Empire of Man

Flag of the Empire

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 2,500 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, living 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 possess very limited technology. They use bronze tools and build their houses from mud bricks. Occasionally, these settlements will trade or fight each other but are mostly isolated. Mass graves also suggest that these peoples were easy prey for native wildlife and outside raiders.

Overtime, humanity begins to rise in The Impireacht. More settlements are established and the ones that already exist grow in size. The next few centuries are marked by rapid growth however, at the same time, chieftains and petty kings war amongst themselves in order to establish and expand their own realms. Dwarven Clans trade with these humans however, as Dwarven power declines, trade becomes less common and raids from Orcs and Goblins intensify. These early realms also have to contend with Nord raiders from the north as well as the always-prevalent risk of monster attacks.

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 Hauper, 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 Hauper, a great fortress is built atop of large mountain. The mountain itself has a flat summit, which allows for expansion. This fortress will grow into the city of Zentrastadt.

#### ***The Birth and Rise of Kylune***

As one might expect from a person that allegedly ascended to godhood, there is very little that is actually known about Kylune's early life. It is known that she was born into the Ragnor tribe as the daughter of its chieftain. However, the names and specifics of her family have been lost to history. The modern Cult of Kylune believes that Magnula's moons intersected on the night of her birth, an astrological anomaly that is said to herald a great event, however there is obviously no actual evidence to support this claim - as commonly accepted as it is. At any rate, Kylune was born into dangerous times for the local humans. Orcs, Goblins, Demons, and wild beasts all preyed on the tribes and their settlements for a variety of reasons. Because of this, Kylune was trained in the art of warfare and combat, in which she showed a great affinity.

Around the age of 15 and 16, a major event in Kylune's life occurred - one that would eventually shape the destiny of humankind. She and her warband were hunting in the woods when the group stumbled across the remains of a Dwarven trading convoy. This convoy had been ambushed by Orcs, their goods stripped and prisoners taken. Upon seeing the threat, Kylune and her warband ambushed the Orcs and a great battle occurred. Kylune slew the Orcs and freed the prisoners, one of which happened to be the High King of the Dwarves. In gratitude and in accordance with Dwarven tradition, the High King gifted Kylune with his axe. This axe was enchanted with powerful runic magic and would eventually become a symbol of Kylune's authority and martial prowess. It is said that Kylune and the High King would maintain a close bond from then on, akin to an uncle and niece.

Only a couple of years after Kylune initial encounter with the Dwarven High King, her father would pass away. As the chieftain's only child, she naturally rose to leadership - but only after defeating any immediate challengers. Her ascension allowed Kylune to finally initiate a dream she had allegedly envisioned since her childhood - a dream of a united humanity that can stand against the many threats to their existence.

Less than a year after become chieftain, Kylune began an effort to unite the various tribes. These efforts, which would eventually become known as the Kylune Crusades, utilised a combination of diplomacy and military force. She would offer defence against Orcish invaders and bestial threats, gradually building the trust of the other chieftains. This was an incredibly slow process, but after about 5 years of constant travel, assisting, and playing elaborate political games, Kylune had achieved at least friendly terms with all 16 of the major regional tribes. Nevertheless, it quickly became clear to her that not all chieftains would so easily accept her leadership. Most obvious of all these potential dissenters was king Karlmann, who nearly 20 years previous had led a coalition of his own in an attempt to purge nearby lands of Orcish and Demonic threats. Kylune knew that he would have to be won over if she had any chance of uniting the tribes.

On the year 2 BEF, when Kylune herself was 23 years of age, she gathered the 16 tribal leaders in a gathering never before seen amongst their race. Here, she put forward her case to them. She recounted burned villages, slaughtered families, stolen livestock, and the constant abduction of resources from trading convoys. She emphasised the failures of past leaders and past efforts, and how isolation and individualism has lead to only more suffering. Finally, with a conviction felt by all at the gathering, she proposed an alliance of the tribes. A union that will see the Orcs, Goblins, and other invaders finally pushed out of the tribal lands and into territories beyond. It is said that no one in the room could deny the truth in her words and many immediately agreed. However, Kylune was not so naïve as to assume that all would agree, for she was already aware of potential dissenters. So her speech was equally sly in its wording, indirectly baiting the most popular of these dissenters, king Karlmann, into a challenge. He fell the trick and challenged Kylune to a duel for leadership of the coalition. It is said that this fight lasted 6 hours. Each side had incredible talent for combat and possessed powerful enchanted weapons, Kylune with her axe and Karlmann with his spear. But, when all was said and done, Kylune emerged victorious over the king. She spared his life, as a gesture of respect and good faith and Karlmann swore his loyalty to her upon his spear. Any unconvinced chieftains quickly followed suit. And so, with the uniting of the tribes, the 5 year-long Kylune Crusades finally ended - and the foundation for the Empire of Man was laid.

For the next year, the human tribes campaigned across the region. Occasionally aided by the Dwarves, they purged Demon cults, Orcish warbands, and Goblin tribes wherever they found them. Villages were saved from slaughter and, gradually, lands were secured. This bloody campaign climaxed with the Battle of the Black Forest, where the human army alongside a small detachment of Dwarves attacked a huge Orc and Goblin force. This force had gathered in a last-ditch effort to break the human coalition and re-establish their dominance in the region. From atop a bronze chariot and aided by her personal bodyguard, Kylune lead the charge and engaged the Orcish leader in single combat. The battle was said to be bloody and fierce, with large losses on both sides. However, Kylune was eventually able to gain the upper hand on her hulking foe, first by cutting into his kneecap before finishing the Orc with an upwards blow that severed his head clean from his shoulders. As the Orc leader died, his army broke and many fled. Those that chose to stay were slaughtered. No prisoners were taken that day. With the human and Dwarven victory at the Black Forst, the Orcs and Goblins would be unable to return to the region in threatening numbers for many centuries.

#### ***Founding of the Empire***

After the Battle of the Black Forest, the human chieftains returned to their lands but their views had been irreversibly changed. They had seen first-hand the strength humanity possessed when working together and recognised that they were safer united than apart. And so, not even a year after the coalition had beaten the Orcs at the Black Forest, the crowns of the 16 tribal leaders were melted down and forged into a new, single one. This crown, symbolic of the tribes coming together, was placed upon the head of Kylune - the unifier. Before her, the tribal chiefs knelt and swore loyalty to each other and their first empress. The Empire of Man was born. To mark the occasion, Kylune commissioned several famous Dwarven smiths and tasked them with the creation of 16 magical objects, a gift for each of the 16 tribes-turned-counties. These objects would later be known as the 16 Objects of Union.

In the immediate aftermath of the Empire's founding, citizens began to refer to themselves as Imperials out of national pride. This term would eventually catch of globally and would become the name for nearly all human citizens of the Empire. However Kylune knew that, for all the talk of a united country and national pride, many would be too attached to their cultural identities to simply forget them. She also acknowledged that the new Empire of Man was simply too large for one person to rule effectively. So, in order to keep the Empire secure, Kylune anointed the ruler of each country as Dukes and Duchesses of the Empire. They would be allowed to rule their respective counties directly and would only be subject to the Empire-wide laws as decreed by the Empress herself. Also around this time, Kylune and Karlmann (who had grown very close over the last few years) would marry. Despite their union, though, Kylune would remain solely as Empress - with Karlmann earning the title of Lord-Regent.

The years of Kylune's reign were a time of growth and prosperity for the Empire. Harvests were bountiful. Roads were constructed between cities. New towns and villages were founded and growth with speed. Great temples and palaces were built. Indeed, Kylune's reign was certainly one of the greatest of all the Imperial emperors. However, that is not to say that there wasn't hardship. For Kylune also had to contend with outside invaders. Two major conflicts haunted Kylune's rule: the Great Heathen Invasion and the First Vampiric War.

On the year 9 AEF, a huge Nord army landed on the Empire's northern coast. This army, known as the Great Heathen Army, was led by a vicious warlord known as Ragnar the Bloody. He sought to conquer the temperate and more hospitable lands of the Empire for the Nords. But the Imperials posed a threat and so, as the Great Heathen Army marched through the Empire's lands, they burned towns and villages to make way for their own settlers. Kylune and Karlmann, outraged at the audacity of the Nord army, marched north alongside the Imperial Army to meet them. When the two armies clashed the fighting quickly turned savage and desperate. Together, Kylune and Karlmann fought Ragnar and his bodyguard. Eventually, the Imperial Army was victorious, Ragnar was slain, and the remaining Nords driven out of the Empire. However, this came at great price. Many Imperials were dead, Karlmann along them. Kylune never remarried.

The second conflict was easily the more severe of the two. In 11 AEF, a woman (who name has been lost to history) became Duchess of Mortsanheim. Soon after her ascension, high-ranking nobles and other influential figures in the county began going missing, however the other Dukes and Duchesses seemed blind to this. This woman was the Witch Queen, the greatest dark witch to ever live and the mother of all Vampires. Four years later, 15 AEF, her agenda was revealed to the country as a great and terrible army of Vampires and Undead poured from the borders of Mortsanheim and into the other counties. Her goal: to bring the living to heel and establish herself as ruler of all. This marked the beginning of the First Vampiric War and what followed was 15 bloody years of constant fighting. By 30 AEF the Empire was on the brink of collapse and tens of thousands were dead. Luckily, at the Battle of the Black Bog the Witch Queen was slain by Kylune - though her body was never found. With her demise, entire armies of undead collapsed and the surviving Vampires fled back into the borders of Mortsanheim. For the next decade, the Imperial Army would make several attempts to recapture the province but were repulsed each time. In 40 AEF the surviving head Vampires founded the Vampiric Union and Mortsanheim formally seceded from the Empire. This secession would be Kylune's only major failing in her reign.

In 67 AEF, after nearly 70 years of rule, Kylune finally laid on her death bed. That year, she passed away peacefully. It is said that, on her dying breath, her body disappeared where it lay and was never seen again. Whatever the truth of this actually is, her body has never been found.

#### ***The Imperial Golden Age***

After Kylune's death her son, William, succeeded the throne and became Emperor William I. His reign, however, was short - only 1 year. In his time he only succeeded in finalising the canonicity of the Imperial Pantheon of Gods (which is no small feat, to be fair), before his unfortunate and untimely death in a hunting accident. Childless, William's brother would succeed him as Emperor Harold I. The reign of Harold the Good, as he would become known as, was marked with the finishing of the 16 magical objects previously commissioned by his mother. Harold, as per his mother's original intentions, distributed these objects among the leaders of the 15 counties. The 16th object, originally meant for Mortsanheim, was put into the Imperial treasury for safe keeping.

Also notable during Harold's reign is the rise of the Cult of Kylune. The Cult's origins can be traced back to a single priest of Pallath, the goddess of metal and (at this moment in time) war. The priest claimed that they saw divine visions showing Kylune's ascension to godhood as the new goddess of war. This claim was considered extremely controversial at the time. Pallath was already goddess of war (and an incredibly popular goddess at that) and to claim that she had been, essentially, replaced was nothing short of blasphemy. But many believed him, especially after he voluntarily left the priesthood in order to become the first archbishop of a new cult revolving around Kylune's divinity. The Cult of Kylune constructed its first temple and began the slow process of spreading its doctrine. As the centuries passed, the Cult of Kylune grew in popularity as the Cult of Pallath shreank, a process no doubt helped when the Cult of Pallath was infiltrated by demon worshippers. By 246 AEF, a large temple dedicated to Kylune was finished in Hauperacht and, later that year, Kylune was canonised into the Imperial Pantheon as the new goddess of war. Unsurprisingly, the Cult of Pallath despised the rising prominence of the Cult of Kylune and the two would often clash. Eventually, in order to prevent an all-out religious civil war, a treaty of compromise was created, which persists to this very day.

The century beginning 400 AEF marked the beginning of a new age for the Empire of Man. A golden age fuelled by colonisation, growth, and prosperity. Since its inception, the Empire had possessed a vast frontier of unsettled wilderness. It had always been assumed that untapped resources existed within its boundaries but no major efforts had been made to settle it. Until now, at least, as the Empire's rapid growth fuelled a settler's spirit in the Imperials. They travelled into the frontier by the dozen, founding new towns and villages across the plains, hills, and forests. Along the way, they discovered new monsters and small pockets of Goblins, but these were eliminated by the Imperial Army. The pioneers saw the frontier as their destiny, and so this period became known as 'Chasing Destiny' - but is more commonly just referred to as the Imperial Golden Age. Around this time, the first Demi-Humans were born to Imperial settlers. Now believed to be the product of a magical anomaly, the Imperials of the time saw these 'beast-men' as a bad omen or demonic curse. Many were believed to have been abandoned in the woods or even drowned in bathtubs and those that did not brave the frontier threw baseless accusations of bestiality and degeneracy.

Despite the clear societal failings of the time, this period of history saw the Empire reach the pinnacle of its size and achievements. New lands were settled, cities grew, and people enjoyed the benefits of peacetime. However, blinded by their own hubris and success, the people of the Empire would not see the cracks that would see their nation plummet back down to reality.

### **Imperial Collapse and the Age of the Republic**

The period of 'Chasing Destiny' would end around the century beginning 900 AEF and, perhaps appropriately, the Empire would begin its period of decline immediately after. At first, the decline was painfully slow - essentially invisible. Taxation would increase, but only a little. Military funding would be cut, but only slightly. But it would be these small changes that would snowball into oblivion.

Perhaps the only overly positive development during this time was the acknowledgement of the Halfling race. These people, which had lived alongside the Imperials for much of their history, had been seen as essentially second-class citizens. They could not participate in the political process and many were forced to live their lives as simple farmers. However, during this time they were finally granted equal citizenship and rights. Better still, land was taken from Glasheim and Lindjaheim and gifted to the Halflings as a county entirely their own. This new county, named Goridheim, was ruled by a Duke chosen from the Halflings and the first of these leaders was gifted the 16th magical object originally meant for Mortsanheim. In the aftermath of these developments other races, most notable the Demi-Humans, began to intensify efforts to obtain equal rights. They would not get this for many centuries.

The acknowledgement of the Halflings was a positive development, to be sure, however this period of history saw the Imperial Army and Navy be severely neglected. This came to ahead during the reign of Emperor Charles the Fat, whose ascension to the throne began the Empire's decline in earnest. During his reign crime increased substantially. The Imperial Army, unable to keep up with the rising crime rates, resulted to corruption and bribery in order to get by. As a result, monster attacks increased and organised crime conquered the cities. At the same time, Northman raids resumed across the Empire's entirely coastline. The Imperial Navy, who had also been heavily neglected, was powerless to stop it.

Charles the Fat's reign is seen by contemporary historians as one of the worst in the Empire's history. And, with the weakening of the Imperial defences, the greatest sin of Charles' rule would emerge from deep beneath the earth...

#### ***The Emergence War***

On 1111 AEF, cracks appeared all across the Empire. From these cracks, great swarms of insects emerged and descended on the unaware citizens. These swarms spread disease and devoured crops, moving from settlement to settlement almost systematically. Many settlements, especially those on the frontier, are abandoned completely. Most will never be re-established. Just as the Empire teetered on a simultaneous plague and famine, the worst part emerged. Huge armies of Arachi, an insectoid race from under the ground, broke through the cracks and poured onto the surface. They were lead by an entity called the Broodmother and they had come to conquer the Empire. The Arachi captured towns and villages by the dozens and the unfortunate citizens that chose not to flee were either enslaved or consumed by the rampaging insectoids.

While all this happened and his Empire seemingly collapsed around him, Emperor Charles could not have cared less. Charles, a cowardly man, cared more for his own life than those of his subjects. As soon as the gravity of the situation hit him, the emperor fled the front lines and locked himself within his own palace. All his servants, advisors, helpers, and anyone else within the palace was kicked out. No one was allowed inside. In the emperor's panicked mind, he would be safe within palace. The building itself was a fortress, protected by the Empire's best soldiers and contained within a well-protected city. He would be safe. The emperor was wrong.

Less than a year after his self-imposed isolation, as the war dragged on and Imperial blood was shed all across the Empire, Emperor Charles the Fat feasted. At some point, he left to use the toilet. It was there that the emperor would meet his demise. As Charles went to sit down, he was stabbed several times in his rump. He collapsed on the floor and, from the toilet, emerged Arachi assassins. They would stab Charles many times, though the exact number of wounds is unknown. Due to his isolation, many details surrounding Charles the Fat's death are murky at best, however what is well documented is the state of his body upon its discovery. Charles' body was only found several days after his death, by which the point he is described as being horrendously decomposed, rotting within a disgusting mix of blood and faeces. Charles had died childless and his only sibling, a brother, was fighting on the front lines. As a result, the Empire entered a period with no ruling emperor.

More years passed and hope seemed lost. Towns and cities fell and the few that remained were convinced that they were witnessing the end of the Empire. However, hope came in the form of Charles' brother - Prince Winston. Winston, who never expected to obtain the throne, had dedicated his life to martial duty and was a proven prodigy in the art of war. Over the course of several years, the prince travelled across what remained of the Empire. Winning battle after battle as he went, Winston rallied the remaining Imperial forces and lead them all in a final all-or-nothing last stand outside the city of Dunedyn. The Battle of Dunedyn was perhaps the most brutal and bloody in the Empire's history, however the battle outside the city was only a distraction for the clever subterfuge taking place underneath. Prince Winston, with a small group of veteran soldiers, infiltrated the Arachi's tunnels and, over the course of several days, brave the hostile territory until they found the Broodmother. When they finally found her, they assassinated the Arachi leader which caused the entire Arachi force to break apart in disarray. After this, Prince Winston personally lead the driving away of almost all the remaining Arachi.

With the Emergence War over, Prince Winston finally succeeded his brother as Emperor Winston and was given the honorary title of 'Bugstomper' to commemorate his efforts. However, the new emperor could not rest as he had a herculean reconstruction effort ahead of him. Much the Empire's infrastructure and settlements had been damaged in some capacity. Nothing had been spared. In addition, half of the Empire's population had been killed. All the efforts and progress during the Golden Age, all the settlements established during 'Chasing Destiny' had been for naught and, in fact, the frontier had essentially doubled in size.

Emperor Winston the Bugstomper ruled for around 25 years and in his time was able to rebuild as much as he could. After a few years, some semblance of normalcy returned to the Empire as people reconstructed their lives and attempted to move on. By the twilight of his reign, the cities had been repaired and the population had increased, but the frontier still remained untamed. Whether or not Winston had any plans for the frontier will, unfortunately, never be known for the emperor, like his brother before him, was murdered. No culprit was ever found and theories persist to this day - ranging from a noble conspiracy to an Arachi revenge killing.

Winston only had one child, Henry, so he succeeded the throne. However, Henry was a weak-willed man and was easily manipulated by nobles, religious leaders, guild leaders, and other influential figures. Unfortunately, this is a pattern that would continue for about 2 centuries. During this time, Imperial power declined once again and dissent against the royal family increased. Yet, the Imperial throne would remain an important symbol of Imperial unity and authority, at least until one day a group of ambitious Dukes and Duchesses decided that enough was enough.

#### ***Imperial Civil War and Rule of the Republic***

On 1359 AEF, William II ascended to the throne as Emperor. A deeply unpopular man even before his ascension, it was William immediate attempt to undermine noble interests that pushed some in positions of influence over the edge. Within the year the leaders of Glasheim, Hatarheim, Isernheim, and Zeeheim denounced the royal family and called for their abdication. This new group named themselves the Republican League and called for a new, democratic government. The royal family, naturally, refused to surrender power and so the stage was set for a new and bloody conflict, beginning almost immediately with border skirmishes between Royalist and Republican forces.

This conflict, known as the Imperial Civil War, was a long and brutal affair that led to over 150 years of fighting and, in every way, brought the Empire to it's knees. In 1414 AEF, the previously neutral counties of Norrheim and Zentraheim join the conflict on the side of the Republicans. In 1421 AEF, the harbour of Hauperacht is bombed by Republican extremists, killing many people. In 1470 AEF two knightly orders, one Royalist and one Republican, clash on the streets of Zentrastadt. Indeed, the conflict remained somewhat stagnant, though bloody, for about 120 years until 1485 AEF and the Battle of Podan Plain.

## **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, or even a small mountain range.

Due to its large size, the Empire of Man shares borders with most of the nations it shares a continent with. 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 Empire has a partially regulated market economy. This means that the Imperial economy is built on capitalism, only partially regulated by the government, and the markets themselves possess the power to control themselves. Nevertheless, the Imperial economy is also built on mercantilism, an economic theory that stresses maximising exports, minimising imports, and the weakening of rival economies. This means that even though foreign goods are still easy to come by, they will always be more expensive than locally-produced equivalents. These policies seem to work though, for the Empire has a vibrant and prosperous economy.

The Bank of the Empire, located in Handelburg, 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.

The Imperial economy is reliant on a variety of trades for its prosperity, including: tourism, services, global banking, and manufacturing. Handelburg is considered one of the largest financial centres in the world, with only cities like Ptra being able to rival it. Being a somewhat decentralised nation, each province in the Empire has its own economic interests and prioritised markets. Some focus on mining whereas others prioritise tourism and local services, for example. Nevertheless, it cannot be denied that two major industries within the Empire are textiles and agriculture. Farming remains an abundant trade for the lower classes, who often have little choice, but textile production has become an appealing alternative for those that can afford the switch. The recently-emerged middle-class also find the textile industry appealing, resulting in a multitude of tailors and cloth-makers setting up shop all across the Empire.

### **Science and Technology**

The Empire has been a leading centre of science for much of its recent history and many famous scientists, engineers, and inventors have been born within its borders. Some more recent major theorists include Oliver Harewell, whose laws of motion and discovery of gravity have become keystones of science, Regonta Hamiti, a great innovator of astronomy and physics, and Lars Boone, a biologist who pioneered the modern concept of germ theory.

At least some of the Empire's rapid advancements in technology, especially in the field of engineering, can be attributed to their 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**

Like all countries in Magnula, an overwhelming majority of travel in the Empire is done over the roadways. The Imperial road system is a very complex network of major and minor roads that connect the country's various towns and cities. Their major roadways, again like most countries, are paved with stone so that carriages and travellers have an easier and more comfortable journey. Minor roads are usually simple dirt paths. However, what makes the Empire truly unique in this area is its use of toll gates. Across the major roads, there are various checkpoints that require a small fee to pass through. These fees are used to look after the paved roads, filling in holes and similar such tasks. This means that the Empire's roads are very well-maintained, whereas other states might find their quality lacking.

Nevertheless, road travel is still dangerous in the Empire. Wild animals, vicious monsters, and opportunistic bandits are all plausible and unfortunately common threats on Imperial roads. Due to this, it is commonly accepted that travel over water is a safer option - if significantly more expensive. Luckily, the Empire is also home to many various river systems, making travel across its lands much easier. For longer journeys travel across the coast is an option, for those that can afford it, and, in a similar vain, overseas travel to other lands is also available to Imperial citizens, though this is often incredibly pricey.

## **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**

The Empire understands the importance of education, for they know that their strength lies in their intelligence and the progression of technology. As a result, unlike a majority of other countries, the Imperium offers a wide variety of academic options for all of its citizens. Most uniquely is the common education program, a plan that saw the establishment of many government-owned and publically-funded schools. These schools, unlike the discriminatory academies of the rich, are open to all the Empire's citizens - giving them vital lessons in reading, writing, language, and other life skills. The intention of the common education program is to give Imperial citizens (and by proxy the Empire itself) an edge on the world stage, by providing its citizens with skills that most ordinary people outside of their borders would not have. The results of this idea are clearly shown, for the Empire has one of the highest numbers of educated citizens anywhere in the world.

As well as public schools and private academies, the Empire is also home to trade schools. These places are designed to teach citizens trade skills (such as carpentry, farming, smithing, and weaving), without having to offer themselves in the service of a private business as an apprentice. Though many apprentices do still exist, the trade schools have allowed citizens to learn and hone their chosen skills and quite a few go on to found their own businesses. Universities are also an option for aspiring scholars. These institutions are for only the most talented scholars and academics and focus more on the advancement of knowledge rather than direct teaching. However, though they are open to all citizens, the wealthy still encompass an overwhelming majority of students and staff at Imperial universities.

### **Healthcare**

Healthcare in the Empire is a devolved matter, a combination of publically-funded hospitals and private practices. In such a hostile world, healthcare is a fundamentally important necessity, a fact the Empire knows very well. As a result, most basic healthcare is free in public hospitals, being paid for through taxation. But this system is not without difficulty, for public healthcare is incredibly expensive and the responsibility of local provincial rulers. These rulers constantly have to balance the healthcare funding with funding for other efforts, and so the quality of healthcare provided varies drastically from province to province. Medical policies and priorities also vary from province to province, resulting in many contrasts.

## **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
* Pikemen
* Colonial Militia
* Irregulars
* 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