EkoNES: The Crown and the Dragon

Concept

A game of cunning and intrigue. The players, leading one of the great ''Imperial Factions'' must struggle against each other to spread their influence wide across the Kuriotate Empire. Be it through diplomacy, democracy, or ought-right war, they must vie for control of the twenty four Nomes of the Empire, and for the Emperor's affections.

With every Nome comes taxes, and importantly, a vote. With each vote you control comes a little more power over the Overcouncil, the governing body of the Empire. Through this vote, the Overcouncil controls many aspects of the Empire, and with tact it can be used to further the player's own aims at the expense of their opponents.

But the Overcouncil's power is limited, and controlling it can only achieve so much. The final decision on all edicts is the right of the Tyranus, who is elected every four years by ballot of the Imperial Factions. With the Tyranny in hand, the player may lead the Empire on a complex international stage, and may exercise full control over Imperial policies and the distribution of Council funds, but dare he ignore the demands of the Overcouncil, alienating those who have put him in power?



EkoNES: The Crown and the Dragon

by Ekolite
 
The History of the Empire

Throughout the early Age of Rebirth, the small city state of Kwythellar rose from insignificance to glory under the watchful eye of it's new leader, the one they called Cardith Lorda - The 'Child King'.

Lorda, who they say shares his feeble body with the spirit of the great Dragon Eurabatres, seized the city in a coup toppling it's tyrannical overlord, and quickly leading it to dominate the other states of the Kuriotate Plains in both influence and wealth. Kwythellar soon became a hub of trade and culture, and the envy of every minor King for hundreds of miles around.

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In the year 284 of the Rebirth, Cardith Lorda formed the League of Kuriotatia with some of the other cities of the Plains. The League represented the creation of a joint government, known as the Overcouncil, upon which sat the nobility and the other elite of the Plains. On the 14th of July, the same year, the Overcouncil went into session to choose a single leader to preside over the Overcouncil, to chair and direct it. On the 19th of July, it was at last decided that Cardith Lorda should be the first to take the helm, and he was awarded the title of ''Tyranus''.

Over the following years, Cardith Lorda lead the League from strength to strength, negotiating trade with the secretive elves of Umbreya, the distant Bannor, and the mysterious Ithralites of the mountains, while rapidly assimilating more and more of the independent cities which scattered the lands of Kuriotatia. After the passing of ten years, a new Tyranus was elected to lead the Overcouncil, and then another ten years later. After forty years had passed, Cardith Lorda returned to the helm of government.

In the year 326 of the Rebirth, Cardith Lorda announced a reshuffling of government. The Tyranus would no longer be an elected position, instead it would belong solely to him - until further notice. There were few dissenters. Fifteen years later, the Tyranus amassed the Imperial Armies and marched through the sparsely populated Kuriotatian region of Umbra Minor to what the followers of Junil called the Holy Land. It was here that the Tyranus first proved himself as an abundantly capable General and strategist, leading the army to victory after victory. Many cities defected immediately, and swore allegiance to the League of Kuriotatia. Those unprepared to surrender, including the great city of Braduk, were besieged and soon fell to the Emperor's mercy. The Overcouncil swelled with new members from the Sayenne. Cardith, upon uniting the region under his rule, proclaimed that Kuriotatia was now an Empire, and he it's Emperor. He continued his conquests into Hippara, where post-Bannor Kingdoms fought between themselves, and the Blackridge, where Orc Warchiefs and mystics ruled.

In the south, the delicate balance of politics in the Umbrawood took a turn for the worse and the Winter Queen achieved dominance over the fragile state of Umbreya. She had envious ambitions, and was quick to lead an invasion of the small Lanean Kingdom of Terino, a vassal of the Empire. Cardith immediately readied his armies and sailed them down from Altheriol to the Umbra Minor. Upon arrival, the Summer Queen of Umbreya, one Arendel Phaedra, agreed to join the Overcouncil and bind her lands to the Empire if Cardith could topple her wintery counter-part. He marched through the forest, and although he recieved much support from the followers of Arendel Phaedra, he suffered terrible losses. This land was unfamiliar to his men, and lacked the open space required for the effective use of his Phalanx and Centaur Chargers. Still, the Winter Queen's grip over the court of Umbreya was broken one allied city at a time, and following the siege of Tharsiss, the Queen herself was captured. However, the Winter Queen, a woman known as Fearyl Viconia, was a devout servant of Esus and was able to escape imprisonment. She has not been seen since.

Regardless, both the Umbrawood and the Kingdoms of Lanea were annexed and the Empire grew further.

---

In the year 514, Cardith Lorda proclaimed that his task had been accomplished, and that he was now ready to step down from the position of Tyranus. This was met with horror amongst the Overcouncil, who begged their Immortal Lord to continue to lead but he was adamant. However, the title of Emperor remained his, and he promised to forever watch over the Empire and it's governance to protect it from the eventual decay they all feared. The Overcouncil, reassured, elected a new Tyranus.

It was the end of an era for Kuriotatia.

It is now the year 400 of the Age of Imperium, precisely four hundred years since almighty Cardith Lorda, Goldragon, ended his conquest of the known world and stood down from the role of Tyranus, and so, on this fine summer's day, men and women across the Empire celebrate the Emperor's victories with dance, music, food and festivities. Meanwhile, the Kuriotatian Elite host guests in their manor houses, celebrating their own historical victory - the further empowering of the Overcouncil and all who sit on it by the return of the Tyranical elections. The Empire has enjoyed a period of relative stability these four hundred years, and the population has boomed and prospered. The city of Kwythellar now houses a total of two-million registered citizens, the largest city Erebus has ever seen and the sprawling hub of the Empire, which is to say the entire world.

There has been no significant war since the dawn of the new age, and certainly nothing requiring the reformation of the Imperial Army. Only minor skirmishes between opposing factions of the Overcouncil, and occasional raids from barbarians in the outlying regions have disturbed the peace. Since the dawn of the Age of Imperium, the Trileferate has been peacefully annexed by the Empire, and the previously uninhabited Western Region has been colonised, but there have been no further conquests. However, although the international scene has remained constant and, if not exactly friendly then at least not hostile for generations, the internal political scene has swung back and forth like the great, metaphorical pendulum of the grandfather clock of life. The Coalition of Peoples once dominated the Overcouncil, controlling almost half of the Nomes of the Empire, but has fallen spectacularly from grace, and forfeited it's dominant position to the previously insignificant League of Merchants, forewarning of a worrying turn towards exploitive capitalism. Meanwhile, several new Factions have emerged, including the Houses Minor and Elohim Movement, while some, including the once-influential Lanean Freedom Party have vanished altogether.

In recent times, power has often come to those who control the three great Metropoli of the Empire, Altheriol, Braduk, and most importantly Kwythellar.

Altheriol has been under the firm grip of the Order of Junil for over one hundred years , while Braduk has recently elected the Elohim Movement into local Government. Kwythellar, which elects it's governors every two years, has just re-elected the Populist Party for the third time in succession, a great cause for concern amongst those who fear their revolutionary policies.

The currents of power are ever-changing and unpredictable, and who knows what this new century shall bring?


Spoiler Map of Nome Ownership :
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Red - League of Merchants
Orange- Coalition
Dark Green - Order of Junil
Light Green - Populist Party
Purple - Marovillian League
Yellow - Elohim Movement
Blue - Houses Minor
Brown -House of Clansmen


Spoiler Map of Empire Terrain :
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The Empire and the Game

- Basics

EkoNES: The Crown and the Dragon is a quasi-politically themed NES based loosely on the world of Fall From Heaven. However, no knowledge of FFH or it's background is required to play in this game. The game will contain various ''Fantasy'' elements, there are elves and goblins and so on, but magic is well-balanced and not overly-prevalent.

The Kuriotate Empire is, for the most part, the playing field of this NES. It is divided into 9 regions, which are each further divided into ‘Nomes’’. These are the provinces of the Empire, which are governed by one of the various Imperial Factions. Every Nome provides gold in taxes based on its population, and any significant Industries that are based there. Nomes also provide a vote on the Overcouncil.

But what is the Overcouncil?

- Votes and Edicts
- Proposing an Edict
- The Imperial Treasury


The Overcouncil is the ruling body of the Empire. It is divided between various ‘’Factions’’ (political parties) who vote on important matters regarding the Empire. Anll Governors possess a vote which can be used to vote in support or against an edict that has been put forward by one of the players. As leaders, you command all of the votes of your faction.

The Overcouncil can vote on edicts about just about anything, troop locations, international diplomacy, and can even change the very structure of the Kuriotate Government. However, the most important edicts are the ones detailing how the ‘’Overcouncil Treasury’’ will be spent during the year.

To put an Edict up for discussion, open a thread in the Overcouncil Social Group, explaining the edict in your OP. You must then wait for the GM to confirm the edict. This is just a simple check to make sure that this edict won’t significantly increase the workload of the GM or make use of an exploit or misconception in the game’s rules. After this check is complete, players may discuss the issue, during which the edict can be modified and changed accordingly. After approximately two days the GM will call for a vote, and one day later (or when all votes are in) he will announce the result. If the edict passed, The Tyranus must then ratify it for it to come into power.

The Overcouncil Treasury receives a small portion of the tax from every Nome in the Empire, with the rest going to the governing Faction. Part of the Overcouncil Fund is given to the Emperor every year, which he then distributes as he wishes, but the rest is up to the Overcouncil to decide.

What’s a Tyranus?

-What the Tyranus is
-Powers of the Tyranus


The Tyranus is like the Prime Minister of the Emperor. They are elected every eight years by the Imperial Factions through ballot. This is a separate to the Overcouncil’s system of voting because only the Faction Leaders are eligible to vote, meaning one vote for each Faction regardless of how many Nomes they control.

The Tyranus has many powers, making it a coveted position. The Tyranus must ratify the edicts of the Overcouncil for them to come into effect, and is allowed to choose not to do so. They have the final say in all government policy and may make reforms, such as changing the Overcouncil Tax Rate, without necessarily consulting the Overcouncil.

The Tyranus is also responsible for speaking for the Empire on the International Stage, so conducting diplomacy with other powers and signing treaties and so on. Similarly, they command the Imperial Armies when they are formed (more on this later).

But if the Tyranus rules the Empire, what does the Emperor do?

- What doesn’t the Emperor do
- The Emperor’s Disposition
- The Imperial Treasury
- Emperor as Judge


The Emperor does not have authority over the Government, the power of veto, or any votes on the Overcouncil. However, he does command the (fanatic, worshipful) loyalty of the populace.

The Emperor is given a portion of the Overcouncil Treasury every year, which he then uses to contribute to projects he supports around the Empire. He also judges cases of ‘’breach of Imperial Law’’.

For any change of the Imperial Law, the Emperor must give his consent (ratification). This is the one small facet of direct influence he still commands over the government. However, he is unlikely to refuse to ratify the decisions of the Overcouncil.

Imperial Law?

- Court system
- Pillars of the Imperium


The Imperial Law is the law concerning the members of government, (so therefore, the players). It also envelopes the structure of the Government, which can be modified by the Overcouncil. Sometimes it may be beneficial to the player to break aspects of Imperial Law.

At any point, a player may accuse another one (or an NPC if applicable) of breaking Imperial Law. This player, and the accused, will then go before the Emperor for a trial.

Both sides should make their case, and then the Emperor will decide whether the accused is guilty or innocent. If the accused is found guilty, they may face a fine, or the death penalty in the case of treason.

Hold on, did you say Death Penalty?

- Player Characters
- Player Deaths


The players play the leader of their Imperial faction. However, the important thing to remember is that you are only the faction’s leader, not the faction itself, meaning that internal problems can occur.

The player’s character is not immortal. They can be executed for treason, assassinated, or even killed in an event (if that player has been inactive). When the leader is killed, the player is removed from the game.

However, this isn’t all bad. Killed players will be added to the ‘’Group B’’ list. This is a list of players which are not currently active, but will draw positions within the main NES from time to time. Group B players will be called upon to replace deceased players, or fill one of the many new permanent or temporary roles that will arise throughout the course of the game.

Ok, is there anything else I need to know about Factions?

- Membership
- Investment


Factions get income from Nomes each turn, but can also gain more money through attracting new members.

Membership of a Faction of the Overcouncil is a great status symbol amongst Kuriotate society, anyone with money (entrance fees of 1/3 of a gold) can join one to show their support, but only the Upper Echelon of members are actually involved in policy at all. The majority of ‘’members’’ act largely as investors, providing you a little extra capital to make use of.

For every new member that joins, the faction gets 1/3 of a gold as an investment. However, members can also leave, and at this point you must immediately repay their investment. You can refuse to accept new members joining, but you can’t stop current ones from leaving.

Naturally you can assume that people join and leave in small numbers all the time, but for the purposes of simplicity these are ignored.
If you are ever in financial trouble you can levy a little extra capital (non-returnable) from your investors.

Statistics

Stats can be either public or private. Private stats are sent to you in the form of a stat sheet (a la FFHNES 2) after every update, while Public stats are displayed in the game thread.

Faction Stats:

These are the stats regarding your entire faction.

Emperor’s Disposition:
This will be a key word such as ‘’Approving’’, ‘’Disapproving’’, ‘’Disgusted’’ etc. This represents what the Emperor thinks of your character, and in association your faction. This is a public stat which can affect your popularity with the plebs, your faction loyalty, and the punishment you receive if you are caught breaking Imperial Law. The stat is affected by the actions you undertake as a player.

Votes:
This is how many votes your faction commands on the Overcouncil.

Annual Income:
The total income of your Nomes, derived from taxing your population and major industries.

Treasury
How much gold you have saved in your Treasury.

Faction Loyalty:
How loyal your faction members are to your leader. The more loyal your faction is the more able you are to retain your members and the less likely you are to suffer negative loyalty events.

Faction Size:
The number of members your faction has.

Provincial Stats:

These are slightly more complex, they include the population of each Nome, and the value of the main Industries there, and the income this equates to. A percentage of this income is taken by the Overcouncil and the rest goes to you.

In the Kuriotate Empire, only large industries receive additional ‘’corporation’’ taxes, and these are represented by the ‘Industries’ stat. The income from your Nome’s industries may vary as a result of game events or your faction’s actions.

Finally, all factions have a ’'popularity’’ stat in every Region (Kuriotatia, Lanea etc) that they have a presence in. These ratings are displayed vaguely, but publicly. Approval mainly comes into effect during elections (which are done on a regional basis every so often and in Kwythellar every two years). Approval can be increased in the way that you would expect, having low taxes, and projects such as festivals, basic health care and so on in the appropriate Nomes. You can conduct most projects in Nomes you don’t control as well as the ones that you do, which can help you to worm your way into the hearts of your enemy’s plebs. If the governing faction of a province has low approval, expect dissent.

What about the other Civilisations?

- Their stats
- International Diplomacy


NPC civilisations have two stats only, their estimated strength and their disposition to the Empire. Both will be represented by a single word, ie. ‘’Strong’’ or ‘’Fearful’’.

The Tyranus can engage in diplomacy with the other civilisations on behalf of the Empire. Other players can also conduct private diplomacy with foreign powers, but like any other project this must be paid for.

You keep mentioning these ‘’projects’’...

- Spending Money
- Unpredictable Projects


Projects are things that you spend you money on. Other then Armies (See below), there are no pre-determined types, descriptions or costs. What you build, buy or bribe and how much you spend to do so is entirely up to you.

However, while there are no pre-determined costs, there are also no pre-determined results. In your orders, you should tell me when you aim to accomplish with your project, and how much you want to spend on it. Generally speaking projects will do what they say on the tin. For example, holding a festival might increase your support in that Nome. However, the exact degree of effect is determined mainly by how much you spend, but also on the quality of the short blurb or description that you might have written, any other events going on nearby, and maybe even a little luck, I will bear all these factors in mind and then use an RNG to decide the result. Sometimes projects will have other side effects, or do something totally unintended. Sometimes they will be fantastic, whereas sometimes (but rarely) they will be utter catastrophes.

I encourage the players to be creative in how they spend their money.

Where does warfare come in?

- The Nature of the Empire
- War between players


War can occur on a grand scale, with the Empire united against a foreign enemy, or on a minor scale, between the factions.

The Kuriotate Empire is a diverse and complicated place, the result of hundreds of minor fiefs, tribes and Kingdoms being united through a combination of force and guile. There is very little sense of nationalism as a single entity, and the only thing that truly unites the masses is their love for the Emperor; the wise, compassionate, and all-powerful Cardith Lorda. However, on a local scale, it is the Governing Factions that control the Nomes and their people, and as such, the Empire is less a single Empire, and more like eight, carefully bound at the head.

As such, it is not unheard of for the factions of the Overcouncil to engage each other in battle, and throughout the history of the Empire Nomes have changed hands many times through use of force. It is not a breach of Imperial Law to engage in battle with the armies of another faction, or anyone bearing arms against you, in all areas except the Nome of Kwythellar
.
How do Armies work?

-How armies work
-Unit types
-Maintenance
-Generals


Armies are composed of an assortment of the five unit types available, and a General which commands them. Armies can support as many troops as you can afford.

Whenever an army is in your territory you can reinforce it by training more men to join that army. If your army is part of the Imperial Guard then you can reinforce it in any Kuriotatian territory.

You pay maintenance for every soldier under your command. Maintenance is at 20% of the original cost of the soldier, you also pay 10 gold per turn for each General you control. To decrease maintenance you can disband soldiers and retire Generals.

All factions start with at least one General, but new ones can be purchased for 20 gold each. Generals have a command stat which affects how well they play the battlefield and command their army.

If your General dies in battle your army becomes immobile, and receives an arbitrary command stat of -5, making it very vulnerable until a new General is assigned to take control.

Armies can be merged if they are in the same Nome, this automatically retires one merging General (the one with the lowest Command if it isn't otherwise specified). Your faction leader can also act as an extra General (with a particularly high command stat) in times of desperate need, but this makes him vulnerable to being killed on the battlefield.

Armies can move through two friendly Nomes in one turn, however if you move units into a Nome and attack with them (or perform another action) they can't then move on to another Nome.

Attacking other players...

- Battle Orders
- Occupation


When enemy armies meet, the mod sends an email to both players involved giving a brief description of the battlefield, the enemy, and any other relevant factors. The players must then send in battle orders for their armies.

When invading a Nome, you must first fight any enemy armies in that Nome. Once this is done, or if there were none present, most of the Nome falls under occupation.

However, to fully take control, you must now besiege the capital city of that Nome, where the seat of the Nome is based. The city becomes besieged on occupation, but you must wait until the next turn to attempt to take it. This may require a project, such as constructing siege weapons or bribing city guards. You will not always be successful the first turn of the siege, and for every turn you maintain the occupation your armies present there suffer attrition from militia defending their homes. The relative popularities of the two players determine how much attrition is caused.

Once the city is breached, you replace the governor with one of your own and gain an extra vote on the Overcouncil. Taking cities by force may damage your reputation with the Emperor and popularity in the target Nome.

And on the International Scale...

- The Imperial Guard

Following a successful edict on the Overcouncil, the Imperial Guard can be formed. This is an amalgamation of armies belonging to multiple factions, which temporarily pass under the control of the War Council to defend or expand the Empire. The War Council is a thread in which any players with armies serving the Empire can post, as can the Tyranus. The Tyranus leads the Council, and posts all orders regarding the army in that thread.

If you vote ‘’yes’’ in the edict proposing to form the Imperial Army then you must, with your vote, pledge at least one army to the cause. If you vote ‘’no’’ you may abstain from pledging troops. Armies can be added to the cause at any time, but you may not withdraw an army without the Regent’s permission.

What about Fleets?

-The Naval system
-Unit Types
-Tactics


The naval system is identical to the army system. The sea is split into territories and a fleet may pass through two territories a turn, unless there is a battle in the first.

There are three types of ship, which form the fleets, and are described below. Fleets can transport one army each. The amount of men each ship in the fleet can carry is technically unlimited (assume transport ships are also present in some degree), but if your fleet is very small it could be vulnerable to attack.

There are also marine units which can be added to a fleet, and armies being transported also act as (inexpert) marines, although be warned that certain unit types are more adaptable to a naval situation than others.

The primary naval tactics employed are ramming and boarding, boarding a ship can result in its capture.
 
Unit Types

Spoiler Armies :


Centaur Chargers:
Ever since the birth of the Empire, Centaur Chargers have been a prominent sight on the battlefield, and they are commonly acknowledged as one of the reasons that the Empire was so successful in war. Chargers are usually armed with a sword, with which they charge into the ranks of the enemy. They often also carry a number of javelins which gives them some capacity for skirmishing. A centaur charge is a fearsome thing to behold, but if a centaur allows himself to be enclosed in the ranks of the enemy, or to be trapped in a melee with little room to manoeuvre they can be easily defeated. Chargers usually only wear limited armour to allow for maximum mobility on the battlefield.

Footmen:
Footmen are the main melee unit used on the battlefield. Regiments are fairly disorganised and are made up of any of the bipedal Kuriotate races, or a mixture of many, and are armed with either a short spear, axe or sword, depending on the man in question's personal preference. They also carry a small, round shield for deflecting blows. They usually wear no armour which makes them manoeuvrable and fast-moving, but vulnerable to the fire of archers. Footmen excel at close-combat mêlée.

Archers:
In modern times, Archer regiments are often comprised of Elves from the Umbrawood, who have a long tradition of archery. However, other races are not uncommon in the regiments, and it is a misconception that elves have any kind of natural affinity with the bow that makes them better then a non-elf with the same degree of training. They wear no real armour, and can be vulnerable to chargers. They are poor when forced into a melee, but are excellent at destroying enemies from afar, or from a defensible position.

Phalanx:
The Phalanx are heavily armoured men armed with extremely long polearms. They were originally designed to fight the Centaur tribes during the Heartland Wars, in which Cardith united Kuriotatia. Naturally, they are invulnerable to attack from Chargers, at least from the front, and are also relatively immune to fire from archers. However, their strength relies on their formation remaining intact, and if the formation is divided bad things can happen. They are extremely slow-moving, which can put them at risk from more mobile Footmen if they are able to flank them. However, from the front a phalanx can usually fend them off with their long spears.

Battle Adepts:
These are the people who have studied the Arcane Arts and have some skill in channelling the ether. However, Channelling the Ether is relatively easy, what's more difficult is shaping and commanding the ether. This means that adepts can quite easily call forth huge magical energies, but after this point sometimes things don't go quite to plan. This can mean back-fire, unintentional side-effects, complete disaster, or nothing at all. However, when adepts are not a spectacular failure, they are often extremely successful, and can be devastating for your enemies. An RNG is used in determining the results of your spells.

Adepts are expensive, and come in small numbers. This can make them vulnerable to attack, as all it takes is a lucky shot to kill a man who could have made up 20% of your army's magical support, and when they're killed they are expensive to replace.


Spoiler Fleets :


Lanera:
A small ship designed for mobility on the battlefield with a light build and two sails. They are armed with hooks and grips, and carry marines to board enemy ships. They are extremely manoeuvrable, literally able to run circles around the larger ships, and commonly attack a single target in groups of two or three. Admirals often deploy archers on the decks of their lanerae, which target men on the decks of nearby ships, or fire flaming arrows at their sails, aiming to disable the enemies ships, which can then be sunk by a Remeship or ignited further by archers. Lanerae are often used to combat pirates, who tend to use similar ships, relying on their fast movement to escape coastal patrols. Lanerae do not possess reinforced rams, or any kind of metal plating. This makes them vulnerable to enemy rams.

Remeship:
Varying in size, but larger then Lanerae, they are rowed into battle and can be slow and cumbersome. During travel they use a combination of sails and rowing to pick up speed. Their preferred battle tactics include ramming other ships, and unlike Lanerae they wield a heavy metal ram at their forefront. Generally larger ships are always successful in ramming smaller ships, and the target's hull is crushed, fills with water, and sinks. However, all ships, no matter how large, can only take so much ramming before damage occurs and its becomes vulnerable even to smaller ships. Remeships can also carry and deploy marines to attack and perhaps even capture enemy ships in the field.

Leviathon:
The largest ships fielded by the Kuriotate fleet, Leviathons are vast constructs of wood, with up to one hundred ''remes''. Leviathons have a huge crew, but also support enough room for a large number of marines. Leviathons generally use similar tactics to the smaller Remeships in battle, but on a much larger scale. Leviathons are sluggish in transport due to areas of metal plating which helps protect it from enemy rammers, and Leviathon's are of course well endowed with their own powerful rams. However, with sufficient rowers they can pick up quite a speed over short distances, this and the ship's enormous size makes it a terrifying ramming machine, able to crush any ship in its path. However, these ships lack any attempt at manoeuvrability and cannot make tight turns or last-minute changes in direction in the same way that the Lanera, and to a degree, the Remeship can. They are the slow, but awesome titans of the sea.

Marines:
These are the foot soldiers of the sea, and have much in common with footmen. They wear little armour and each man carries the weapon of his personal choice. However, unlike footmen they are trained specially for naval combat, giving them an advantage during battle, and they are also able to take up the bow when commanded, although they are less effective then dedicated archers. However, at sea, range means very little as the wind would only blow the arrows off course anyway, archers are only used to target a ship close along side. Marines are connected to their fleet and cannot be used in armies or fight on land.


Adjustments to the Rules following the hiatus of May/June 010

After the hiatus, there will be a few minor adjustments and clarifications to the rules in order to improve the game. I will update this list as I decide on each change. I would very much appreciate any comments about the changes, but ultimately my decision will be final, this is not like the Overcouncil... Oh wait, it is ;)

1. The Imperial Census

Mostly ignored during the pre-June phase, partly because you had more important things to splash out on but also partly because it wasn't massively useful or clear to the players. The Imperial Census is now as follows:

The Census costs 80 gold to undertake. Most information it provides is then published in the Imperial Census thread in the Overcouncil.

The Census will always reveal the popularity of each faction in every region. The popularity stat shown is the popularity -10 point scale, which is less precise then the real figure which is never revealed to the players. Popularity of Non-Overcouncil groups are also shown in the Census if relevent (for example the Umbrawood Alliance before the merger). Secondly, the Census will always provide a list of the 10 most profitable Nomes, the total amount of tax collected in the Empire, and the total number of registered citizens of the Empire.

Other then this, there will always be some random data produced, as well as anything within reason that the Tyranus or Overcouncil asks for. Other data that can be produced include factional stats (such as income, troop numbers), and processed stats such as average investors, troops per 100,000 people etc etc. The limit as to how much information can be asked for is not fixed, but if I consider you to be asking too much you won't get everything you ask for. The same goes for anything I consider too complicated or unneccessary. I'm not going to calculate GDP per Nome for example.

The key change is that the Census will now also update the citizen's register across the Empire, adjusting the number of registered (and therefore tax paying) citizens in every Nome as appropriate. Citizens become registered once they reach a certain income threshold, and before this threshold they do not pay tax. The number of taxable citizens will increase relative to the population growth and increment in wealth per Nome since the last Census was undertaken. The number of citizens per Nome is the only stat the Census provides which remains private for each player as opposed to being published in the OC.


2. Prestige

I know some of you weren't keen on this idea, but it combines two relatively useless stats (which I often forget to make use of) into a singe, much more helpful stat. I've dropped my original idea, which was to have it act as a scoreboard which was pushed up or down by almost everything, and instead the stat will use the same format as its predecessors. Here are the details:

Prestige is a merger between Emperor's disposition and Faction Loyalty. It shows how well known and respected your faction is on a 6 point scale. Unlike popularity, but like the former Faction Loyalty and Disposition stats it will not have a more precise figure behind the scenes. It will remain as an arbitrary number on a scale to show the relative prestige of the factions. Prestige inherits all the functions of the two former stats, these are:

From Emperor's Disposition:

1. A small effect on elections. You receive an extra amount of vote points (this is behind the scenes stuff) in each region when it elects based on your prestige. You only receive these points if you already have popularity in the Region, and for every additional point of prestige more points are received. It's usually a fairly minor effect and if the election is already decided it won't change anything. However, if your popularity is close or tied with a competing faction then a higher prestige can clinch it for you.

From Faction Loyalty:

1. Increasing your prestige will net you some more investors, the higher your prestige is the more additional investors you will receive for increasing it.

2. Low prestige can lead to dissent in your faction, rebel governors, negative events and so on.

Prestige is a public stat so will be displayed in the Office of Imperium and not the faction stats. It can be raised by impressive actions such as conquering Nomes or certain projects, and declined by negative events. Over time prestige can gradually decline if nothing is done to maintain it. As a result of the Emperor's Disposition stat being abolished, all players may now communicate with the Emperor in private by email.

3. Maps

From now on the Nome and International Maps will be combined. I think that having them seperate creates a sense of being almost two different worlds, the Kuriotate one and the International one. The outside world is supposed to play quite a big part in what goes on in the Empire so merging the two maps will be helpful. Plus it looks nice ;)
 
The Imperial Factions

Spoiler The Order of Junil - Merciary :
The Order represents the political arm of the Junilist faith within the Kuriotate Empire. The upper echelons of the Faction are made up of religious leaders, many possessing the rank of ''Confessor'' (High Priest ) within the Orthodox Church of Junil. Many clergymen align with this faction, but the faction also includes many men and women of other professions, for example judges and historians, and many who simply value Junilist teachings and devotion.

The lower echelons of the faction are made up largely of traditionalists and the most devout, those who value the morality of the past which they feel is lost in modern Kuriotate society. The faction is exclusively Junilist but within it are members of various sects. This now includes members of the Lanean sect, and accepting them into the Faction has allowed it to make significant gains in support in the Lanean provinces to the South. However, the Orthodox Church considers these people to be heretics and disapproves of their admittance into the Faction.

The Order has long struggled to unite the Junilist areas of Hippara and the Sayenne, which has often brought it into confrontation with the Marovillian League based in Zulia. Thankfully, while the Order maintains control in the city of Altheriol the Marovillii do not present too great a threat. The Order controls a range of territories across the Empire, which has commonly been a cause for concern amongst their members. The Nomes bring them an almost unmatched income, but their diverse locations make them difficult to defend efficiently.

The Order has close ties with the Hall of Sabathiel in the East and receives a small amount of sponsorship money from the Hall each year. Some amongst the Overcouncil dislike this arrangement, claiming that the Bannor are attempting to regain influence over the lands they lost to the Kuriotates through the Order, this is vehemently denied by the Faction, who cite that the Pareya has minimal say in the actions of the party.

The Pareya has recently begun to show concern that the Order seems to be letting itself go, allowing heretics to become members of what was once a purely Orthodox party, and utterly failing to bring Holy Braduk under its control. This has caused significant friction of late, which has done much to antagonise various ultra-orthodox members of the party.

It came as little surprise that the previous leader, a prestigious knight, was found dead in his manor house in Leboa. This was interpreted as a subtle reminder from the Hall of Sabathiel that they owe much of their current success in Imperial Politics to them, and are expected to comply with its beliefs. No proof has ever been found linking the death to the Hall however. The faction members are calling for a decision to be made regarding so-called ''heresy'' within the Order, but the new Patriarch seems to be stalling. It is a potentially dangerous situation and requires a careful decision to be made.

Overview:

- Receives additional income from the Hall of Sabathiel which scales with the approval of the Pareya
- May communicate with the Hall of Sabathiel for free
- Recent successes
- Medium-low faction loyalty
- Hall of Sabathiel is displeased
- Exclusively Junilist, limiting current successes in non-Junilist areas
- As an arm of the Junilist Church, the Order will have a disposition stat with the Pareya as well as with Cardith Lorda.


Spoiler The Populist Party - Algeroth :
Relatively new on the scene, the Populist Party vows to stand for the people. They believe in helping and protecting the common man, and reforming Kuriotate Government to give each and every one a ''say'' in politics. A vote. When the Party first announced it's ambitions, they were met with outrage on the Overcouncil, and amongst the educated elite of the Empire. After all, what does your average peasant or miner know about government? Surely it would be madness to allow them to make their own decisions! Naturally, the Populist Party has been met with much suspicion and mistrust from the Overcouncil, and many seat holders fear and despise its policies, worried that they encourage rebellion in their provinces, and aim to destroy the Government that employs them. Many Government members see the idea that the uneducated masses should be given influence in politics as mad and potentially dangerous. However, some say that within certain limits it could be beneficial to Kuriotate Government and society as a whole. Regardless, the Populist Movement is beginning to pick up strength in some areas, and in Nomes they control they are already beginning to implement some of their policies on a local scale, such as public debates and question and answer sessions in the local forums, where anyone interested in the Party and its policies can go to receive information. Some amongst the Overcouncil whisper that these forums could well be a breeding ground for rebellion, that the Populist Party is using them to rally mistrust and hatred of the government amongst the masses, ready to call them forth to battle when the ''inevitable rebellion'' occurs.

While the Populists have not openly encouraged rebellion against Governors, either specific or in general, their presence as a possible alternative does tend to cause discontent amongst those who feel oppressed or irrelevant under the current system. The Populist Party often assign highly charismatic members to carry out their public relations, who the people feel they are better able to relate to. As a result, the party is popular amongst the masses, but this popularity rarely counts for anything in Government. Unfortunately their policies often seem to have negative effects upon the rich upper class and educated elite, the groups that form the bulk of most Imperial Factions and who's support is important if a faction is to succeed.

For this reason, the populist party has relatively few members, and is made up primarily of priests of Solism and a general mix of do-gooders and idealists. The party lacks any particularly wealthy investors, making it difficult to raise much capital from the faction members themselves in the way that other groups, such as the League of Merchants, are commonly known to do.

However there is a darker side to the Populist Party, they often receive bitter members of government that have been exiled by their factions, turned hateful and avenging by the system that spurned them. Amongst their ranks are anarchists and traitors, and some are able to pass through the ranks into the upper echelon of power amongst the populists, where they form a potential threat to their previous factions, and perhaps the very Government itself.

Overview:

- Strong support in many Nomes across the Empire
- Distrust from Upper class and Educated elite
- Few seats
- Aims to reform the government system.
- Few members


Spoiler The Marovillian League - Orangelex44 :
The Marovillian League was born as a result of an alliance between several Minor Royal Families, who each previously ruled a small Kingdom on the Hipparanese Plains in the Nome of Zulia. The Kings of Zulia saw that their position was at risk, the Kuriotate Empire had carried out numerous military campaigns in the area and had not hidden it's ambitions for the Northern Plain, which would later become Zulia. If the Kings were defeated in battle, and surely they would be, they would loose all rank, wealth and power. Instead of facing this dire threat, they chose to band together and join the Empire as a Faction of the Overcouncil. Cardith Lorda, who was always happy to avoid warfare where possible, immediately accepted their application and the five Kings each swore a feat of loyalty to the Emperor.

The five families maintain most of their ancient traditions, they still have their Kings, Queens, and heirs to the Throne, they inter-marry and scheme against each other, and keep house in converted castles throughout the Nome. Almost everyone linked to the Marovillian families that can afford to join, is a member of the League, no matter how distantly they are related. However it is only the monarchs themselves who hold much influence in the Faction, and every leader, known as the King of the Marovillian, so far has been one of the five.

However, the Marovillii do no restrict membership to members of the five aristocratic families, or even to aristocracy in general. Their strong theme of tradition, as well as the appearance at least of a Hipparanese government that is relatively independent from the Empire, makes them very popular in Hippara and they have attracted many common-born investors as well as aristocrats.

The League is connected intrinsically with Zulia, although the actual Kingdoms that they once ruled have now been dissolved (keeping only the titles associated with them), it's members feel a natural attachment to the area. If they were to lose the Nome to another Faction of the Overcouncil, there would be serious repercussions in terms of Faction Loyalty.

The Marovillian League has strong support in the Nome of Zulia but has struggled to succeed elsewhere, particularly in the vast city of Altheriol, where poverty runs rife and many resent the air of outdated and truly redundant Royalty which the faction commonly exudes, the air of vast and undeserved riches, while thousands of lower class city families live in conditions unfit for animals, and below the bread-line in terms of income. Not to mention the fact that unlike their more rural counter-parts, the people of Altheriol have no sentiments of independence, having thrived under Kuriotate rule.

Many members of the Marovillian League are inter-related with minor monarchies across the valley of Ule, and Ulundi horsemen often ride amongst the ranks of Marovillian armies. However, these ties have not been enough to put a stop to the common raids on Zulia by unaligned Ulundi groups.

The Marovillian Kings were originally Junilists, but some have now converted to Solism. Previous Kings have often voiced their opinions on the Overcouncil that Bhaali are ''intrinsically and irreversibly evil'', how they should be made to convert or removed altogether. However such beliefs have become unpopular and seen as obscene by some, and in recent times members of the Marovillian League have tended to tone down the message, or even embrace the Bhaali. However, some claim that this is just a facade, and that in reality the Marovillii are no less tolerant of the Bhaali then before. Still, hate is a binding factor and it has worked in the past to great effect.

Overview:

- Strong Support in Zulia
- Ties with some Ulundi Kingdoms
- High Faction Loyalty
- Ulundi Raids in Zulia
- Dubious history of relations with Bhaali
- large repercussions if Zulia is lost


Spoiler The Coalition of Peoples - Nutranurse :
The Coalition was once the self-proclaimed force of good on the Overcouncil, preaching tolerance, religious and personal freedoms and liberty. For as long as anyone can remember this has given them wide influence over the more cosmopolitan areas of the Empire, Lanea and the Kuriotate Plains in particular. However, many whisper that it is a case of ''do as I say, not as I do'', citing their past involvement in the slave-trade, in which they are still heavily invested, and which has grown strongly as a result. While not illegal in the Empire, slavery seems to go quite strongly in contrast with the themes of liberty and freedom which brought suspicion on the Coalition's motives and true beliefs. This, among several other alleged scandals, which include incest and corruption amongst the Inner Circle of members has scuppered support for this faction from the Emperor, the people, and from its members themselves.

Disgusted, this faction suffered a mass exodus of sleeping members removing their support, and their gold, from the Coalition leading to an embarrassing bankruptcy. Many of these members transferred to the Populist Party, which resultantly gained strength much to the despair of the other Factions. Desperate, the Coalition was forced to sell their control of the Nome of Elysa to the League of Merchants at a knock-down price, loosing themselves valuable income and influence on the Overcouncil. Their leader, one Theodosios Aristophanes, blamed for the Coalition's fall from grace, resigned immediately after and since then the Faction has been utterly incapable of electing a sufficient leader, each successor to Aristophanes lasting only a few months before being asked to leave office, committing suicide, or disappearing in mysterious circumstances.

Some call the Coalition cursed, enchanted with the kiss of Bhaal and doomed to fail. Some though, the more daring and outspoken amongst the political elite, suggest that their fall was orchestrated by enemies on the Overcouncil and suggest that revenge may be necessary. Perhaps this is true, after all, almost every other faction has benefitted in some way from their decline.

However, there is a silver lining. The faction, once sprawling and unwieldy, has been slimmed down to the bones and from here, surely, things can only get better. The Upper Echelon, once torn with infighting and intrigue is now tight-nit and co-ordinated, ready to rally behind a strong new leader.

While the Coalition has lost the popularity of the masses, pockets of support exist in many areas of the Empire, often kept alive by tight-nit Church communities that do not believe the rumours spread about the party, this is especially true amongst the Solist cosmopolitan regions of the realm and it may be that these can be used as a jumping ground for rebounding their popularity with the subjects of the Empire. Some say that if the Coalition could just elect a strong leader they could quickly turn the situation around, and perhaps even come back stronger.

Overview:

- Small Faction size
- Low but wide-spread support
- Tight-nit upper echelon
- Remained popular in the provinces of Rela-Mekeia and Gau due to support of Slave trade
- Emperor is disillusioned with the party
- Small army at present


Spoiler The League of Merchants - DiamondEye :
The Imperial League of Merchants and Bankers, to use its full name, has historically represented the interests of the commercial sector of Kuriotate society. Its members are some of the most successful and well-known businessmen in the Empire. However, the League of Merchants has been criticised for doing nothing for the small businesses which keep the economy running, despite claiming to speak for the commercial sector. In fact, many of their members are infamous for their unethical business strategies, regularly under-cutting smaller businesses by selling products at or below the cost of production, and resultantly putting their smaller competitors out of business. Other accusations include sabotaging production, denouncing smaller businessmen as crooks and conmen, and even resulting to arson, burning the store houses and workshops of particularly troublesome competitors. None of the more serious issues have ever been proven, but it seems unlikely that simple coincidence is to blame. Regardless, their business practises go strongly against the socialist beliefs of the Emperor.

The League of Merchants has always stuck to its strengths, gaining much of its income not from controlling Nomes but through shrewd investment, and levying gold from its wealthy faction members. They have tended to portray an image of greed and immorality which has stunted its popularity amongst the general population, in the past they have often lost elections even in their own Home Province to the Coalition or Populist Party and have been forced to buy it back at a premium.

However, when the Coalition fell from grace, things began to change. They were able to buy the Nome of Elysa from the party, as well as some of its shares in the Slave trade of the Trileferate and with a few well-timed acts of public goodness the League of Merchants managed to gather the support it needed to win elections in several others. This has allowed it to gain influence over the Overcouncil, something that it has always failed to secure in the past. In fact in current times, the League of Merchants controls the most votes of all the Factions on the Overcouncil, making it very influential and a useful ally.

However, the League of Merchants has commonly approached politics as simply an alternate way to make money, and corruption is rife. In recent times it has reached the extent where it is almost crippling the Faction, with many members abusing their public allowances, charging second homes in the Trileferate, duck houses, and moats for their sprawling mansions on the state.

Overview:

Many Nomes
Profitable Investments Project
Large-scale corruption
Large Faction
Most Votes on the Overcouncil.


Spoiler The Houses Minor - Agent 89 :
Before the Empire was formed, much of the lands it later gained were ruled by the Aristocracy, the Feudal system being a popular form of governance in those days. Many of these aristocrats allied with the Emperor in return for allowing them to maintain their wealth and social class in the new Empire. This policy allowed the Emperor to conquer and annex vast tracts of land, but resulted in the Empire inheriting many formerly-independent aristocratic families. Traditionally, these Noble Families had ruled the land, but were essentially redundant with the system of Representation enacted in the Kuriotate Empire. The Nobles kept their titles and their wealth, but their power was forfeited to the Empire and it's elected officials.

Many of these families joined an Imperial faction to allow them to retain some degree of political influence, but some of the factions were reluctant to accept them. They claimed that these aristocrats represented an out-dated and immoral system of inequity, and to allow them power could see a return to the bad old days of Feudalism and Serfdom. This caused outrage amongst the new Aristocracy in the Umbrawood and Hippara, and also amongst the ''native'' Noble Houses of Kuriotatia. These joined forces and appealed to the Emperor. However, instead of intervening in the situation, the Emperor suggested that they start their own Faction, and so the Houses Minor was born.

The Houses Minor is a collection of small Noble families that have banded together to become a force on the Overcouncil, and in a small way brings Aristocracy back to the Empire. Houses Minor is particularly strong in the Umbrawood, where there are hundreds of Aristocratic Tribes, and most have at least one representative in the Faction. However, the Umbrawood is a dangerous place, and its people are regularly on the brink of civil war. Naturally their feuds filter through into the faction itself which can cause trouble when it comes to electing a leader.

However, the faction is not purely Elven, and many Aristocrats and noblemen from all over the Empire are members. Recently members of the so called ''Blackridge Nobility'', Orcs who have gained riches and power largely through plundering along the West Ridge, have joined the Faction. This caused quite a stir amongst the Elven members in particular, who feel that the Faction is opening its gates to lowlifes and ''lesser races''. Elves are notorious for elitism and racism, firmly believing that they are the greatest race and that many others, particularly Orcs, Centaurs and T'ingolax, are little better then animals. The situation is tense, but many argue that accepting Orcs as members will allow Houses Minor to be far more successful in the Orc-dominated Blackridge Region.

Despite the original misgivings of the other factions, the Houses Minor proved to be an effective and well-organised faction, and their leader, [insert name here] currently holds the position of Tyranus. They have not attempted any reforms to make the system of Government more inherently Aristocratic and deny any ambition to do so. The Houses Minor firmly claims that the majority of the faction is content so long as they have the Faction as a medium to represent their views on the Overcouncil.

Overview:

- Influence in the Umbrawood
- Faction torn by feuding members
- Medium-Low Faction Loyalty due to Orc members
- Holds the Tyranny


Spoiler The Elohim Movement - Immaculate :
The Elohim movement started 100 years ago in the peaceful valley of Cahir, Central Fiefdoms. Rumour has it that the monastic Order, the Order of Elohim, dates back to the Age of Dragons which ended thousands of years ago with the signing of the Compact, and that their illustrious founder, Immanuel Logos acted as a witness of the compact in the name of humanity.

The Elohim have always had good relations with the Orcs in the surrounding areas, often healing sick children who had been carried to them for miles across the mountainous landscape. They would also take in orphans that were left at their gates, educating them and upon adulthood, initiating them into the Order. The Order has historically worshiped compassionate Sirona, although they believe primarily in a ''Greater Truth'' that all Gods are simply aspects of the same divine being, and that each aspect has it's merits and short-comings. For this reason, many preach Solism which has much in common with this belief system, and some Elohim devote themselves to other Gods entirely. The Elohim generally support Freedom of Religion, but would prefer to see a system where the entire pantheon of Gods are worshipped as aspects of the one true Deity.

The Order of Elohim are primarily scholars and historians, and believe in honouring and protecting the holiest places across Erebus, regardless of which religion they are claimed by. They also tend to advocate peace and tranquillity, although do not rule out warfare when other options are exhausted. The Elohim have seen the damage that warfare and Imperialism have done over the years, the genocides and inquisition of the Bannor, the starvation and return to tribalism under a harsh Illian regime, and most recently the suffering and immorality spread with Kuriotate influence.

One hundred years ago, the Order of Elohim came to the conclusion that idly watching and documenting this suffering was no longer acceptable, that they were morally obliged to do what they could to reverse the damages the Empire has caused. And so their Patriarch, Einion Logos, invited the Emperor to Cahir Abbey. Intrigued, the Emperor came. When he returned to Kwythellar three weeks later he immediately declared the Elohim Movement to be a legitimate faction of the Overcouncil.

The Elohim movement is still controlled by the Order of Cahir Abbey, but in recent times it has gained sleeping members from all walks of life, and from every corner of the Empire. People who had seen the suffering caused by an immoral Government ruled by merchants and noblemen, those who despaired at the inequality and inequity of the system. Einion Logos was reported to be thrilled with the rapid growth in support, claiming it was beyond all expectations. He used this increase in power, and boost in income, to help in a small way to alleviate the suffering in Braduk, providing rudimentary healthcare and education, and the Elohim Movement was later elected there. The Elohim movement has expanded slowly, tending to approach one Province at a time and then wait for an election to put them in power there. This has given them very strong support in their own Nomes, but weak support elsewhere in the Empire where the common man simply hasn't heard of the Movement.

Einion Logos died of natural causes twenty years ago, and since then [Insert Name here] has lead the Elohim Movement.

Overview:

- Controls Braduk and Central Fiefdoms
- Largely pacifistic members
- Strong support in own Nomes, weak elsewhere
- Will receive a list of ''Wonders'' to control and protect. Ensuring the security of these areas will boost Faction Loyalty.


Spoiler House of Clansmen - Alex994 :
The House of Clansmen was formed in the year 403 of Imperium by Orgoethor, a former member of the Houses Minor. This was at the time of the Purging of Terino, where thousands of orc families were evicted from the city by Houses' armed forces, forced to flee to nearby Harsoon. Several Orc members of the Houses Minor, including Orgoethor, were at this time attacked by assassins, and many were killed. This was suspected to be a facet of the machinations of Luthien Phaedra, who seemed bent on removing orcs from his faction and from his Nomes, later passing a law forbidding orcs entry to Houses' territory within the Umbrawood.

Orgoethor, and many others, were outraged and withdrew their investment from the faction. Like the refugees from Terino, they too fled to Harsoon where they set up their own organisation, the House of Clansmen.

The Clansmen were made up primarily of orcs, but there were also several humans and even some elves who disliked the Houses' policies on race. As far as religion goes, Orgoethor, like most ''modern'' orcs is a Solist. Most of their other members follow a similar creed, although there are some Bhaali, and even one of two members who practise the Elohim faith of ''all-worship''.

The Clansmen now fear to set foot in the Umbrawood, indeed many are now forbidden by law. However, many members suggest that revenge should be obtained against the Houses for their involvement in the death of many orc politicians during the year 403oI. Most agree that Terino must be retaken, and the supremacist policies of the Umbreyans reversed. With wealthy Terino under their belt, the House of Clansmen would be able to expand their horizons, and also gain control of a coastal Nome, vital for naval expansion and oversees trade.

The Clansmen believe generally in racial equality, and the abolishment of slavery. However, considering much of Harsoon's economy is based around the practise, this may be easily said then done. Harsoon, through much investment of late, has been transformed from poverty-ridden borderland to a bustling industrial province, and few would want to see this change reversed. With the House possessing no other form of income other than distant MBH (won, like Harsoon, in the recent election), this would likely be their undoing.

The policies of the House of Clansmen have much in common with the Elohim of Braduk and the Central Fiefdoms, and before his success in the elections of 408oI Orgoethor considered a possible merger with the faction. However, now that he controls two Nomes of his own, this is simply not necessary, and he now champions the Clansmen's cause on the Overcouncil personally.

- Popular in the Blackridge, extremely unpopular in the Umbrawood.
- Vengeful faction members, posing a possible risk to faction loyalty.
- Few investors at present.
- Shared border with Bannor and Mardok.
 
Sign-ups are now CLOSED.

To join the game, simply design a character to act as your faction leader, write a little bit about their background, policies, and ideals and PM it to me or post it in the thread.

I am also taking a few signups (no more then 5) for ''Group B'' which will fill a variety of roles within the game as they arise, and take over from any players who drop out of the game.

Players:

DiamondEye - League of Merchants
Orangelex - The Marrovillian League
Shadowbound - The Coalition of Peoples
Immaculate - Elohim Movement
Algeroth - Populist Party
Merciary - The Order of Junil
NPC - House of Umbrawood
Alex - House of Clansmen

Character Backgrounds:

Approximately 90% or more of the Empire's population follow one of the three major belief systems, Solism, Bhaalism, or Junilism. These are briefly described below. However, there are also hundreds if not thousands of minor religions, cults, and philosphies present in some form throughout the Empire.

Spoiler Bhaalism :
Throughout history there have existed three main sects of Bhaalism. These are Bannor Bhaalism, Blackridge Bhaalism, and Valhasianism.

Bannor Bhaalism was the religion championed by the first Bannor Empire during the Age of Magic. During this age it was the most powerful and widely-spread religion in the whole world. However, when Bhaal fell many turned away from this faith, taking another God as their patron, or simply abandoning the Divine completely. There were some who did not turn away from Bhaal and denied her Fall, claiming they had undisputable evidence that she remained heavenly, and that the dramatic destruction of the Aesphikera, her Grand temple complex, and the devastating fire storms and eruptions were instead caused by great subterranean plates knocking against each other. Naturally these people are generally thought of as ignorant and out of tune with modern thinking.

When the Bannor conquered the Blackridge Mountains, their religion spread like wildfire amongst the indigenous Orc population, interbreeding with their own pagan beliefs to form Blackridge Bhaalism. Of all the Bhaali faiths, Blackridge is the most down-to-earth, and there are few Theologians amongst its ranks. For this reason, the Fall of Bhaal actually had very little effect on its followers. There were several volcanic eruptions in the area at the time, but it is not in the nature of traditional Orc society to look upon these events with fear or hatred, but instead with respect for their raw destructive power. If anything this strengthened the Blackridge faith. Dormant once more, these volcanoes later provided ideal subterranean shelter for the Orcs, sustaining them during the Ice Age. These were vaguely interpreted as a gift from Bhaal by the Shamanic Priesthood of Blackridge.

Valhasianism is only practised by the Ashen and is widely considered to be an evil faith by the rest of the world. Of course, ''evil'' depends largely on your point of view. The blood rites and ritual sacrifice may seem horrific to some, but it sustained and warmed the Ashen during the Age of Ice, allowing them to avoid the negative effects of Mulcarn's influence over the world and instead retained the knowledge from the Age of Magic that so many civilisations had lost. This has allowed Ashenwood to become the most advanced, and one of the most powerful nations in the world. And of course, the rituals have provided their priesthood with dangerous channelling powers.

All Bhaalists, with the possible exception of the Fall deniers, hold the city of Braduk in high esteem. The ruins of the Aesphikera are a holy place for many, and many take pilgrimages to the city to visit them.


Spoiler Solism :
Solism is a relatively new belief system on Erebus. It doesn't explicitly worship any God, but it's followers tend to revere Lugus, Sirona, Junil, and Amathaon, and occasionally some of the other Gods. It has grown exponentially during the Age of Rebirth, reducing and replacing the influence of Bhaalism and Junilism in many areas of the Kuriotate Empire. The faith advocates wisdom, honesty, equality and integrity, and has grown from a small regional faith to one of the largest religions in the world largely due to Emperor Cardith Lorda's well-known Solist beliefs.

Solism has no holy sites as such, at least not in the way that Bhaalism and Junilism do. However much of their scripture dates back to the journey of Varn Gosam through the Great Desert of Myrrh, and later chapters refer largely to the Malakim Empire. These scriptures were assimilated from the now mostly obsolete Lugilist faith, of which Solism is a surviving offshoot. For this reason, many consider the Desert a ''holy'' place, particularly the mythical Glass Sea where the Prophet, Varn Gosam, went to communicate with his God.

The Temples of Solism tend to be fairly low-key, and often serve more as a community centre then a place of worship, putting on a number of community events throughout the year. In each there tends to be statues, frescos or idols of the four main Gods of Solism, but often other Gods are also represented. Amongst the Gods, Cardith Lorda is also often depicted, as he is revered as the GodKing of Solism, and the Empire. The temples are manned by a Priest, who can be of either sex and any race.


Spoiler Junilism :
Junil, in Godly terms, is a fairly new arrival on Erebus. During the Age of Magic he was largely unnoticed with very few worshippers. However, when Bhaal betrayed her people and sent them plunging into Hell, he saw an opportunity, and sent the angel Sabathiel to guide them on their journey in return for their pledge of allegiance, and their souls. When the Bannor returned to Erebus, they spread their influence and formed a new Empire, forcibly spreading their beliefs far and wide, and so just as they had done with Bhaal, made Junil the most powerful God in the Pantheon. However, Bhaal was bitter that her influence over the world was being reduced, and caused the rise of passionate rebellion amongst the conquered and the oppressed, finally She commanded her Orc followers to attack the Empire, and they came wave after wave. The Bannor Empire was crippled, and abruptly collapsed and with it Junil's Divine powerbase collapsed too.

In modern times, Caprician (Orthodox) Junilism is still very strong amongst the Bannor. However it is now rare amongst the people the Bannor had vanquished and forcibly converted to the faith. An example of this is the Region of Lanea, in the Kuriotate Empire. Here Junilism remains, but it has transformed quite significantly from the authoritarian, evangelical Orthodox faith. There are many similar off-shoots of Junilism across Erebus, and none of them are officially recognised by the Hall of Sabathiel. This is the centre of the Caprician faith, where the angel Sabathiel is claimed to dwell to this very day. These sects are ''outlawed'' and forbidden amongst the Bannor.

Junilism is worshipped in solemn chapels and cathedrals, where enchanting but remorseful music plays and hymns are sung. The holy scripture of the religion is a book called the ''Juna Balaegna'', which details the stories of the Great Bannor Empire during the Age of Magic, the betrayal of their Goddess, and their subsequent journey through hell. To the Junilists, and especially the Capricians, Braduk is holy. It is the ancient capital of the Bannor Empire, and the site of the legendary betrayal of their God. This often causes friction between Bhaalist elements who also claim to revere the city.


All registerred citizens of the Empire belong to one of these races, and so should your characters.

Spoiler Races :
Human:

Humans are the most populous race in the Empire. All humans are the descendents of Nemed, the God of life, and are made in his image. Humans are known to be a highly adaptable and innovative race, and as a result have spread wide across the known world, from the frigid valley of Ule to the Desert of Myrrh in the South. Humans are everywhere.

However, humans have a long history of Imperialism, throughout the ages humans have carved land for their empires, often displacing or destroying the civilisations in their path, the Bannor, the Malakim, even the Illians during the Age of Ice, and now the Kuriotates. This has done much to make humanity the most powerful race on the Erebus, but also to make them feared and distrusted by others.

Gnoll:

A relatively minor race, hailing from the Heartland Plains, and also known as ''Tingolax'' from their native tongue. They have a shorter, slighter figure then the average human, and have the features of a bipedal hyena. Many T'ingolax are cunning and sly, but the larger ones are also fearsome in their own right, with the eyes of the devil and sharp teeth filed to a point. In the modern age, many Gnolls work in the mines in the West, while the most cunning and devious grow rich in the world of business and trade. T'ingolax are not found outside of the Kuriotate Empire.

Centaur

Known to be boisterous and loud, Centaurs are often used in the Kuriotate Armies as powerful ''cavalry'', and played a large part in the formation of the Kuriotate Empire under the Dragon King. Centaurs are not well-suited to city life, and most live in private Centaur communities in the Heartland Plains or Hipparanese countryside. Their settlements are bizarre to the more urban races, often resembling large, communal stables, a wooden shelter, usually un-walled, with stacks of hay to cover the floor. These settlements are rarely permanent, and Centaur tribes commonly migrate for miles across the Plains.

Centaurs despise horses, which are resultantly quite rare in the Empire, but often tend herds of sheep, goats, or cows for food.

Elf:

In the Age of Magic there were two great Elven Kingdoms, Umbreya and Telyna, separated by the great Blackridge Mountains. Elves tend to be a race of isolationists, caring little for lands beyond their woodland homes, but in modern times this is beginning to change, particularly in Umbreya which is now under the rule of the Kuriotates. Humans tend to have a an admiration, sometimes even a longing, for their interpretation of Elven lifestyle and culture, and this leads to regular waves of immigration of humans into the Umbrawood. However, Elven society is commonly misinterpreted, and the Umbrawood is in fact a mess of feuding tribes (known as ''Houses''), which are regularly on the brink of out-right civil war.

Satyr:

Satyrs are another sentient race which calls the Umbrawood their home. They are so intermixed with Elven culture and society that some hold the theory that they are actually just descended from Elves, which through ''reasons unknown'' have come to share many features in common with Blackridge goats.

Orc :

The inhabitants of the Blackridge mountains have undergone vast transformation over the years. In the Age of Magic they were conquered by the Bannor, and their own faith became intermixed with Bhaali to form Blackridge Bhaali. As a result, Kuriotate Orcs have largely abandoned their ''barbaric'' past, especially those who have migrated away from the Blackridge Mountains, and many have turned away from Bhaali altogether. Orcs are generally stronger and more physically powerful then their human counterparts, but are less intelligent and have less magical aptitude. ''Half-Orcs'', those with both an Orc and a Human parent, are rare but not unheard of.
 
The Regions of the Empire

Spoiler The Heartland Plains :
The Heartland Plains, also known as Kuriotatia, are the birthplace of Cardith Lorda, and where he holds his government.

The earliest records of the region are dated 1335 of the Age of Magic and Imperial Bannor in origin. They tell us that the Heartland Plains were a mess of barbaric tribes dominated by the fearsome Centaurs and T'ingolax (gnolls). During the Age of Magic, between the years 1342 and 1411 the Bannor Empire conquered the plains piece by piece, displacing many of the tribes, and completely exterminating many who refused to co-operate with the new Bannor Authority. The land was then largely repopulated with ethnic Bannor. The Heartlands, became a vital part of the Empire, thriving from the trade with the kingdoms to the South and West, and the Empire Proper at Braduk.

Some of the native peoples, the earliest ''Kuriotates'', adapted to the Bannor lifestyle. This was particularly common amongst the human and T'inga tribes, who had the most in common with the Bannor. The physique of the Centaur did not suit well to city life, but they are still to this day relatively common in the Rural areas of the Plain, and are often used in battle for their speed and stamina. Terinok, the precursor to Kwythellar, was founded in this Era.

During the Age of Ice, the area suffered terribly as agriculture became impossible and the cold unbearable. The area was effectively reverted to Pre-Bannor standards. Communities, which had grown tolerant and multi-racial under Bannor rule, became fearful and paranoid, and perhaps with good reason. Food was often hard to come by, and many Tingolax reverted back to their old, cannibalistic roots, raiding villages and settlements and killing their populace for meat.

By the end of the Ice Age, the Heartlands were a different place, now dominated by Kingdoms and Tribal Confederacies, retaining varying amounts of Bannor Culture and Advancement. These were later united by the guile and sword of the Dragon.

Demographics:

Kuriotatia is highly populated and well-developed. Kwythellar itself is the largest city in the Empire, a vast sprawling metropolis. The major religions of the area are the Junilism, Solism, and Bhaali. The region is populated largely by humans, with large minorities of centaurs in rural areas and T'ingolax in the cities. In Kwythellar itself it is common to see Elves and Orcs who have migrated from the East.

The Heartland Kuriotates hold their King dear to them, and he commonly tours the region. These people are more responsive to Cardith's Disposition towards the Imperial Factions.


Spoiler City of Kwythellar :
Kwythellar is technically a part of the Heartland Plains, but nowadays many people now refer to the capital as a region in it's own right due to it's vast population and cosmopolitan atmosphere.

The precursor of Kwythellar, a small town called Terinok, was originally founded in the Age of Magic by the first Bannor Empire, and this ancient city still lives on, now largely renovated, in the Junilist-dominated district of ''Old Terinok o' Bannor''. However, in the Age of Ice this city was abandoned and fell into ruin, and in the Age of Rebirth Kwythellar was founded nearby. This new city would one day completely envelop Terinok, and many other small towns and villages in it's expansion.

For much of the early Age of Rebirth, the city of Kwythellar was ruled by an evil wizard who went by the name of ''Zthavagort''. However, Cardith Lorda lead a rebellion against the tyrant and established himself as King. In an act of compassion, his first royal decree was to commission a tomb to be constructed below the city to house the remains of Zthavagort after his execution, and a memorial now stands in Zthavagort Square, directly above the tomb, to remind the population of their city's dark past. The new King then went on to lead the city to greatness, and its population swelled dramatically. It became a hub of trade and culture on the Plains and was much the envy of lesser Kings.

Ever since the year 284 of Rebirth Kwythellar has housed the Dies Deie, the Government building from which the Overcouncil and Tyranus dictate, and from that moment on Kwythellar has always served as a capital city. First for the League of Kuriotatia, and then for the Empire itself. As the Empire expanded, Kwythellar grew and grew, and is now the single largest city the world has ever seen, home to over 2 million registered citizens. It is entirely cosmopolitan, with large populations every race of the Empire, in particular there are many Elves who have fled the brutal Umbrawood and started anew in the Capital.

The city is also home to the Emperor, who inhabits the great, high-walled Palace of Wyrmhold. The Palace itself is out of bounds to citizens, although the Wyrmhold Plaza outside it is open to the public and is generally packed with lesser mortals. The Plaza is a wide open courtyard, adorned with fountains and statues of the Emperor, including the spectacular ''Dragon of Victory'' by Demitor van Herzberg, and is used for many public ceremonies. This includes regular speeches from the Emperor and the Crowning of the Tyranus. The Palace is strongly defended, and is patrolled by the dedicated and fanatically loyal Draconian Guard.

The city proper is scattered with the Temples of hundred of religions, some well-known but others obscure and unheard of beyond a select community. However, as expected in a city that primarily worships the concept of money, many thousands of businesses base their operations in the capital. There are merchants and craftsmen, alchemists and enchanters, and bankers and printers and slave traders. Rumour has it that for the right price you can buy just about anything in the bustling market district.

However, the not all of Kwythellar's citizens are wealthy. On the outer edge of the metropolis there are vast communities of people with barely enough to get by and crime is particularly rife in these districts.

Unlike the other Regions, Kwythellar has several special Laws which must be adhered to in the city, including the fact the elections must occur every two years, that it a demilitarised area, where the armies of the Imperial factions may not tread, and that the Overcouncil receives 50% of it's tax revenue as opposed to the usual 25%. However, even with excessively high Overcouncil dues, Kwythellar is still a coveted prize to any faction that manages to get itself elected there.


Spoiler Hippara :
Hippara was once home to the Hippus people, a tribal confederation branded ''barbaric'' by the first Bannor Empire. During the Age of Magic the Hippus were one of the first targets of Bannor Expansionism and quickly they were brought under the Emperor's control. The Hippus were soon assimilated into Bannor culture, adopting their language, customs, and religion.

The turmoil of Bhaal's Fall spread to Hippara and religious strife ensued. Many priests there denied the fall of Bhaal, unable to believe the evidence at Braduk, and this only lead to further warfare between these groups and those which had embraced Bhaal's Fall, claiming that her new allies were the truly ''good'' Gods, who were fighting against the oppression of their foes. With the disappearance of the Emperor and his sole heir at the Aesphikera, Hippara declared its independence from Bannor, and was severely weakened during the Age of Ice.

During the Age of Rebirth the Kuriotates annexed the area, which then took on Kuriotate culture, added to the blend of 1st Empire Bannor and Original Hippus. Many people at this stage turned from Bhaal, and converted to Solism. Hippara was originally purely human, although now significant amounts of T'inga and Centaurs have migrated to what they call ''The Northern Plain''. In the metropolitan city of Altheriol, all Kuriotate races are present to some degree.

The Nomes of Hippara are Altheriol (Alt), Zulia (Zul) and Neronum (Ner)


Spoiler Lanea :
Lanea was once home to an ancient race known only as ''The Sea-peoples''. These were merchants and traders, who bought slaves from the Southern Kingdoms of the Trileferate, and in turn provided wheat, pearls, and bronze. However, amongst these Sea people were many notorious pirates and renegades who commonly attacked trading ships laden with coin, ravaging the coast of the Bannor Empire and other small Kingdoms.

When the Lanea was brought under Bannor Occupation, these Renegades who were much loved by the common man for their charisma and daring, were gradually hunted down, ship by ship. Although many put up a strong resistance, rallying the populace against their new Masters, the Pirate Lords were eventually defeated, and their personality cults forcibly converted to Bhaalism.

During the Short-lived second Bannor Empire, an interesting parallel occurred. Again the Bannor invaded, and again they were faced with personality cults, this time largely those of powerful Bhaali. Again they were hunted, and again they were forcibly converted, this time to Junilism.

The Lanea has had a troubled history of oppression by Bannor, and so perhaps more then anywhere else in the Empire appreciate the Kuriotate leadership, and their policies of Freedom of Religion.

Demographics:

The cities of the region, as important trading ports, are naturally large and prosperous and so attract people from all over the Empire. The majority race here is human, although there are also many elves who have fled the frequent tribal warfare and feuds of the Umbrawood, to start a new life in cities which pride themselves for their religious tolerance. Particularly in the Nome of Terino, there are also notable populations of Orcs, who tend to set themselves up in exclusively Orcish, poverty-ridden neighbourhoods, which isolate them from the other races.

The main faiths in the region are a fairly liberal interpretation of Junilism and the vague worship of ''The Waters'', a set of superstitious beliefs practised largely by sailors and fishermen, which has much in common with the Aegeum practised in Krazeya and Madeleigna. Of course, there are many minority faiths, but none in significant quantities.

The nomes of Lanea are Terino (Ter) and Florenta (Flo)


Spoiler The Borderlands :
When the First Empire of Bannor conquered the Blackridge Mountains, they attempted to spread their religion amongst the Orcs. The success of this was far beyond all expectations. In Bhaalism, the Orc priests saw many aspects of their own pagan faith, and the two quickly merged into what was known in Braduk as Blackridge Bhaalism.

The Borderlands are littered with partially ruinous great, stone Castles perched precariously on the mountaintops, most of which date back to the First Bannor Empire. These castles are often quite defensible, which has given rise to hundreds of small orcish fiefdoms. These regularly engage in small-scale warfare, but are all loyal to the Emperor, ''the King of the Red City''.

Beyond the Castles, which are known as the Kuriotate ''Wall of Stone'', are independent Orc Kingdoms. These are ruled locally by fearsome Kings, but often allow themselves to be influenced by Pyrrhos to the East. These people are highly suspicious of the Kuriotates, and the Orcs that have allowed themselves to be subdued by them.

The Borderlands are only really home to Orcs. Some fiefdoms revere Bhaal as their patron, while some, lead by more forward thinking Chieftains, have converted their people to Solism, Cardith's own philosophy. There is a distinct difference between the Kingdoms which follow Sol(who are known to idolise and attempt to replicate Kuriotate culture), and those which follow Bhaal (which are known to be ''wild'' and more traditional in customs.

The Borderland Nomes are Multab, Binigok and H'tassa (MBH), Harsoon (Har) and Central Fiefdoms (CeF).


Spoiler Umbrawood :
Once the site of the great Elven civilisation of Umbreya, the Umbrawood is a shadow of its former self. The Elves who lived there were hit hard by the fall of Bhaal, followed by the death of their God, Sucellus, and then the onset of the unending winter. This lead to outright civil war, as the ''Winter Queen'' of Umbreya refused to stand down and pass the crown to the ''Summer Queen'' when her time came, citing that Winter ruled on, and thus so should she.

The Elves came close to extinction in this land, but with perservance they struggled on and their population began to return to something resembling its original size towards throughout the Age of Rebirth. However, Elven society is broken, a mess of feuding tribesmen that retain old grudges dating back to the civil war and the Age of Ice. Only now, under Kuriotate rule, is the Umbrawood really beginning to recover.

After the death of Sucellus, the Elven faith was destroyed and they were left godless and fearful. Some, notably the Queen of Winter and her tribesmen (the House of Viconia), took Esus as their new patron, some turned to other Gods, or ancient Elven spiritualism. However, when the Dragon himself lead his armies into the forest, many fell in awe of him and his power, and not least, his obvious presence and relevance to their own lives - the one thing that the Gods notably lacked. These elves took him as their new ''God'', and are fanatically devoted to him. They are known as the Cult of the Dragon, although in modern times the faith has truly outgrown the title of ''cult''

When the Age of Ice was over, the civil war was reignited and the Winter Court was finally defeated and forced underground. In the Umbrawood, the tradition of alternating Monarchs lives on between the Houses of Phaedra and Hileyn, who occupy palaces in Evermore and Tharsiss respectively. Of course, the position no longer carries any power, and the Monarchs are mere figure heads.

The Forest is sparsely populated in general, with a few major concentrations around the isolated urban regions which often exist at least partially suspended in the dense forest canopy. The population is divided between many Gods and philosophies and religious intolerance often causes open warfare between tribes. This poses a significant risk to the cities of the region, which are each home to members of every forest tribe.

Under Kuriotate occupation, many humans were enthralled with their perception of Elven lifestyle and culture and migrated to the Umbrawood. Humans form a significant minority in this elf-dominated land. Many factions within Elfdom see these people as intruders and their ways ''against the will of the Forest''. These people are thankfully in the minority.

The forest has many secrets, and there are many other sentient races which lurk in its depths. However, the only ones which are officially recognised as Kuriotate citizens, and in turn recognise the Kuriotates as their leaders, are the Elves, Humans, and the Satyrs who have lived side by side with the elves for millennia.

The Umbrawood is a volatile region, but its people are fiercely loyal to their leaders and beliefs, and they make excellent soldiers.

The Nomes of Umbrawood are Umbra Minor (UmM), Evermore (Eve), Hyll (Hyl), Tharsiss (Tha), and Southwood (Sou)


Spoiler The Iron Coast :
During the vast expanse of time these lands have remained sparsely populated by shepherds and herdsmen. However, mysterious ruins scatter the hills and plains of the West, many are partially submerged beneath the ground, as if they have sunk over time. These are largely concentrated in Hebridea.

Only recently has the Kuriotate Empire reached out to the West, colonising the coastline and building settlements further inland. During the last 50 years the West has become Kuriotatia's primary Iron supply, reducing dependence on mines in the volatile Blackridge Mountains.

In the present year, the only city of note is Aelia (Ael) which serves as the Regional Capital. The other Nomes, Hebridea (Heb) and Mutassa (Mut) are populated almost solely by Miners and people of other such professions that are linked to the Mines. This tends to mean humans, although T'inga often work in the mines, their small stature ideal for the tight conditions.


Spoiler The Sayenne :
The Sayenne was the homeland of the Bannor during the Age of Magic. Now known as the Holy Land by both Bhaali and Junilists, it is centred around Braduk, the former capital of Bannor, and the Holiest of all. Pilgrims come from all over Erebus to see the Aesphikera Pit, the very place that Bhaal came crashing down to Erebus, and Braduk has grown hugely throughout the Age of Rebirth due to regular waves of immigration.

After the fall of Bhaal, Bannor administration was overturned and the Sayenne plunged into civil war between the Orcs and the Humans, this was the era of Genocide and racial hatred. Thousands of people were plunged into hell during the Fall, and they later resurfaced in the South East, where they began to build a new Empire under a new patron God, conquering many small human kingdoms and spreading the ideals they had developed on their difficult journey through hell. In the early age of Rebirth they warred with the Orcs, and once managed to seize the city of Braduk, but it was quickly retaken, where it remained under Orc rule for hundreds of years before being annexed by the Kuriotates.

Many people immigrate to Braduk hoping for a better life, but in Braduk nothing is easy. It is a sprawling metropolis, with vast slums and shanty towns extending to the horizon in all directions. Poverty and disease are rife and the crime rate is off the chart. Corrupt tax officials drain the poor dry while the wealthy get off free, and if ever a man can't meet their demands they are clapped in Irons and transported to the Dungeons of Flame.

For years now, Bhaali and Junilists have lived in relative peace, tolerating each others' heathen practises, but the city's past is littered with Genocide, Inquisition, and Racial Hatred. Many, particularly the wealthy in their high walled Manor houses, worry that it would take only the slightest spark to send the city back into turmoil.

Both major faiths are worshipped by both Orcs and Humans, and there are also small minorities of Grey Elves, the mysterious Bhaali from the East.

The Kuriotate control over the Holy land does much to antagonise the Independent Orc Kingdoms on the East Ridge, and even some amongst the Bannor call it a disgrace that a city so vital to their own heritage has been allowed to fall into foreign hands.

The Nomes of the Sayenne are Braduk (Bra), and Leboa (Leb).


Spoiler The Trileferate :
During the Age of Magic, what is now the South Kuriotatian Empire was a group of three small city-states which formed an alliance called the Trileferate. The form of government present in these cities was the precursor to the Kuriotate Overcouncil, and was based on the idea that men should elect a leader to ''represent'' them in governing the city, these elected governors would then elect a despotic Tyranus, who ruled the state.

The Trileferate was heavily influenced by the culture of the now lost Malakim nation, and much of this influence lives on to this day in the form of architecture, mysticism and tradition. During the Age of Magic, the population was ethnically far closer to those of the Malaka desert then the men of the Kuriotate plains, although through inter-breeding with Kuriotate and Bannor ethnics the Malaka blood has become largely diluted. Most people do still retain a darker skin tone, hair and eye colour reminiscent of their Malakim ancestors.

During the Age of Magic, most people worshipped a pantheon of gods, with Lugus, the Sun God, as it's leader. The other Gods of the Pantheon were Nantosuelta and Junil. Over time, monotheism became more popular, and Lugus alone was worshipped. Some went as far to suggest the Lugus was the only true God, or the only ''Good'' God, labelling others as Demons or mere Angels who had rebelled from their true God. This is a common theme throughout Erebusian history and continues amongst many of the most devout to this day.

However, when the Trileferate chose to join the Kuriotate Empire, Solism, the Philosophy practised by Emperor Cardith Lorda and took many significant aspects from Lugalism, was adopted on a large scale.

The Nomes of the Trileferate are Sekuthia (Sek), Rela-Mekeia (Rel) and Gau (Gau)
 
The Political Scene

2wrhq3d.jpg

North and East of the Empire:

Ulundi Tribes and Kingdoms - Green
Confederacy of Ul - Purple
(Suferonk - Blue)
Blackridge Kingdoms - Brown
The Ashen - White
The Bannor - Grey

South and West of the Empire:

Krazeya - Red
Madeleigna - Light Green
Ithralia - Blue
Dovak: Prince Kuneiro - Yellow
Dovak: Prince Jumein - Purple
Dovak: Prince Mikharo - Teal​

Spoiler The Ulundi and Ulund'mar :
The Ulundi are the diverse tribal people of the Ule Valley. ''Ulundi'' is nothing but a geographical descriptor, and the Ulundi do not exist as a single political entity, instead being a mess of tribal confederacies and fiefdoms.

The Ulundi were never subjugated by the Bannor in the way that their Hippus cousins were, which explains their largely backwards and ''barbaric'' existence, in comparison to the people of the Hipparan Plains. However throughout the Age of Rebirth permanent settlements began to appear across the Ule Valley and some tribes have abandoned their old nomadic ways for the more settled lives of farmers.

Throughout history numerous attempts have been made to forcibly unite the Ulundi tribes, and transform them into something of a world power, however every attempt thus far has been a miserable failure. Still, many hope that what is now a distant dream will some day become a reality. This ideal is commonly held by the Minor Kings of the valley, who's Kingdoms rarely comprise of more than one small town, but who look to the Kuriotate Empire and it's predecessors in aspiration.

However, for the most part the tribes of Ule are disinterested in the Kuriotate Empire, they have their own problems to concern them and the Kuriotates have always been the least of them. Occasional raids into the Nome of Zulia are not uncommon though, and although Kuriotate emissaries have tried, little can be done to stop them from reoccurring.

The Ulund'mar

The Ulund'mar are presently the most powerful Kingdom of the Ule Valley, and have strong marital ties with the Marovillian League to the south. They are lead by King Feirogogh Valpar Ulund'mar, the latest in a line of fearsome Kings, and the most fearsome yet. Over the past few years he has begun to expand his Kingdom, conquering nearby towns and tribesland with armies of horse archers and lancers. This has caused much concern amongst the other minor kingdoms of Ulundi, and it looks as if they may be ready to ignore their old grudges and disputes in order to form a temporary allegiance in an attempt to regain the status quo.

Feirogogh seems determined to follow in the Kuriotate's footsteps and unite the valley of Ule, but many have tried before and each has been spectacularly unsuccessful. Can this new King succeed where everyone else has failed and make the Ulundi the power he truly believes they can be?


Spoiler Blackridge Kingdoms :
It was once said that Orcs are green-eyed because they envy mankind; his intellect, beauty, and achievements, and perhaps this is true. After all, the Orcs of Blackridge have much to be envious of. To their West is the vast sprawling Kuriotate Empire, the greatest Empire the world has ever seen, and to their East lies the Kingdom of Ashenwood, a people who transformed from a society of peaceful hunter-gatherers to almost unmatchable power and advancement while the rest of the world cowered around smoky, subterranean campfires. The Orcs have seen great Empires rise and fall, but never one of their own, which is the cause for much bitterness amongst the so-called Orcish ''Nobility''.

During the Age of Magic, the Blackridge Mountains were conquered by the first Bannor Empire, and Bhaal worship spread like wildfire amongst the Orc population there, becoming amalgamated with their own pagan beliefs to form Blackridge Bhaalism. While Bannor (also known as Orthodox) Bhaalism came close to extinction, Blackridge Bhaalism continued to thrive and still does today. Although the Elves to the East later adopted the worship of their God, the two faiths have no connection, and many Orcs dislike the Valhasian ritual brandings and blood rites, not to mention the regular sacrifice of sentient creatures.

When the Bannor Empire fell, Orc society returned to a mess of tribal Kingdoms, and between them a status quo of sorts was maintained throughout the Age of Ice. During the Rebirth the Kuriotates took control of the West Ridge, and many Orcs gave up their Bhaalistic beliefs and instead turned to Solism, attempting to replicate Kuriotate culture to some degree amongst their subjects. On the East Ridge however, things were very different, these were the strongest and most fearsome Orc Kingdoms and unlike their cousins on the West Ridge, were too powerful to be subjugated easily. These orcs fought a terrible guerrilla war in their mountain homeland, slaughtering thousands upon thousands of Kuriotate soldiers. Eventually, Emperor Lorda was forced to retreat and abandon his ambitions in the area, and a terrible friction has existed between the Empire and the East Ridge ever since.

In recent times, some of the hostility has began to ebb away, but the most powerful Kingdom, Mardok, still retains it's old grudges. Their King is a devout Bhaalist and has vowed never to rest until the West Ridge, and the Red City itself, are returned to indigenous Orc control, and all those who have abandoned the Goddess Bhaal are destroyed. Mardok has always been the ring-leader of the Kingdoms of the East Ridge, and it lead the war against the Kuriotates during the Age of Rebirth, and the war against the Bannor in the Age of Magic. They still retain their hostility towards both powers.

Herobreges, the central Kingdom, takes a very different approach to Mardok. It is ruled by a woman known as Sheelba, who was raised by the Order of Elohim in Central Fiefdoms, but returned home upon reaching adulthood. She has only recently become Queen. She claims that if Orcs are ever to be great, they will need to change their ways. They will need to forgo their barbaric past and instead turn towards ''Education'' and ''Civilisation''. She has begun to mirror the policies of some of the Solist Orc Kingdoms on the West Ridge which has dramatically increased the traditional tension between Herobreges and Mardok. During her time at the Cahir Abbey, she was taught the Elohim's religious philosophy - that all Gods have their merits and short-comings, and that man is comprised of elements of each, that all should be worshipped equally. Her faith has caused many raised eyebrows amongst her subjects, and it does not seem to be taking root despite her attempts at teaching it.

The most Northern Kingdom is Cherobek. It is sparsely populated and rural, with only one settlement that could reasonably be described as a town. The majority of Cherobek Orcs are of the otherwise unusual diminutive variety, known to most as ''Cherobs''. Some, namely smug Kuriotate Aristocrats, mistake Cherobs for being Goblins, which are believed to have been extinct since the Age of Magic, but this is far from the truth. Cherobs are identical to Orcs in every way but size, while Goblins were far smaller even then them, at a mere 5 inches tall, with blue-tinted skin and large pointed ears. The Kingdom of Cherobek has always aligned closely with Pyrrhos in the East, and many Valhasianites have migrated to the mountainous region.


Spoiler The Ashen :
The Ashen, also known as the Grey Elves, are a mysterious and distant race. During the Age of Magic, they were known as the Kingdom of Telyna, and had much in common with the Elves of Umbreya. However, when Bhaal fell from heaven, the great raging firestorms that hit Braduk were swept Northeast, decimating their forest home. This was immediately followed by Mulcarn and Sucellos, their God, emerging on Erebus and Sucellos being slain. Telynite society descended into an anarchy of despair, and the firm hold that the Druidic Circle of Succelos held over the Government was crushed. For many years the Kingdom was thrown into turmoil.

Everything that the Telynites had built over the years was torn down in the flames, and what emerged from them was something else entirely.

Judeyim Valhasi, an influential Telynite Prince, saw the death of their God, and their own impending doom, and proclaimed that the Apocalypse was at hand, and that the Red God of the Fire Storms must be appeased if the Elves were to survive to the Age beyond. Immediately he gathered some of his close followers around him and a regiment of the Palace Guard and stormed the Oakheim, a vast stone temple complex paradoxically devoted to the God of Nature. Here the Druidic Circle and numerous Priests had took shelter in the ensuing chaos while they tried to work out how to restore their control over the masses.

They were immediately seized by Valhasi's men and arrested with the charge of Treason. A great pyre was erected in the temple courtyard, a beautiful garden, and each man was securely tied to it. Valhasi then prayed to the Red God for mercy, and lit the pyre, sacrificing the clergymen in the flames. This was a symbolic act of turning away from the past, and their failed God, and instead embracing the love of Bhaal. Valhasi then proclaimed himself the King of the Elves, after murdering his dithering old father. Valhasi's long reign was extremely authoritarian and he was much feared by his people.

Ever since that day, the Pyre, now known as the Pyre of the Seraphic, has continued to burn with red hot flames, fed with regular sacrifice. It was this divine Pyre that kept the Ashenwood warm throughout the bitter Ice Age. For this reason, the Ashen were never crippled and set back by the influence of Mulcarn in the way that almost every other civilisation had been. This has allowed them to progress greatly in terms of Alchemy, the Sciences, and Channelling, making their sages amongst the most knowledgeable in all the world. Eventually, Elven Society began to recover from their dramatic ''Armageddon'' and they slowly began to embrace their new religion. A new city was constructed around the Pyre of the Seraphic to serve as the Capital. Valhasi named the city Pyrrhos, after the smell of burning flesh which was commonplace in the area. However, the Forest of Telyna never recovered. Now known as the Forest of Bones (or Ashenwood), it is an endless expanse of skeletal ash-grey trees in which nothing living can survive.

Worship of Succellos does still exist, but is outlawed, and if discovered his worshippers face execution on the Pyre with the charges of ''Belonging to a Death Cult'', and ''Attempted Necromancy on a Divine Scale''. The followers of Succellos claim that their God has travelled through the Netherworld and ascended to the role of God of Life, which had been a vacant sphere since Nemed came to Erebus and created mankind. However, this theory has never been confirmed by any Priest or Sage considered reputable by the state. Valhasian Bhaali, worship of the Red God, is the sole lawful religion, and the descendents of Valhasi are known to hate and fear the other powerful faiths of the world, those who call their beliefs and practises ''Evil''. Depression and Mental Illness, generally rare in Elves, thrives amongst the Ashen, and many members of the Valhasian Dynasty have suffered from them during their time.


Spoiler The Bannor :
The Bannor are imperialists at heart, but also intolerant fanatics.

During the Age of Magic, the first Emperor made the Bannor the strongest power in the world. He lead his armies into the barbaric reaches of Hippara, Kuriotatia, the South-East, Lanea, and Blackridge, and subdued and enslaved the people there. It is this period of expansion that spread Bannor religion, ethnicity, and culture far and wide across the North, where in many places it still lingers on.

When Bhaal fell, the current Emperor, Arthagios, and his sole heir, were plunged into the depths of hell, along with thousands of Bannor. The Empire was now leaderless, and the occupied lands quickly began to rebel. First was Hippara, where a man named Trismond, a usurping Fall-denier crowned himself Emperor of the Bannor Empire, this gave rise to a horrific regime of persecution against Orcs, and a war against the Orcs of Blackridge who had captured the Holy City of Braduk. The city of Braduk changed hands many times during this period. Thankfully, this Era was a short one, it was only fifty winters, each colder and more frigid then the last, before Mulcarn arrived on Erebus and the Age of Ice crippled and separated both conflicting empires.

At the beginning of the Age of Rebirth the Bannor re-emerged from Hell in the South, lead by the heir of Arthagios, a woman called Capria. Deaths do not occur naturally in Hell, and Capria was one of the very few who survived throughout the entire Age. Once surfaced, she immediately declared the new patron of the Bannor to be Junil, as she had promised the Angel who had helped her on her Journey through the realm of Agares. Over the next hundred years, the Bannor carved themselves a new Empire.

The Second Empire seized control of many Bhaali Kingdoms, including the Kingdoms of Lanea. In every town and city they conquered they began a great inquisition, purging Bhaali who refused to convert to the ways of Junil. The Second Empire was a totalitarian, fascist dictatorship, a land of fear and paranoia, fed by rumours of a ''secret police'' who reported directly to the Pareya (Patriarch) of the Hall of Sabathiel, the central beacon of Junilism. The Pareya was the head of the Church, and more influential and powerful then the Emperor himself. During this period, Braduk was briefly retaken and proclaimed a Holy Site of Junilism by the Pareya.

However, the Empire didn't last long as quickly rebellion, combined with repeated invasions of Blackridge Orcs brought it to it's knees. The Rebellion spread throughout the Empire, murdering Clergymen and those believed to be working for the Church. As it swept southwards, many regiments of the Bannor's army defected and joined the rebels, who then marched on the Capitol, and Hall of Sabathiel, where both the Pareya and Emperor were executed. As according to custom, the Emperor's oldest child was placed on the Throne, and the priests elected a new Pareya.

In Modern Bannor, the Hall of Sabathiel still holds influence, but far less then it did during the Second Empire. However, whether the Rebellion was truly a success is highly debatable - after all, it is responsible for drastically reducing the Bannor's influence on world politics, and allowed the fledgling Kuriotate Empire to absorb much of their former territory, including Holy Braduk. On a social level, while people are no longer quite so fearful, it's populace is no more tolerating of other faiths then it was during the bad old days. It is illegal to practise a religion other then Junilism, and even within Junilsim, many sects are prohibited, branded as heresy.

The current Emperor seems courteous and respectful towards the Kuriotate Empire, but maintains a dignified distance from its international policies. There are many factions within the Empire that lament the Emperor's accommodating stance towards Kuriotatia, known to be a breeding ground for heresy and evil cults, and despise the fact that Holy Braduk and so much of former Bannor territory has fallen into Kuriotate hands.


Spoiler The Ithralites :
Ithralia is a small city state built on a large plateau high in the Iron Mountains. The city is an architectural masterpiece, carved out of the very mountains themselves and adorned with marble sculpture and decorative features. Amongst their ranks are thousands of excellent craftsmen, inventors, enchanters and artisans, all of whom are patrons of the arts. The Ithralites are a people obsessed with the pursuit of beauty, both in their appearance, and in the things they create. The men stylise their beards and facial hair in the latest fashion and wear fine clothes of imported silk and cotton. The women are generally clean shaven, and wear cosmetics made from clay and coloured with dye to subtly enhance and perfect their appearance. As a race, they are particularly diminutive, usually between four and five feet tall, and are not believed to exist outside of the city of Ithralia.

The Ithralites are an advanced race, and are very protective over their innovations. In the fields of machinery, science and construction they are world-renowned, and use great clockwork behemoths to great effect in the mines and quarries beneath the city. They are also expert metal-workers. However, all of these things pale in comparison to their greatest creation. Golems.

Golems are insentient, artificial creatures made from stone or clay or metal. They come in a range of sizes, from the petite Housegolems to the more industrial miners and haulers. No one outside of a select few manufacturers know the secret of Golem manufactory, it is a closely guarded recipe that has never been successfully replicated or reverse-engineered by anyone outside of the prestigious Guild of Golemology, despite numerous attempts. Golems are bound to their owners by contract, and mindlessly serve their every wish, so that rich Ithralites barely have to lift a finger and can pursue their own interests at leisure. Golems are incapable of harming their owners or other people.

However, Golemology is not a perfect science, and many of the more old fashioned models can be clumsy and downright stupid when it comes to following orders. More expensive versions have gold or silver wiring, as opposed to copper, which are reputed to channel the golem's enchantment throughout the system more efficiently, and as a result make the Golems much better co-ordinated and able to carry out more complex or delicate tasks, especially those requiring a good degree of hand-eye coordination.

The Ithralites worship the Goddess Nantosuelta, who they claim taught the first Ithralites the powers of enchantment.

In times gone by, the Ithralites were a tributary of the Malakim Empire. However, the Malakim vanished when a dramatic change in the Aether Flows of the region dried the River Juella and devastated the Empire. From then on, the Ithralites have been ruled independently by their Grand Craftsmaster, who is also the president of the Guild of Golemology, and have been a useful trading partner to the Kuriotates.


Spoiler Krazeya and Madeleigna :
The Krazeyans are ethnically very similar to the original Kuriotate and Lanean Humans. This is because, during the long Age of Magic, Krazeya started out as a colony of the Kingdom of Helera, which controlled much of modern day Florenta. However whereas Helera was conquered by the Bannor, Krazeya remained independent. During this time they fought many wars against the Trileferate and at one point controlled a large portion of their territory, a period that many think of as the golden age of Krazeya. However, they suffered a crushing defeat at the Battle of Mintooka which brought their age of conquest to an abrupt end.

When the Age of Ice struck, Krazeya was crippled and the population plummeted, but they quickly rebounded in the early Age of Rebirth. When the Trileferate joined the Kuriotate Empire, the Dragon is believed to have considered invading Krazeya and extending his influence in the South. However, Krazeya has a long military tradition, and every town and city is a veritable fortress, many supporting full castles which house the Aristocratic families that rule the land. For these reasons it was always considered too powerful to be brought forcibly under Kuriotate rule.

Krazeya is a feudal system, ruled by a Queen although the Aristocracy holds a lot of power, especially on a local level. They have never suffered Bannor occupation, or had their ideas and philosophies imposed upon them, and as such there is no worship of Junilism or Bhaali, the main faith is called the Aegeum, and worships an idol known as Aegeus, from whom the Aegean Sea gets its name.

Aegeus is commonly seen depicted as a heroic captain of the seas, wearing a winged bronze helmet and brandishing a short-sword. He is also often portrayed as a multi-coloured fish, and occasionally as a deep-dwelling behemoth of blind white eyes and long, all-encroaching tentacles.

The Krazeyans remain a somewhat mysterious race, and little more than this is known about them. This is mainly due to their largely private existence, rarely welcoming foreigners to their lands or involving themselves in international politics. Nowadays, they don't even trade goods with the Empire as they did in the Age of Magic and have become completely isolationist in policy. The Queen has however, on occasion spoken to Kuriotate emissaries, often on the subject of opening the Krazeyan borders to allow for trade, or to absorb the small Kingdom into the Kuriotate Empire. However all offers and agreements put forth have been politely refused.

Neighbouring the Krazeyans is another former colony of Helera, Madeleigna. The Madeleigna is much less isolationist then Krazeya and the capital city has become a rich trading port, reaping in the profits from the regular trade with Lanea to the north. The country is ruled through a rudimentary system of Representation and like their neighbours they also worship the Aegeum.


Spoiler The Dovak :
The Dovak as a race are generally considered to be barbaric in nature. In the year 352 of Imperium they charged en masse from the east, lead by the legendary ''Bloodaxe Hakita'' and conquered the numerous small Kingdoms south of Krazeya, in a region now known as Dovak-Sudeiyim. It is unknown why they left their traditional home in the East, and the few people old enough to remember it don't give much away. The Dovak prefer not to talk about their past, and none dare return to the East.

Over the years, the Dovak have generally failed to assimilate or be assimilated into the culture of the lands the seized. The Dovak are the oppressive overlords, and the Sudeiyim and other vanquished populations are little more then their slaves. The Dovak are still cling to their tribal customs, including hunting festivals, totems, war paint and the sacrifice of Sudeiyim to their God, Cammulos. Little is known about the Sudeiyim culture, as large portions of it, including the open worship of their own God (Lugus), are prohibited and oppressed by their masters. However the Sudeiyim are known to be descendents of the great Malakim Empire.

Life in the land of Dovak-Sudeiyim is a strange one, with segregation and apartheid commonly dividing the two races, and a law system utterly biased in the favour of the Dovak. It is not uncommon for a Sudeiyim petty thief who steals from a Dovak to be put to death while a Dovak can rape, kill and otherwise destroy a Sudeiyim and get away with little more then a slap on the wrist.

The Dovak are a militaristic race who excel in hand to hand combat. In their old home they would use stone axes and spears and tipped with flint, but since taking the Sudeiyim they have begun to replace them with those made from iron. They are particularly well-adapted to fighting in heavily forested areas, and do not use mounts of any kind.

Bloodaxe Hakita still rules the Dovak, but the years not been kind to him and he is now elderly and frail. He has not yet named an heir to the throne, which has been some cause for concern amongst the ruling class, not to mention his fourteen sons, who are each equally eligible for inheriting the Empire.


Spoiler Goblin Races :
The Buelderi and Ulmeuri are the last known surviving branches of the goblin race. The Beulderi recently emerged from the Jerborm Silver Mines in Herobreges in late 414oI, causing operations there to be halted while the potentially volatile situation is remedied. A few years later, the Ulmeuri were discovered in Harsoon province.

Goblins are small creatures, the tallest only reaching about 6 inches in height. They have pale blue skin, and slightly pointed, impish faces. Their eyes are large for the size of their head, and are human-like save for the seemingly unlimited range of colours. Reds, yellows, purples and blacks are not uncommon, as well as the more natural blues and browns found in humanity. The goblins live subterranean lives in carefully chiselled halls and passageways inscribed with ancient writings. They feed on insects, as well as specially cultivated fungi and algae.

Most goblins have a natural affinity for magic, an instinctive ability which requires minimal training or study. This is significant, but at a level incomparable to a properly trained adept. They regularly use magic to aid them with their day-to-day tasks, and also in gathering food. They channel nature magic to fertilise their subterranean farms, growing their crops exceedingly fast. They also hunt earth worms by making themselves undetectable and then ensnaring them with magical traps. Goblin history tells of great magical wars during the Age of Magic, fought beneath the ground by rival goblin tribes. While the surface above them was subjugated by Bannor, the goblin way of life continued isolated and unaffected. The Bannor were not ignorant of their presence, and Buelderi records tell of many meetings between Bannor leaders and goblin kings, and it is believed that goblin warriors may have served in the Bannor army as mercenaries and scouts in some capacity during the Blackridge campaigns. It is likely that some tribes chose to side with the orc Kingdoms, while some may have sought to remain neutral during the conflict.

The capital (and only) city of the Buelderi, Bueldervic, is an expansive, hive-like structure beneath Jeborm. At the top of the city are the royal quarters, with the main city in the several layers beneath. At this level there is a road network which leads out to other far smaller towns and settlements. The very bottom levels comprise of the great caverns where the Buelderi crop is grown. Here there are numerous rudimentary tunnels which lead out for several hundred yards, the hunting grounds which produce much of the Buelderi diet. At present, there are believed to be less then one thousand Buelderi. They, like the Ulmeuri, believe themselves to be the last of the goblins, and are unaware of any other surviving tribes. During the fall of Bhaal, volcanic eruptions and a devastating disturbance in the aether crippled the goblin race and the Buelderi survived only because their silver-veined habitat was able to channel the aether flares to earth, limiting its effect. Since then the Buelderi have successfully evaded the surface-dwellers, leading to the presumption of extinction.

The Ulmeuri live in similar settlements, however they are far more numerous. Their total population is estimated to be around ten thousand, and unlike the Beulderi who are very much centred around a single city, the Ulmeuri are more spread out amongst several small towns. Each town is ruled by a local Lord who generally commands significant arcane skills. The Lords come together every six months to discuss significant matters of state. The Ulmeuri are known to

The Buelderi are ruled by a monarchy, but the King's successor is chosen by the Council of Bueldervic and is always one of it's members. Buelderi leaders are exceptionally skilled in channelling and control power often comparable to the best human adepts.

There are many records of Buelderi expeditions to the surface, and it is not uncommon for hunting parties to go out in search of rats to serve at royal feasts. There's even a record of a party stealing three of a local farmer's lambs for the slaughter back in Bueldervic.
 
The Imperial Law

Spoiler :
1. Representation

There are several aspects of representation that are mandatory in Government.

- Regional Elections
○ Can be announced (2 years in advance) by either the Emperor or the Overcouncil.
○ All registered citizens may vote for their preferred faction or organisation to represent them, but it is not mandatory to do so.
○ The results are tallied on a Nomal basis, and the results are announced.
○ Upon loosing an election in a Nome you control, the faction must stand down and allow the winning faction to install their own governor there.

- Kwythellar
○ The people of Kwythellar elect a new governor every four years.

- The Overcouncil
○ The Overcouncil represents the people of the Empire.
○ The Overcouncil may vote in edicts on Imperial matters.
○ Each Nome provides a single vote on the Overcouncil.
○ It is not mandatory to vote on most edicts, if a faction doesn't vote their votes shall be abstained.
○ An edict is passed if there are more ''yes'' votes then ''no'' votes.
○ The Tyranus must ratify all edicts, and the Emperor must also ratify edicts involving a change in the Imperial Law.
○ Edicts may only be put forward by faction leaders.
○ The Overcouncil may not vote to transfer funds from a player to the Overcouncil Treasury.

- The Tyranus
○ There may only be one Tyranus at any one time.
○ The Tyranus is elected by ballot of the leaders of the Imperial Factions.
○ Each faction has only one vote in this ballot.
○ All factions must vote in this election, a result cannot be finalised until this is done.
○ The current Tyranus must ratify the results of the ballot and cannot refuse to do so.
○ Only a faction leader may be elected as Tyranus.

- Tyrannical Vizier

○ Every Tyranus must have a Tyrannical Vizier.
○ The Tyrannical Vizier is always the runner-up in the Tyrannical Election, if there is a tie for this position then the Tyranus acts as tie-breaker.
○ The Tyrannical Vizier is required to assume leadership should the Tyranus, through death, injury, impeachment or abdication or by any other means become unable to do so.
○ The Tyrannical Vizier commands no additional authority or budget.
○ Should the Vizier be required to assume leadership, Tyrannical Elections must be held at the next possible opportunity.
○ Should the Vizier assume leadership they may not declare war on a foreign power without the unaminous backing of the Overcouncil.
○ Should the Vizier assume leadership they may not adjust the Overcouncil tax rate without the majority backing of the Overcouncil.

2. The War Council and Imperial Guard

- The Imperial Guard
○ The Imperial Guard must be formed to defend against a foreign invasion of significant threat to the Empire.
○ Any faction can put forward an Edict to form the Imperial Guard.
○ The Imperial Guard is comprised of the armies of Imperial Factions.
○ The Imperial Guard is controlled by the War Council.
○ The Imperial Guard must be formed for any military operation outside of Kuriotate borders, factional armies may not take part in such an operation.

- The Formation of the Guard.
○ The Guard is formed by order of the Overcouncil.
○ Any faction can put forward an edict to form the Guard.
○ In this edict, all factions must vote and may not abstain.
○ Any faction that votes ''yes'' must pledge at least one General to the war effort.

- The War Council
○ This body commands the Imperial Guard.
○ The Tyranus always leads the Council.
○ The Council is made up of those factions who pledged troops to the war effort.

3. Role of the Tyranus

- Ratifying edicts
○ For an edict to be passed, it must be ratified by the Tyranus.
○ The Tyranus does not have to ratify any edict of the Overcouncil.
○ The Tyranus is required to ratify the results of the Tyrannical Ballot.

- Leading the War Council
○ The Tyranus must lead the War Council and send the orders to the Guard.

- Foreign Diplomacy
○ The Tyranus is responsible for all official diplomacy between the Empire and foreign powers.

- The Emperor
○ The Tyranus present a portion of the Imperial treasury to the Emperor every year.
○ The amount is at the discretion of the Tyranus.

4. Factions of the Overcouncil

- Factional Status
○ Any organisation in control of at least one Nome is an Imperial faction.
○ Any Imperial Faction that looses control of all it's Nomes looses it's status as Imperial Faction.

- Leadership
○ The Faction leader must be elected by the members/investors of the faction.
○ The Faction leader must appoint governors to their Nomes.
○ The Faction leader can put forward edicts to the Overcouncil.

- Investing in a Faction
○ Any registered citizen may invest in a faction, for a minimum of 400 Dragons (1/3 gold).
○ All Investors are entitled to vote for a faction leader and attend regional forums.
○ An investor may take back their investment at any time, and the faction may buy them out, in return for their original investment of 400 dragons which must be repaid immediately.

5. Local Governance and Tax

- Responsibilities
○ Nomal Governors are responsible for dictating local law, collecting taxes, managing the city guard, and other local affairs.

- Replacing Governors
○ A faction may ask their Governors to stand down if they are corrupt or underperforming.

- Tax Collecting
○ Factions may decide how much tax to collect from each of their Nomes individually (0.5 - 1 - 1.5).
○ All registered citizens pay tax, based on their position in society and income.
○ Only large businesses pay corporate tax.
○ A portion of all tax collected goes to the Overcouncil.
§ 25% in all Nomes
§ 50% in Kwythellar.

6. Role of the Emperor

- Rights and Responsibilities
○ The Emperor may not be a member of a imperial faction or govern a Nome.
○ The Emperor is responsible for promoting good Kuriotatian values.
○ The Emperor must ratify edicts which propose a change to Imperial Law.
○ The Emperor judges cases of breach of Imperial Law
○ The Emperor may maintain a small army to defend his Palace.

- Judging Cases of Imperial Law
○ The Emperor's verdict is final.
○ Most breaches of Imperial Law are punished with a fine
○ The amount fined is at the discretion of the Emperor
○ Treason against the Empire, its Emperor, or democracy itself is punishable by death.

- The Order of the Imperium
○ The OOI is an independent watchdog.
○ Members may not invest in Imperial Factions, and must retain political neutrality.
○ The Order of the Imperium is responsible for managing;
§ The Emperor's finance
§ The Wyrmhold, and it's defence
§ An advisory board for the Emperor
§ Investigating breach of Imperial Law
○ The OOI may unleash investigators on any arm of government, including the factions, to make sure they are law-abiding.

7. Kwythellar

- Governance
○ The Overcouncil must be held in the city.
○ The citizens of Kwythellar elect a Governor every four years.

- Demilitarisation
○ The Armies of Imperial Factions may not enter the Nome of Kwythellar.
○ The Imperial Guard may enter the Nome of Kwythellar.
○ The Draconian Guard must be stationed in the Nome of Kwythellar.

8. Inter-Faction Agreements

- Agreements
○ Agreements can be made between factions that are binding by Imperial Law.
○ These agreements must be published, and ratified by the Tyranus or Emperor.

- Invalidating Agreements
○ Agreements become invalid after 10 years. At this point they must be reviewed, signed and ratified again to retain validity.
○ If all signatories agree to cancel the agreement in becomes invalid.
○ The agreement can be declared null and void at any time by an edict of the Overcouncil that is ratified by the Emperor and Tyranus.
○ The Emperor can declare agreements to be null and void at any time.

9. Citizenry

- Registration
○ Citizens with income sufficient enough to pay taxes must register as citizens.
○ Citizens must be registered to make use of government-subsidised facilities.
○ Only Registered citizens may vote.
○ Citizens do not need to be registered to serve in the Imperial Army.
 
OK to post? I'm going to assume yes, since it's been six hours...


It all looks great, Kol. Sometime in the next couple days I'll see about tossing together a PC. If no one else feels strongly about it, I think I'd like to aim for the Marovillian League slot.
 
I'll join in, though I'm not sure on which faction yet.
 
If you aren't sick of the same old faces, i'll join as the league of merchants.
 
I've got DE down for the League of Merchants already, any other factions catch your eye Immy?

Fantastic to have you on board guys! XD
 
Maybe I could be on board too? :D?
 
I had you down already as a Group B, but you're welcome to an Imperial faction if you want one.
 
By the way, if anyone likes the whole dramatic rebirth from the ashes shebang then the Coalition needs a player. With a little creativity they are in an ideal position for a come back with a strategic position and internal problems within the League of Merchants. It should make a worthy challenge for someone who likes to play that way.
 
dibs on either Coalition or Group B. I'll come up with a leader sometime tomorrow.
edit: if you'll have me
 
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