem, a song used during official ceremonies, is 'If I Should Forget Thee, My Empire', but each Representative State has its own provincial anthem as well.
Though the Imperial Pantheon has many gods, it is the Goddess of War Kylune that is considered the true personification of the Empire. Much of this stems from her story, a mortal who founded the Empire and then ascended to godhood upon her death. In the centuries since her death many depictions of Kylune have been made, most of which are heavily romanticised or downright fictional.
Other symbols of the Empire include the griffon, the war axe, and the shield. Each Representative State also has their own local symbols.
=== Sport ===
There are many sports that are associated with the Empire, with each Representative State having variations that are more popular than others. Some of these sports are mainly participated in by the nobility or the common folk, whilst others are popular with all social classes. The Empire is also a very diverse land, so it is not uncommon to sometimes see sports from other lands being played.
The common citizenry are big enjoyers of football, a fast-paced team sport played in the streets of bustling towns and the fields of the countryside alike. With simple equipment and a boisterous atmosphere, 'the beautiful game' (as it is sometimes called) captures the working-class spirit, fostering camaraderie and competition among the masses.Among the aristocracy, horse racing stands as the premier sport, with the elite competing for prestige and honour on meticulously maintained racetracks. Nobles invest substantial resources in breeding and training their steeds, turning race days into lavish social events marked by opulent attire and high-stakes wagers. Horse racing not only showcases the prowess of the riders but also serves as a venue for political manoeuvring among the upper echelons of society.
Universally appreciated across societal strata is the art of fencing, a refined and elegant form of one-on-one combat combining traditional swordsmanship with graceful movements. Practiced in academies and public squares alike, fencing emphasises precision and finesse, attracting enthusiasts from all walks of life who appreciate the artistry and skill involved in this martial discipline.
== Religion ==
Faith is a huge component of the lives of most Imperial citizens. The Imperial Pantheon stands as the Empire's official religion, a polytheistic faith that comprises over three dozen gods (for forty-one in total). Naturally, this makes worship a time-consuming and incredibly complicated affair and, as a result, most citizens do not worship every god equally. Instead they will pray to specific gods depending on their individual needs or purpose at the time. A sailor, for example, will likely worship the Goddess of Water more than they will worship the God of Music and the Arts. For an artist, it is likely the other way around. The Empire is also open-minded about other faiths and will accommodate them as long as said faith does not breach common law.
Though the Imperial Pantheon is polytheistic, there are some deities that certainly take prevalence over others in the Empire. The most obvious example is seen in Kylune - the Goddess of War. She is easily the most popular deity for worship and is, in her own way, a symbol of the Empire itself. A large factor in this popularity likely stems from her status as both a mortal that ascended to godhood as well as being the Empire's founder.
=== Deities of the Imperial Pantheon ===
There are many gods and goddesses within the Imperial Pantheon, each with their own traditions for worship and divine realms. Some scholars believe that there were once even more gods, in the oldest days of the Empire, but who these deities were and what role they played have long since been lost to history - assuming they ever existed at all.
* Kovus - God of Time and Father of the Gods
* Astrios - Goddess of Space and Mother of the Gods
* Agrogax - God of Fire
* Lakea - Goddess of Water
* Varlas - God of Air
* Terren - Goddess of Earth
* Chroabox - God of Ice
* Zexia - Goddess of Electricity
* Demeteus - God of Fertility and the Harvest
* Baltrea - Goddess of Light
* Erebus - God of Darkness
* Amatreox - Goddess of the Sun
* Genlene - Goddess of the Moon
* Dolosund - God of Corruption, also known as The Unspoken God
* Pajir - God of Peace
* Kylune - Goddess of War
* Hectona - Goddess of Magic
* Bane - God of Order
* Crucifex - God of Chaos and Insanity
*Xasara - Goddess of Life and Cupbearer to the Gods
*Zegram - God of Death
*Veritar - God of Truth
*Apatias - Goddess of Hatred and Deceit
*Athenoza - God of Knowledge, Invention, and Science
*Havik - God of Destruction
*Domovon - God of Hearth and Home
*Eoris - Goddess of Love, Beauty, and Pleasure
*Oqdall - God of Animals and Hunting
*Uranela - Goddess of the Stars and Astrology
*Apollod - God of Music and Art
*Horuna - Goddess of Seasons
*Hypnolax - God of Dreams
*Bachages - God of Food and Drink
*Shadia - Goddess of Work and Commerce
*Pallath - Goddess of Metal
*Murimarth - God of Weather
*Kifuna - Goddess of Healing and Medicine
*Janysus - God of Exploration and Direction
*Helia - Messenger of the Gods