Glaton

The Empire of Galton is a Parliamentary Monarchy. An emperor is elected by the Senate, composed of all land-holding nobles, and then approved by a test carried out by the Sword of Glaton, an artifact enchanted by their original ruler

Glaton is heavily based on the Roman Empire from earth, in that it uses the Legion structure, Empire and Senate model of government, and happily welcomes all races... on the condition that they speak Imperial Common, pay imperial taxes, and adopt Glatonese culture in place of their original origin. Interestingly, they do not approve of the slavery of Rome, making conquered peoples protectorates of the empire almost immediately rather than pressing them into indentured servitude until they can gain their citizenship.

Rulers

* Elissa Glaton: The first Empress. She started as an adventurer and, after saving a town in the middle of the continent, named it after herself and began the Imperial Tradition of conquering large tracts of land every new generation.

Known Locations:

* Arenberg: The closest city to Rumib pass and local legion station.
	+ The Spilled Mug: a bar in Arenberg run by the lvl 11 Barkeep Serge Albretch.
	+ Rumib Pass: the only known access point between the countries of Glaton and Mahrduhm. The town was destroyed/captured/evacuated in the first book by Montana. Home of the Ranger Vecto Talotius.
* Saumiers - A village on the edge of the War Waters, and the northern edge of the Empire.
* The Wide Wood: a region south east of Arenberg. The wood is full of "more rivers and lakes than you can count".
* The Singing Swamp: A region past he wide wood that extends half of the way down the continent cutting Glaton off from the Imperial Sea and protecting them from naval invasion from Mahrduhm. The swamp is famously impassable.
* Glaton: The capital city. Named for Elissa Glaton, the first empress.
* Bergamo: The southern most city in the empire. Just across the strait from Bergamo is the Great Erg.

Known Neighbors:

* Carchidon
* The Great Erg: A desert south of Glaton, the Great Erg is a...*relatively* thin strip of sand that splits the southern continent in a straight line. It is 1000 miles wide and many times that long.
* Mahrduhm
* The Amber Wastes - Northwest of Glaton, home of the Centaurs. They regularly herd behemoth's into Glaton and Mahrduhm as cover for mass raids on cities while the local armies are occupied putting down the behemoths.
* Imperial Ocean: South East of Glaton, staging point for most of Glaton's navy, and where they challenge Mahrduhm's Navy. Contains many islands and a nation of Undead.
* Osterstadt: a city nestled within a mountain pass, and the only known passage between The Empire and The Emerald Sea. They are very Anti-Empire, but suffer their rule in exchange for a chance to recover from the endless waves of monsters that issue forth from the Sea of Trees.
* The Emerald Sea: A titanic ravine containing an endlessly regenerating forest of trees the size of skyscrapers. Absolutely full of monsters and ruins. Adventuring groups regularly brave the forest and those who come back return with tales of horror and inventories bursting with riches fit for a dungeon run.

Military:

* The Legion - The Empire's primary military force; the tip of the spear, so to speak and by far their strongest aspect.
* The Fleet - An anemic military force. They are significantly outclassed by Carchidon's Fleet.
* The Guard - The Guard isn't really a singular entity, but most city guard's are large enough to form their own factions, and tend to have a... rocky... relationship with the legion. They also commonly act as the private militaries of various nobles, which likely contributes to their relationship with the legion.
* The Thingmen - The Emperors personal army. Drawn primarily from the Legion, they also invite Adventurers and Mancers(magi) of sufficient renown and loyalty to their ranks.
* Adventurers Guild
* The Mancer's Circle

Known Organizations:

* The Caravaners' Guild
* The Biscuits Club
* The White Hand

Magic: Magic is... largely forbidden in Glaton. While integral to Glaton for much of it's existence, roughly 300 years ago, the magelords of Glaton went to war. It's never mentioned in detail quite WHY (the story changes with every teller), but the devastation they wrought on the empire is believed to be worse than any invasion or divine disaster in the Empire's history, and so, no unchained mage is tolerated anymore.

In order to practice magic In Glaton without having to hide from the Legion, a mage must receive The Mark Of Imperial Prerogative Indicium or join the Emperor's personal Herthe. Failing to do so, and being caught, results in being sentenced to Purge; a fire wall spell cast by a ring of dozens of magi that will destroy only living material, including demons and eldritch abominations who would be otherwise immune.

Those who use Magic in the Empire Legally typically join the Legion or, oddly, are employed as farmers. More rare are enchanters, Healers, magical utility workers and City Guards.