World Imperium Aeternum

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World Imperium Aeternum

For the roleplay Corda Imperii; Sanguis Imperii

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Life in the Empire

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Founding Of An Empire


Nigh on 2000 years ago, Khrainos, God of Unity, Stability and conquest, fell in love.

The woman, Helene "Dulcis" the only daughter of the king of a small island city-state surrounded by much larger powers, was regarded by all who saw her as the fairest woman in the world. Some claimed the Goddess of Beauty herself was jealous—others than she had lain with the king and Helene was of her own divine flesh. The kings of each of the three kingdoms that surrounded them desired her and it was through her beauty she kept all three at bay, for any that assailed her father would find himself set upon by the other two and destroyed utterly, for such was her beauty that no man would compromise in his desire once his blood was raised.

But Khrainos was no mere mortal and he came to her in the night, claiming that which no mortal was worthy of. Before the year was out, she bore twins, a son and a daughter, with golden hair and golden eyes and the strength and beauty of divine parentage. Aurelius and Aurelia, the gilded children, were concealed from the world within the palace, in knowledge that if any of the kings learned their object of desire had been bedded, all would seek their revenge. For twenty years they remained, learning in turn from each of the twelve divines, for Khrainos claimed descent from all and each saw themselves in the children.

On their 21st birthday, the old king finally passed and, Aurelius, at last prepared, took up the crown. Knowing he could not defeat all three kings, he made offers in secret—to one to wed his mother, to the other to wed his sister. He made no offer to the strongest and as he had known, the man attacked recklessly with all his forces. Aurelius, his father's blade in hand and in golden armour, led his men on an assault as his secret allies revealed themselves—one, with their great fleet, destroying the navy that tried to take the strait, the other, whose soldiers were consecrated in the service of the divines, landed and joined in the fray. The enemy king, a man of immense size who all believed was the son of Nemar the War God himself, fell to Aurelius in single combat when, through a treacherous stroke, he lost the favour of his father. What foes remained cast down their arms and the lords, seeing Aurelius resplendent in the sun, knelt before him.

And so four kings became three.

A grand feast was held that night, three kings of now three kingdoms, all believed they would be bonded as family.

Yet where Aurelius had made oaths, he had made only promises that he would command his sister and mother. Yet by the law of his kingdom, such commands held no sway. Aurelia walked to the alter, swearing her vows to a king so bloated that he required the help of servants to stand—yet when he tried to kiss her, she drew her dagger and drove it deep, biting bone. As the man's sailors rose, she spoke and commanded them, as their queen, to kneel—and all obeyed. She turned and knelt to her brother.

And so three kings became two.

The other king, seeing Aurelia resplendent and commanding and finding her mother now plain in his eyes, turned and spoke fatal words "Damn my oaths, I will have the girl or I will have your head."

One of his own, on hearing this, drove a dagger into his back and with the guidance of an angry god, the blade found his heart. The men looked around and, as though driven by some religious ecstasy, knelt.

And so two kings became merely Aurelius, who rose and proclaimed his empire. An Empire to be built upon four pillars—Himself, the Grand Army of one foe, the Grand Navy of the second and the Divine bonds of the third.

He took the daughters of each of his foes as his consorts and his sister the sons, founding an Imperial dynasty that saw half a hundred children before they died, together, in their 120th year.

Over the next three hundred years, their sons conquered westwards and eastwards and northwards, breaking each kingdom that opposed the Emperor and, those who willingly knelt, marrying into the Imperial family and founding many of the Imperial Great houses.




The Great Collapse


Twelve Hundred years after the founding of the Empire, a single weak man nearly saw the end of all.

Emperor Marionos II was a man blessed with three strong sons, any of whom would have made a grand Emperor. Yet he was indecisive and uncertain. He named none co-emperor and instead, granted each governorship over large swathes of the Empire. When he died unexpectedly, each son proclaimed himself emperor and marched on the Capital. The brutal three way clash outside the walls of the capital saw two of the three fall—yet the survivor was weakened and, when rebellions began to break out across the west, his march to crush them saw his army instead destroyed, utterly.

The last light of the Empire was held by his only child, an infant daughter, Selene I, who became the first child ever to rule the Empire. Her regents pulled all forces they could back to the city and with the navy, protected the city itself from all attempts to assail it. To the South, the Numian Empress moved to secure Imperial cities that had been established on her coast, while to the east the Shanenshah of the Zourians moved to conquer the Eastern Provinces. Many believe that, had they been willing, either might have been able to assail the Imperial Capital. Yet each claimed portions of the Eastern Empire and bled themselves white in their efforts to see their claims enforced.

Serene grew and married and her son grew and married and her grandson grew and married and though the city was strong, the Empire was shattered. False kings reigned throughout West and East alike, while the loyal imperial families from across the Empire came to the capital, finding nowhere else safe.

It was her great-grandson, Belisario the Lion, who at last, began to piece the Empire back together. Coming into his reign by 25, he led his army to the East, reconquering vital lands to supply him with food and soldiers for the wars to come. Striking North east, then west, he effectively secured what is today called the Heartlands, those parts of the Empire ruled directly by the Emperor. His Navy, rebuilt, closed the great Straits to all traffic except those willing to pay brutal tolls and soon, the Imperial coffers overflowed. By the time of his death, the entire Argentia river basin, the breadbasket of the Empire, was once again kneeling and the Eastern City of Dominatia, controlling the Emperor's canal which connected the Mare Imperatoris with the Mare Aromatum and allowed sea trade with the Zourian Empire, had been reclaimed.

Belisario saw over 100 Winters and two dozen sons—but learned from his mistakes. The strongest became Emperor and his brothers went forth to conquer only in his name.




The Times of Blood and Bone


On an archipelago far the North of any Imperial territory, four peoples can be found.

Despite the Empire calling the sea that surrounded them Mare Glacies, as it was marked by when the water got so cold that a man who fell overboard would struggle to swim, the southern portions of the island were fertile and prosperous.

In the region, the first of the four peoples are the Ármenn, are interlopers from the Southeast, what the Empire called the client kingdoms. They have at various times established colonies and trade and never more than in the freedom permitted by the collapse.

To the South of the Islands, there are the Hveitmenn, a settled society who largely farm and engage in little raiding, preferring to use their valuable position to trade with the Armenn and the Imperials, for supplies which they then sell to those further North.

Spread across the Archipelago are the various clans of the Blóðmenn who, while having settled societies, have ritualized the act of raiding for slaves, materials and in particular, anything which they cannot get except at great expense. Throughout history they have raided the Armenn, the western kingdoms and the Hveitmenn, but never the Empire—not until the collapse.

Far to the North are the Sjórmenn, whose lands, largely too cold for farming, engage in fishing, animal husbandry, woodcutting and, vitally, extended journeys. These have established a successful trade link to lands in the west and are the source of certain foods, furs and materials not native to the continent.

The Empire has never had any major presence on the Islands, with one single exception. In the South East, there now stand a powerful fortress city at what the locals call Beinland, called in the High Imperial tongue Vindicta, to engage in trade and deterrence.

As the Empire collapsed, Northern raiders almost all Blóðmenn, free like never before, raided south into the former lands of the Empire, even attempting an assault upon the Imperatori itself. This assault continued for perhaps two hundred years depending how it is measured, even after Belesario began the restoration.

That was, until a particularly violent raid upon the newly established Porta Aquilo saw the taking of the sister of a sitting Empress. Eirene the Vengeful, grandaughter of Belisario, gathered the Imperial fleet and the army, sailing North.

She took vengeance.

The great city now called Vindicta was sacked by siege tactics unknown to the Northerners and every man, woman and child was killed or taken in chains. The Imperial Army then marched north, the Navy accompanying them along the coast. They exterminated anyone who they came across, frequently driving the Blóðmenn from their villages onto their ships before the fleet would appear and, hurling streams of fire, burn all who tried to sail away. The campaign lasted ten years and saw the population of the Isles halved, entire tribes all but exterminated.

Desperate to stop the slaughter, the tribes, enemies and friends alike, unified in a desperate plea for peace. Those who refused they enslaved and delivered in chains to the Empress as repayment, along with the return of her sister, a clan of her light-haired children in tow and the head of her captor hanging from her belt. There, kneeling before foreign gods, each clan, each tribe and each family swore a blood oath. Any man that touched an imperial land would be declared anathema and killed without mercy, any merchant who bore an imperial mark was sacrosanct and the Empire was permitted, as it chose, to entice men and women from any clan to abandon their tribe and join their service. This led collectively to the two orders. The Fratres Gladii, men and women alike who served as the Emperor's guard and most loyal troops and the all-female Valkyrja, women specifically chosen for their skill and fanatical loyalty to guard the Imperial Palace and in particular, the children of the Emperor. These brutal shock troops would see the reconquest of the Eastern Empire completed




The Organizations of Empire


Fratres Gladii

Northern warriors sworn by blood oath into Imperial service, these men and women, fighting in heavy armour and with heavy axe, sword or mace, have sworn their lives to the personal service of the Emperor. Where his army attacks, they claim the right to lead the Vanguard and when traitors are taken, they claim the right to make a public example. Their singular devotion has garnered a fearsome reputation, as when the need arises, they will kill as commanded without hesitation or mercy

Valkyrja

Born from the ranks of the Frates Galdii, this all-female force are sworn to the personal defence of the imperial family. Restricted to women so as to be able to guard imperial wives and princesses in places where men cannot, they increase their numbers by recruiting the best, most capable women who arrive from the North and by raising their own daughters to Imperial service. Never marrying and never holding any title outside the guard, they are quite insular as a rule and have developed their own dialect of mixed Imperial and Nothern tongues. While they defend the Imperial family, they do so in much the same way a cat hunts rodents and will disobey even the most direct orders of the Emperor himself if their duty compels them. More than one Emperor has been forced to do as he was told rather than have his own bodyguard carry him out.

On some occasions, women of the Imperial family have themselves sworn the oaths of Valkyrja. These women are granted special privilege and position, but are also held to the harshest of standards

Servi

In common parlance, there are millions of slaves within the bounds of the Empire. This is, when one considers Imperial law, a half-truth. Personal ownership of individuals was outlawed from the very beginning of the empire. It was believed that it allowed to much consolidation of power by the individual houses and that the Empire would be better served by allowing freedmen to work the land. While slave markets can be found in virtually every city in the empire, these slaves come from three sources—criminals sentenced for certain crimes, war captives and those who sell themselves out of desperation or poverty. These are bound to serve their owners a non-renewable term of 20 years, are protected against certain forms of abuse under the law and receive a portion of land upon their release or the payment for a guild seal for those possessing the skills to enter a trade. Children born to slaves are born free and have the same rights as all others.

There are, however, two permitted forms of ownership with a deep and rich history.

Stigmata Servi

The term for slaves owned by the Imperial family, this group of women and eunuchs are overwhelmingly prizes of war and, through use of ritual binding carried out by the priests of multiple of the twelve divines, are shaped into the perfect servants.

The rituals, involving the removal and burning of reproductive organs, both fuel the magic and ensure that those taken into service can never have any desire outside of their service. Tattooed from head to feet, with typically only the face spared and unable to be freed regardless of circumstances, these servants are only able to advance internally and many have, by doing so, become extremely prominent and respected members of imperial society. Compelled to worship the Imperial cult and promised rewards in the afterlife for service, they are altered by spells that drastically slow their aging, enhance their beauty and improve their stamina, balance and grace, while also removing certain abilities. They are constitutionally incapable of violence, falling into pained fits of nausea if they attempt to so much as crush an insect, including any action that might harm themselves. They are taught to worship any member of the Imperial family as a semi-divine entity and lying to them or disobeying their commands has been known to induce a feeling of shame so powerful they cannot function without relieving it. These vulnerabilities are somewhat offset by protections of law—which proscribe the same punishment for harming a Stigmata outside of basic discipline as for the same crime against an infant to any outside the Imperial family.

The overwhelming majority of these slaves are to be found in the palaces, manors and retinues of the Imperial family, doing everything from preparing meals (the animals are, for obvious reasons, slaughtered by others) to scribing to warming beds, a duty carried out eagerly as the highest honour and form of worship. Others are trained as everything from doctors to midwives to advisors to the Emperor himself. The slave's council, a body of twelve of those most favoured by the Emperor, oversees all others and can promote, demote, reward or punish those below them. Lacking all other forms of advancement, loyal and competenant service are the only route upwards. The Imperial family is also aware of the power these slaves hold and so will offer some of them to serve prominent Imperial Families. To have even one in their service is considered an immense honour and one that cannot be bought—only favour can earn it. This, in turn, gives House Nicolaides a group of utterly devoted agents in the councils of the high and mighty.

Sanctio Servi

A separate caste of slaves, these are owned collectively by one or more of the dozens of Priesthoods in service to the Greater or Lesser Divines. Typically, these willingly enslave themselves as a form of restitution or penance to the God or Goddess in question and can serve in ways from cleaning the Temples to working in the fields. This is considered a high calling and is taken by some criminals who would otherwise face execution, though bound by oaths that are far worse than death if broken.





The Institutions of Empire


Senātus

Outside of the Imperial Family, who oversee the Empire itself, the overwhelming majority of governing in the Empire at the local and provincial level is handled by the Great Houses. The interface between the two is the Senate. where every Great family, regardless of size, has a single representative (A family is not considered as such until it has attained a certain baseline size). This system, designed to prevent the consolidation of power, also serves to provide a means for issues on the fringes of the Empire to be heard in the heart of the Imperial capital. The Senate serves a largely ceremonial role, but wise Emperors heed its council and take its matters seriously.


Sacerdos Divinas

Within the Empire, worship of all Gods is permitted. Yet above all stand the 12 Divines, formed from the primordial chaos as halves of a whole, all of the hundreds of lesser Gods descended from their various couplings. The Imperial Family claims descent from all of them by way of Khrainos. They also attribute their two great rival Empires, the Numians and the Zourians, as the descendants of the Goddess of Rivers and the God of the Desert and the God of Foreigners with the Goddess of Beauty respectively, with their various idiosyncrasies coming from the lack of balance these pairings introduced in their line.

At the head of all worship? The Sacerdos Divinas. A Council of 12, including the high priests and priestesses of each Deity and led by the Primus, elected from amongst their number and serving as the High Priest for all the Divines, this organization controls the entire Imperial religion. From them decisions pass to the High temples, then out across the land. In terms of authority, they are largely independent, yet not utterly so—past power struggles have seen it decided that the Emperor possesses unique insight on divine matters due to heritage and may, at any time, overrule the council. This has not been done in over 200 years, yet the threat has served to prevent any attempt of the Council to consolidate more power.

Imperatoria Exercitus

The Imperial Army, an institution so foundational that it is considered to predate the Empire itself. Largely composed of heavy infantry, it has nonetheless evolved since its foundation. The regular addition of Numian horse archers since the conquest of that Empire has seen itself pay dividends, as has the addition of Pikemen and Halberdiers innovated during the years of crisis. Under the personal command of the Emperor and considered his most important duty, without the army, there is no Empire.

Unusually for Imperial institutions, members of the Great Houses are given no innate advantage in advancement. The army has been commanded in the past by peasants, foreigners, slaves and career soldiers and takes pride in the fact that to advance into the high command, one must simply be the best. This does, however, serve to strengthen the Great Houses—for very rarely does a man reach the top without being offered the chance to establish his own House.

Imperatoria Classe

If the Army protects the body of the Empire, the Navy secures its blood. With the Empire always reliant on the sea for trade and control, it has put great effort into being the only meaningful Naval power on any sea it controls. Its massive ships patrol its coasts, seal its straits and carry out extensive voyages beyond the edge of the map. It's greatest advantage, Dragon's Fire, a magical alchemical mixture that can be launched from catapults or lobbed by heavy metal lofting tubes and sets virtually anything, including water, ablaze. It was this innovation that utterly ended the Numian's as a sea power and has broken coastal cities across the known world.

Unlike the Army, the Navy is heavily insular and virtually always promotes from within the Great Houses. This is not so much by design as a quirk of necessity. With all opposing naval powers long destroyed, the only way one can gain the experience to command ships is to serve on them and work your way up. Even the highest, however, do not know the secrets to create Dragon's Fire. That knowledge, spread across three priesthoods, is known in its entirety only by members of the Imperial Family.





Life in the Empire


The Great Houses

A political tapestry so massive that no one knows all the fine threads that connect them, the hundreds of Great Houses across the Empire are the institutional backbone that allows the Empire to exist.

These houses are created in three ways. First and least common, house schisms between rival factions have been known to cause large houses to split. Second, those who are of great service to the Emperor are typically granted title, land and marriages arranged to establish themselves as a minor house, which typically reaches Great status within two generations. Third is the division of the Imperial House itself. With Emperors often having dozens of children and marrying them across the Empire, it quickly became clear that an Imperial House of thousands of members was impractical. So it was decided that only those related to the current eldest Emperor within three generations could be of the Imperial family. All others either married into the great houses or else, were given leave to establish houses of their own.

While Houses control vast swathes of the Empire, there is a difference between what they control and what they own. Typically, only their estates and certain lands required to supply them are their direct possessions. All else is owned by the crown and control given in exchange for a proportion of revenue. Revenue is counted out over the course of a decade and distributed across all controlled lands, a deliberate mechanism to prevent famine, pestilence or weather event from bankrupting a house. Some percentage of these lands may revert to the Crown at any time and these are used in the establishment of new houses, in particular in conquered territories. The land is worked by paid citizens, who themselves are able to pay on similar terms to rent the land.

Marriage

Marriage in the Empire is, primarily, a political arrangement for the creation of heirs. Upon marriage, the bride or groom is adopted into the house of their betrothed, based on the decision of the couple. This serves as a form of adoption that has ensured the total death of an ancient family is virtually unheard of. Even upon divorce, they remain members of their adopted family and any children of new marriages might e brought into that family. Though Monogamy is most common, Polygamy is far from rare amongst the nobility, with both sexes able to take multiple spouses and even, on occasion, at the same time, leading to sprawling trees of women married to multiple men who each have multiple wives.

Concubinage is an expected part of an upper-class marriage, the use of lower-class or slave women as a form of stress relief. Male concubinage is far from unheard of, but typically requires complex sterilization rituals to be permitted. Concubines are all sterile or on some variety of birth control as a rule, but in cases of pregnancy, the child is typically granted the same rights as trueborn children, though their treatment can vary.

Where marriage is most rare is for the Emperor himself. Expected to father enough children to ensure no risk to his dynasty, it is considered odd for an Emperor to bother with marriage, as their unique system of consorts already functions, in many ways, as a more permanent bond. Women taken as consorts, to prevent any false claims of imperial ancestry, may never marry or bed outside of their Emperor, a rule far stricter than any marriage, which typically requires only two years to prevent any confusion over paternity.

Children

At the centre of any Great House is their children. Parental involvement is powerfully pressured and it is expected that training the next generation will take precedent over all else. Though the mother and father take the greatest role, it is expected for aunts, uncles, grandparents, grown siblings and other adult House members to assist in rearing. Imperial children tend to be extremely close to their cousins and siblings, with the two roles viewed as almost interchangeable.

Childhood is divided into four parts, each marked by a transition point every six years.

From birth until their sixth year, all are considered infants. For girls, this is typically seen in knee length dresses, lack of piercings and a common trend to keep hair short or in dual braids. For boys, shorts are worn with plain shirts and no weapons of any kind are carried, though some training with wooden weapons can occur.

At six, childhood begins. Girls wear full length dresses, are permitted silks and pierced ears. Boys typically receive their first real dagger at this age, full length trousers and a vest that mimics the military style. This is the age where children of both sexes are first permitted (extremely well watered) wine.

At twelve, adolescence begins. Young women receive more elaborate dresses, often involving wrapped laters of fabric. They also become required to wear a caul at all times which covers, at least symbolically, their hair. Though often translucent, this is considered a mark of a woman not yet deemed mature enough for marriage and "covered hair" is a common idiom for immaturity. Young men transition to wearing a sword from a dagger and a full military uniform. It is most common for them to spend at least a handful of years undergoing military training. This is the age where regular wine is permitted, with drunkenness typically being viewed as a problem that quickly fixes itself in the form of hangovers.

At 18, adulthood is reached. In theory, this is the age for marriage, though for women their mothers and for men their fathers can and will delay them by several years if they are not ready. Women are permitted to uncover their hair and men are typically gifted an ornate cape that covers their off-arm.

Sex

Sex is considered a natural and expected part of life for men and women. The need for mutual pleasure is expected and those believed to be selfish lovers are often mocked and derided as possessing a form of impotence.

Same-sex relations, at minimum common, often border on the ubiquitous. With little room for unrelated men and women to interact before marriage, exploration is considered a natural part of development and it is considered deeply impolite to bring up such trysts after they have passed. Men and women of marrying age have more freedom to interact and the availability of certain herbs which prevent pregnancy allow for explorations ahead of marriage. It is rare for a couple to marry without having shared a bed first and some arranged marriages will specifically arrange the honeymoon to occur first so that there are no ill omens come the wedding night.

Though virginity is not expected, it is considered deeply spiritually significant and men and women will often remain lifelong friends with the ones that took it, as a religious rite of adulthood.

Shame regarding displays of sexuality and nudity is deeply contextual. It is far from unheard of to see indulgences at feasts and also far from unheard of for it to turn into a spectator sport. There is a deep taboo against such displays outside of events where only adults are present.

The two-day feast of Kerat, God of Debauchery, marking the end of the year, is typically celebrated by a breaking of norms. Massive orgies are organized and aphrodisiacs consumed that tend to leave little room for concern about who pleasure is coming from.

Bathing and Hygiene

The most sacred and beloved Imperial recreation is that of the bathhouse. These massive buildings, communal for those of marrying age, feature not only bathing facilities but exercise, saunas, spas and other amenities. It is far from unheard of for hot summer days or cold winter evenings to be passed entirely within the bathhouse and daily bathing is expected of all adults in some form or another. These facilities often include meeting rooms, game rooms and taverns specifically to allow for more time to be spent there.

Most commonly, Imperial women remove their hair by means of pumice stones and varieties of wax, often made of sugar. Used as a status symbol, it indicates a woman's ability to devote time to grooming. Men commonly remove hair from their chests, legs and arms, while pubic hair is trimmed, but left intact as a sign of masculinity, as is armpit hair.

Recreation

The universal recreation of the Empire is found in the Capital's Hippodrome. Chariot races, gladiatorial combat and other sporting competitions occur in this venue and others like it multiple times a month and are paid for by the Imperial family, with no charge for admission and only the Imperial box itself as seating segregated by class. Also common are plays, performances, dramatic readings of poetry and playing of music, though these are more commonly seen in smaller theatres and pubs. The various athletes are members of teams associated with the twelve divines and a thirteenth that represents the Emperor. Competition is fierce, if brutal and deaths which occur in the course of the games are considered religious sacrifices.

All cultured members of the nobility are expected to have some artistic pursuit. From sewing and needlepoint to poetry, painting, drawing, singing or the playing of instruments, it is a cultural mainstay. Duelling is, in this category also considered an art form, though the type used to show off is a type of little use on a battlefield.

Boardgames are particularly common and considered a prime way to teach children to engage with adult society. Though variants of chess, checkers and others exist, the preferred Imperial game, called Stones or Go, is considered the highest practice because it most resembles the strategy of the various political and military manoeuvres. Members of the Imperial family in particular often spend years honing their skills in the game, using their ability to beat outsiders as proof of their superior education.

Literacy is universal amongst the nobility and common amongst the lower classes. Books printed by printing press have become common and virtually anyone of some affluence aims to own at least one.

Languages

The Imperial language, though virtually every province has a distinct dialect and accent, can be broadly defined within two categories. Imperii Decorus, High Imperial, is the distinct language and accent of the Great Houses. While not entirely unintelligible to commoners, it is immediately distinct enough that only those with immense practice can pass unnoticed. Imperii Rusticus or Imperial common, is considered the vulgar tongue and is typically a sign of low or rural birth.

Numian is still commonly spoken in the Province of Numia, outside of the cities, which have largely embraced Imperial integration.

Imperial Sign, a unique language used almost exclusively by the Imperial family, this series of taps and finger poses is designed to convey information entirely by sight or by feel, allowing members of the Imperial family and trusted servants to convey secret messages in crowded rooms. Deceptively simple in appearance, it possesses many deliberately strange idiosyncrasies that make it almost impossible for an outsider to decipher from context clues alone, in particular with the way a hand is positioned being able to invert the message that was tapped or turn a statement into a question. Any servant found teaching it outside of the Imperial family and their slaves typically loses their hands to prevent any further mistakes.

Food
The food available within the empire is as diverse as the peoples that dwell within it, with foreign dishes, fruits, vegetables and meats from far afield having made their way into the everyday diet of those rich enough to afford them or too poor to afford anything else.

While each province possesses its own palette, informed by the climate, soil and culture, persistent throughout is the expectation of daily bread, provided by the enormous tracts of irrigated farmland around Argentia, as well as the Numian river basin. Combined with olive oil, wine and abundant fresh seafood, all provided in some quantity by the Imperial administration, few go truly hungry. Most of the lower class have taken to the keeping of chickens and other poultry, with their meat and eggs rapidly becoming another staple. Potatoes have become almost universally cultivated as an emergency food source, yet are still indulged by the wealthy for their novelty. Olive groves and vineyards within the Imperial heartlands help support most of the cities, alongside vast orchards that provide more nuanced options for those with the wealth to afford them.

With abundant rivers and seas, transportation of nearly any foodstuff is possible, yet the Imperial family also maintains large greenhouses and natural preserves within the grounds of the Imperial city and in some cases, within the palace itself, providing fresh food that would otherwise require days of shipping from the south. This concession to luxury has also saved the city multiple times, retaining arable lands sufficient to feed its population able to be repurposed in the event of a siege to keep the city fed indefinitely.

Beyond the staples, amongst the wealthy, the consumption of meat and cheese is nearly universally expected, with particular favour for beef, lamb and pork. Certain meats, particularly boar and venison, is strictly regulated outside of times of famine and is permitted only for consumption by members of a great house and their guests. Poultry is more commonly consumed by the lower class, but can feature in the meals of the wealthy as a means to show off foreign spices. Pasta has recently become a common food, particularly paired with rich sauces and increasingly abundant spices. Sausages are widely consumed, with the primary difference being the quality and prominence of the meats and seasoning within. Honey is still mostly commonly used in deserts, available even to those of relatively meagre standing, yet the cultivation of sugar cane in the lands around Delphinus has provided greater diversity for the ultra-wealthy. Nuts are frequently used for additional variety and butters and creams for toppings. Virtually all meals are taken with wine, sweetened in the morning or mulled in the evening. Though wine is effectively universal, both ale and strong spirits are readily available, though both possess a strong taboo amongst the higher classes, particularly women, though one frequently ignored by soldiers.

The most common meal pattern amongst the wealthy is a large meal in the morning and in the evening, with either a light midday meal or small indulgences throughout the day. Part of this is a concession to their recreational lifestyles, as it allows them to spend long days in the baths, on rides, at public spectacles or otherwise engaged in recreation without need to accommodate or bring a large meal. There is a strong cultural taboo against refusal to feed a guest and virtually all noble households will distribute their excess foods to their own servants and, with any excess, to poor petitioners. The Imperial Household takes this to extremes, feeding tens of thousands every day in the square outside the palace with higher-quality breads, meats and vegetables at the cost of a single prayer for the health of the Emperor.
 




The Imperial Calandar



The structure of the Imperial Calendar, as laid down by Emperor Justinus II in the year 1356 IA (Imperia Aurora, years since the proclamation of the first Emperor)

12 months. 30 days each. Made up of 5 weeks, each six days long.

The days are named for minor dieties and the first day is the holy day, dedicated to the Goddess of personal piety.

The middle two days of each month are the High Holy Days and are dedicated to the celebration of the diety for whom the month is named.

The New Year begins exactly 15 days before the Spring Equinox, such that both equinoxes and both solstices occur on a high Holy Day.

1. Hierto Goddess of Springtime, the earth, fertility and Romantic love

2. Nemar, God of War, Battle and of soldiers

3. Poltera, Goddess of the Hunt, of unmarried women and of wanderers

4. Gyldan, God of Summer, and the Sun, law and fathers

5. Janir, Goddess of Wisdom, study and poetry

6. Tymor, God of the forge, of labourers and of base metals

7. Valdi, Goddess of Autumn, the moon, the harvest and married women

8. Evyr, God of Commerce, the sea, trade and precious metals

9. Opila, Goddess of Piety, children and beauty

10. Woldim, God of Winter, the stars, death and of the elderly.

11. Oebes, Goddess of diplomacy, rhetoric and order

12. Kerat. God of debauchery, drunkenness, sex and chaos.

As has been tradition from the earliest years, the twelve divines are known by many names, having been merged in their aspects with local deities from across the empire. Nearly all are known by different names in the different provinces.





The Twelve Greater Divines



Hierto

Goddess of Springtime, the earth, fertility and Romantic love

Depicted as a young woman with golden hair

Symbolism tied to flowers, the heart and the uterus.

Her high holy days see married women performing rites of fertility, both for themselves and for the land. Sacrifices of newborn animals are traditional

Nemar

God of War, Battle and of soldiers

Depicted as a tall, heavily muscled man in his middle years, bearded and almost never clothed

Symbolism of the sword, the spear and a bloodied palm

His high holy days mark the traditional start of the campaign season. They are the only ones celebrated exclusively by men, with the sacrifice of either battle captives or of symbolic goods from enemy nations. It sees young adults ascend to manhood.

Poltera

Goddess of the Hunt, of unmarried women and of wanderers

Depicted as a slender, muscled woman wearing furs, with tanned skin and brown hair.

Symbolism of the bow and arrow, the walking staff, as well as the doe

Her High Holy Days see two ceremonies, with infants of both sexes being recognized as children and young women being permitted to remove their hair cauls and marry

Gyldan

God of Summer, and the Sun, law and fathers

Depicted as a young man with dark brown hair and a long beard

Symbolism of the sun, the scroll and the lion

His high holy day sees fathers offering sacrifices for the future of each of their children, with the children preparing meals for their fathers from the offerings

Janir

Goddess of Wisdom, study and poetry

Depicted as an elderly woman

Symbol of the lyre, the book and the serpent

Her high holy days are set aside for reflection and performance, with public performance of poetry and music on nearly every street

Tymor

God of the forge, of labourers and of base metals

Depicted as a short, massively muscled man with fiery red hair

Symbol of the hammer, the pickaxe and the ox

His high holy day sees people offer their own artistic creations, of any type, with contests and gift giving

Valdi

Goddess of Autumn, the moon, the harvest and married women

Depicted as a young woman with silver hair, typically with the hair in place of clothing

Symbol of the moon, the ear of wheat and the marriage necklace

Her High Holy day sees mothers offering sacrifices for the future of each of their children, with the children preparing meals for their mother from the offerings. Mass weddings are also common

Evyr

God of Commerce, the sea, trade and precious metals

Depicted as a wild-haired man in fine robes with hair streaked both gold and silver

Symbols of the fish, the boat and the gemstone

His High Holy days see the consumption of fish and the giving of gifts, as well as being a common time for travel.

Opila

Goddess of Piety, children and beauty

Depicted as a dignified woman with dark hair and a maternal expression

Symbols of the diamond, the lamb and the mirror

Her High Holy days are sacred to women expecting and are the only ones celebrated only by women. Pregnant women are given blessings, while mothers bring their infants in their first year to the temples for presentation before the divines.

Woldim

God of Winter, the stars, death and of the elderly.

Depicted as a handsome man with a sad expression and black hair.

Symbolism of the star, the pyre and the walking cane

His High Holy Days are dedicated to the memory of those that died the year before. It is on these days that their ashes are interred within a family crypt. Offerings of food and drink are made to ancestors and a feast is often held within the crypts.

Oebes

Goddess of diplomacy, rhetoric and order

Depicted as a woman of ambiguous age with a mischievous smile

Symbolism of the olive, the robe and the scale

Her High Holy Days are set for the arbitration of disputes, the signing of treaties and the taking of oaths. Oaths taken on this day are considered especially binding and it is common for factions that distrust each other to use this taboo to secure peace.

Kerat

God of debauchery, drunkenness, sex and chaos.

Depicted as a laughing man with short, wild hair.

Symbolism of the grape, the goblet and the phallus

His High Holy Days, set aside for adults, are celebrated by the setting aside of social inhibitions. Orgies are common, as is drunkenness. The taboo on adultery is all but removed and bastards fathered during the festivities are considered legitimate.






The Lesser Divines



The Twelve primordial deities are believed to have been born as halves of a whole and, in their divine couplings, created their most important children. Other children and other couplings noted only by scholars give the full Pantheon, which consists of several hundred deities. Many of these have come to overlap in sovereignty and in particular, it is common for lesser divines to manifest an aspect of their parent in concentrated form.

While the lesser deities often have holy days, these are typically celebrated through contests, sacrifices and feasts, with different segments of the population devoting themselves to their own combination of gods.


The Divine Wives​
The Divine Sons​
The Divine Daughters​
The Divine Husbands​
Hierto (Spring)​
God of Dawn and Dusk​
Beauty Goddess​
Woldim (Winter)​
Poltera (Divine Maiden)​
God of Night​
Goddess of Marriage​
Kerat (Debauchery)​
Janir (Wisdom)​
God of Music​
Goddess of Art​
Tymor (Forge)​
Valdi (Autumn)​
Storm God​
Wind Goddess​
Gyldan (Summer)​
Opila (Religion)​
God of Oaths​
Goddess of the Home​
Nemar (War)​
Oebes (Diplomacy)​
God of Foreigners​
Goddess of Rivers​
Evyr (The Sea)​

The First Emperor and all in his bloodline (and through them almost all of the nobility of the empire) are said to have descended directly in the male line from the coupling of Opila and Nemar, yet, through various couplings, have the blood of all twelve of the primordials, which created the God Khrainos—God of Unity and Empire. Their mortal ancestors were born through his bedding of the Daughter of a mortal king. Their right to rule comes not from mere divinity, but from representing in equal measure all aspects of the Divine.

The God Khrainos, despite being amongst the lesser deities, is the most worshipped in the Empire. With him and his children at the centre of the Imperial cult, it is believed that it is he and his descendants who ensure the balance of divine power upon the mortal world. It is in his service that the Primus of the Divines is consecrated and his image stands at the centre of the Temple to all the Divines.

They further believe the Numian Pharaohs were descended from the Goddess of Rivers and the God of the Desert, creating a harmonious union with their land, while they attribute the Zourians to the God of Foreigners with the Goddess of Beauty, accounting for both the famed beauty of their women and their ability to have adapted the customs of so many unknown lands to the east. The Northern tribes are believed to be children of Nemar by various mortal women, leading to their savage nature, while the client kingdoms from the spawn of Janir and Tymor, based on their unusual talents in art.








The Nature of Magic



The Fundamental Laws of Magic

As recorded by satirist and sorcerer Philippus Faustus in the year 73 IA

The First

Everything has a cost

The Second

All costs will be paid, one way or another

The Third

The dead remain so. Attempts to change this will create more proof of it

The Fourth

The nature of magical reality is created by the perception of magical reality

The Fifth

The Fundamental Laws are unable to be changed by any being constrained by them

The Sixth

Any appearance of a loophole within the laws is a trap

The Seventh

The Gods wrote the laws and stand above them. Their servants, whatever they think, do not.


The Source of Magic

Magic, for all its great diversity across the known world, is at its core, a simple thing—the transformation of actual reality to match a reality imagined by a practitioner, using a source of power to fuel the transformation. A practitioner, be they sorcerer, priest, mage or scholar, sees an unlit campfire, imagines it being lit and uses a source of magic to change the one reality to the other, creating fire.

For all that simplicity, the way in which it manifests is deeply inconsistent across individuals, cultures, religions and locations, due to the fact that magic itself is, to a degree, subject to the same process.

To explain (to the degree possible) how this makes sense, one must understand the basics. The fundamental source of magic is, in essence, life itself. What that means is itself subject to debate, but call it what you like, life is a term suitable enough for the casual scholar. The degree of "life" in an offering is correlated, to some degree, with intelligence—a drop of human blood is far more potent than a drop of chicken's blood—but it is also correlated with perceived value. Rats are smarter than horses and yet the offering of a horse will greatly exceed the offering of a rat. All attempts to map either category in an empirical manner have failed and the suicide rates of those trying rival the rates of those sentenced to the depths of the Empire's gold mines, to the degree that some believe that Kerat himself has placed a curse of taboo upon understanding of the subject. No one knows why a dove is a better offering than a raven when a raven is smarter and more expensive or why an albino cow is worth more than its plain sibling—the particular obsession with the blood of virgins has baffled scholars for millennia—and even the most renowned scholars will argue that the gods simply prefer one to the other, though some maintain that there may be an innate magical quality that merely cannot be measured. This is supported by the existence of magical creatures, unnatural hybrids that, though rare, have power within them that exceeds even humans. Others still argue that perception here too is deciding the rules and that the entire endeavour is thus pointless.

A tangent to be explored at length at another time. The more fundamental issue is this—within the empire, common practice has the sacrifice bled, whether slightly or to death. The body or meat is then disposed of or used as normal. Meanwhile, in the Zourian Empire to the east, sacrifices are offered by means of pyres. Sometimes the blood is drained first, sometimes not and sometimes the sacrifice is burned alive or offered to the sun atop massive columns. In the lands of Numia to the south, meanwhile, it is considered blasphemous to spill blood in sacrifice upon water or sand and so sacrifices are typically drowned, buried or killed by strangulation, depending upon the context of the ritual. Amongst northern savages, it is commonly held that a sacrifice must live as long as possible as their suffering fuels magic and the art of sacrifice by slow means is practiced as an art. Far to the south beyond the mountains of Numia, some nations consider any form of sacrifice that results in death of man or animal blasphemy and adherents will ritually scar themselves, making art upon their bodies and spilling the blood for rituals willingly.

What is unusual is not that cultures separated by continents and oceans have developed drastically different rituals. What is unfathomable (or was, for a long time) was that these techniques, as far as can be measured, produce no worthwhile difference in results. Those that spill only blood get similar results to those that burn only meat, while those who extract agony do not differ from those whose offerings don't see or feel the blade that ends them. It was, in essence, found that the act of sacrifice matters more than any specific method. Yet this was not found to be universally true either. Scholars who attempted to create new methods that were substantively similar found that the results simply did not work. Those that tried foreign methods themselves did, but with greatly diminished results—yet foreign priests performing their own rituals on foreign soil proved no geographic handicap.,

What then was the solution? It was realized that what mattered was not whether the method worked externally, but whether it was believed it would work by the one who performed it. The stronger their belief, the greater the amount of power extracted. Collective belief also had an impact—public sacrifices, outside certain circumstances, extracted more magic than private.

It should be noted that there do appear to be some fundamental laws at play—no amount of belief that a rock is alive will make smashing it a sacrifice—nor can infinite power be drawn by increasingly strong beliefs. Yet by matters of efficiency, this does seem to indicate that large societies with homogenous religious practices are, in reality, more magically efficient.

Sacrifice of some form is required to attain magic, yet once a sacrifice is made, what happens to the magical energy follows three possibilities.

1. It can be used

2. It can be transferred

3. It can be stored

The Use of Magic

As the fundamental use of magic is the transformation of the world, in broad terms, anything that does not violate the fundamental laws could be possible. Such a broad statement is of little use though and so scholars of magic have created what are called the four pillars of sorcery. The four distinct ways in which a person with access to magic can affect the world around them.

Creation

The most basic and in most respects the most difficult, creation is, as it sounds, the creation of something that did not previously exist from raw magical energy. This is, in almost all circumstances, a foolish waste of energy, done only for purposes of ceremony, research or when the creation of something must be controlled so carefully that it makes more sense to simply start from nothing rather than deal with the imperfections of a transitional object.

The one noteworthy exception is the use of elemental spells, particularly the creation of fire. It is thought that, when the natural process of creation resembles the magical process enough (in this case, the addition of energy creating heat that in turn creates fire), that shortcuts, whether mental or metaphysical, drastically reduce the energy required. There are some substances that can only be created and are immeasurably valuable as a result

Transformation

A complicated and yet surprisingly intuitive process, transformation is the process of turning one thing into another. In principle, this can be anything to anything—air can be turned to stone, meat into glass or refuse into chocolate cake. However, the fundamental law at the heart of transformation is that the energy required is inversely proportional to the perceived similarities of two things. Put another way, the more connected two things are in the mind of the sorcerer, the less energy is required to turn one into the other, though there is still a natural limit and some processes will require immense amounts of energy regardless. This reliance on perception has meant, amusingly, that many who rely upon transformation openly cultivate a scientific ignorance of the substances with which they deal. A person who thinks that glass beads look like gemstones has a far easier time creating gemstones than one who knows that glass and gems are nothing alike. This has also lead to the axiom that the best transformations are done by artistically minded imbeciles—though one rarely stated near those who practice the art.

Most common uses of magic are, in some sense, drawn from transformation. A blessing for a good harvest is, in essence, a subtle transformation of soil to more fertile soil. Processes that change the temperature, humidity or otherwise affect the environment around them are considered a subset of transformation and so include common efforts to affect the weather.

Enchantment

By far the most complicated form of magic and yet also shockingly efficient, enchantment is the imbuing of an object with magical properties. In principle, this can be done on any object, but metals and gems are most common for utility and durability.

Enchantments come in two forms. The first, the basic enchantment, merely imbues an object with a property. The most common of these are spells which enhance the strength of steel tools, weapons or armour and those which allow objects to be imbued with their own light—glowing gemstones in particular are a favourite amongst some of the high nobility. These objects operate with the energy used to create them and when it runs out, they cease to be

The far more important aspect of enchantment is the advanced capacity to create what is, in effect, a limited degree of sapience within an object. This has a higher upfront cost, but with careful instructions, can be vastly more efficient and is how large enchanted mechanisms are typically created. Firstly, because the use of magical energy by such enchanted objects is typically devoid of the inefficiencies created by external perception, meaning it can be more effective to enchant a kettle to boil water than to transform the water in your kettle to be already boiled. Far more importantly, these objects can, with careful construction, make use of external energies rather than relying upon raw magic. The largest such mechanisms are found, of course, in the Imperial Capital, where vast amounts of magical energy have been expended in their creation. Most notably, the city walls, in addition to being reinforced beyond the capacity of pick or shovel to so much as scratch them, are notoriously cold to the touch on even the hottest days. An enchantment, now centuries old, draws the heat that strikes them and stores it for use in the various baths of the city, as well as homes and the palace itself. Similar mechanisms are used in the pumping of water and the disposal of waste. However advanced, these fall far short of possessing intellect.


Endowment

The most dangerous form of magic for external use, endowment is the use of magical energy to enhance or alter another individual, be it in mind, body or soul.

Self-endowment, the most common form, is relatively safe, given the natural feedback provided by self-awareness. This typically takes the form of using magical energy to enhance the mind, body or both.

Endowment of others is typically seen in healing, which requires detailed anatomical knowledge in order to repair the damaged area to function correctly, though enhancement of the immune system can be done for some diseases. Modification of others is possible, but requires an immense degree of skill and experience, as it is far from unheard of for unbalanced enhancement to cause muscles that snap bones or a body that burns more energy than it can recover from food.

Diseases of the mind are virtually untreatable by these means and attempts to do so typically cause death or madness.

There is an additional form of endowment, though no living sorcerer has recreated it. The powers of the Imperial cult imbue the Imperial family, as well as certain leaders amongst the high priests and priestesses, with abilities and alterations that resemble those of an endowment. It is unknown if these are the result of some ancient spell managed by some unknown enchantment or are, indeed, directed by the hands of the gods. The most prominent sign of these, the so-called "Eyes of Aurelius", are seen in all true-born children of the Imperial family by the age of six. Though they have some heredity and have passed into houses outside the Imperial one, they are much diminished and vanish within one to two generations. More tellingly, they have been known to manifest in married and adopted members of the Imperial house, leading their eyes to become partially if not entirely amber.

 




The Eastern Empire of Zouria



The Empire is sustained by four things. Certainly, the strength of her people, the wisdom of her Rulers, the grace of her gods all play a role—but they pale beside her hatred of the Zourians

In the fifty-third year after the birth of the empire, a man clad in rags wandered from what Imperials have called the Zourian mountains for reasons none can quite explain and, in a village on what is now the site of the city of Khameni, began to preach. He spoke of Ayaan, God of Light and of his sister, wife, equal and opposite, Naaya, Queen of Darkness, whose taint had fallen upon the hearts of men. He spoke of their children, lesser gods of great power and of their children with men, dangerous demigods driven by divine blood to the use of dangerous magic they could neither understand nor control. He gave no name, yet in time he was given the title of Kazm, a term meaning "miracle worker." For in the centre of the village he stood and spoke, without break, without food or water or sleep, for thirty days. He spoke of the corruption of local lords, of the crimes of petty tyrants and the division that had shattered the peace created by Ayaan. First dozens, then hundreds, then thousands had gathered, overwhelming all efforts by the local lord to drive away the madman.

For those thirty days, the first follower, a child, maintained a silent vigil, seated before the wise man, listening in rapt attention without rest. The child of a minor noble House, Iman Mithridates would be the one who at last ended the days of speaking with a single question. "So what is to be done?"

The preacher had fallen silent and at last had asked "What can purify darkness if not light? What can banish the cold if not heat?"

That day had seen the first burnings, as the local liege lord and his family were set upon the pyres—but they would not be the last. Even as the preacher disappeared, his followers raised up the child and a banner was raised, which men of all nations flocked to. New lords were made, others bent proud necks and before the young man took his first wife, a land with no nation worthy of being named kingdom was a nascent Empire and its forces poured South and East, carrying the words of the prophet, the first of the Great Yazatas. These Holy men of great renown would appear at times of turmoil and strife, wandering from the wilderness to speak the will of Ayaan and purge the blasphemy of Naaya—and the Shanenshahs of House Mithridates would follow their edicts, shaping an empire that stretched beyond the boundaries of the known world.

It was in the thirtieth year of the reign of Shanenshah Iman that the Zourians first encountered their greatest rival. In their first attempted expansion West, they fell upon the Imperial Canal project, at that stage only barely begun. They drove back the defenders, capturing settlements built for the construction and driving towards the coast of Mare Imperatoris. It was there, at what is now the city of Dominatia, where the grandson of Aurelius led the first Imperial legion in a defence that shattered the Zourian invasion force. And so it would continue, for nigh on two thousand years, with both empires fighting dozens of wars over the canal, the land beyond it and in particular the wealthy string of cities that rose up on the shores of Mare Aromatum. This squabbling, often turning into multi-decade stalemates, led the Zourians to seek, at various points, either the alliance of or the conquest of the Empire of Numia, whose lands they were able to invade far to the south in attempts that did not stop until the final conquest of Numia by the Imperium.

The Great Collapse and the near destruction of their enemy would have presented them an unprecedented opportunity—were it not timed with what the Zourians call the Naayan heresy. Large segments of their eastern empire, proclaimed for the daughter of a Shanenshah who had married a powerful Satrap the rightful heir. Claiming the arrival of a seventh Yazata, who had deemed the girl a holy vessel and the man an avatar of Ayaan, the eastern provinces began a bloody Civil war that would see nearly a century of division before the final embers were snuffed out, with the Shanenshah taking all the four remaining granddaughters of the proclaimed heir as his wives. This began an extended era of peace between the Imperium and the Zourians, neither having the manpower or wealth to spare for such squabbles and the Imperium eventually offering territorial concessions in exchange for a firm border. When the sons of the Shanenshah crossed the border, seeking to take advantage of an Imperial Civil War to seize at last full control of the Canal, they found themselves facing the young Emperor Alexios and his determination to shatter his empire's greatest threat.

 
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