Meilthaor Empire

This little one, who lost its wings and true body, is now only soot.
The Prophets rose from the earth, told those they were afraid of that they were monsters, created a lie and cried, like children in the dark.

The Meilthaor Empire is theocratic Empire located in the north of Krogiath. Spanning a third of the continent, it was created by an elusive group known as the Prophets, the first Tharians to set foot on Krogiath. Through the years, Meilthaor has expanded its influence and waged war against many smaller communities in order to claim more and more land. This expansionist mind set only stopped when the casualties of war became too much to bear and the Empire was on the verge of collapsing from a lack of work force. In the old Tharian tongue, Meilthaor means "Thaor's Pride", Thaor being the state religion's (Thaor's Aegis) One God. It is also what gave its name to the Tharian race.  

The Cities of Meilthaor

Although there are several hundred cities throughout the Empire, most of the imperial activity is centered in six fortified strongholds. These major cities keep a relative form of independance from the Imperial rule and at times feel close in concept to the many City-States of the Neighboring States.  

Sentinelle 

Imperial capital and largest city of the continent with about 800,000 inhabitants. Sentinelle is the center of the Empire and a massive commercial and cultural hub. Its monuments, squares, restaurants, museums and schools are known across all of Krogiath.

Fort-Tempête 

Second capital of the Empire, Fort-Tempête is a gigantic port city located on the northwestern tip of the continent. Built on stilts at the mouth of a river, the city is crossed by numerous canals, aqueducts and bridges, making it one of the most beautiful pieces of architecture in the continent.

Aconit

Historically the first capital city of Meilthaor, Aconit has had a tulmultuous history. Situated on the edge of a gigantic cliff overlooking the Oberlion Tide, Aconit lost over three thirds of its surface and inhabitants to a cliff slide plunging the city into the waters down below. Aconit is slowly recovering, but will never shine as bright as it once did.

Bastion  

A blooming city on the southern border. Bastion grew as the war with the Neighboring States halted and new opportinuties emerged. That and rumors or rare resources having been found in the area have created a real gold rush in the region.

Echo

Half-built in the western most mountain range of the continentn Echo is a city forever shrouded in a thick smoke that billows from its many factories. Arguably the richest city of the Empire just behind Sentinelle, it's at the heart of the current industrial revolution.

Mirage

When wealthy nobles get tired of life in Sentinelle, they either build themselves a castle in the outskirts of the capital, or settle in Mirage. A paradise for nobles, wealthy landowners and entrepreneurs, and at the same time a prison for its common folks: trapped in hellish factories to feed the lavish lifestyle of the elite.

Demography and Population

About 305 million people currently live in the Empire of Meilthaor. A vast majority of them are Tharians, with Karas just behind and other Da'Kears in negligible amounts. Most Tharians live in medium to major cities and barely ever have any contact with the other races of the empire. The population of Meilthaor is divided into four castes that dictate most of their everyday life and interactions.    The Pure People: All Tharians living within the empire. They are considered "citizens" at birth. Even Tharians born outisde of the empire are seen as Pure, the only prerequisite is to live there, no matter where they come from. As citizens, they are allowed to own land and slaves, among other things.   The Impure People: All non-Tharian inhabitants of Meilthaor. They can become citizens by pledging their allegiance to the Aegis and completing a Tribulation (a task given out by the Aegis, usually degrading or dangerous) to prove they are worthy of the Empire's trust. Impure citizens are still considered inferior to Pure ones and are taxed more heavily. Also, the Impure citizen status cannot be passed on by blood.   The Righteous Ones : The most devoted to the Aegis. They are the people who, above everyone else, deserve a place at the side of the One God. One becomes Righteous by showing great vitue and acting to spread the good word of the Aegis and the One God through Meilthaor. In reality, it is mostly a title given to those who attend prestigious imperial schools and are wealthy enough to buy the recognition of their elders. Righteous Ones are the only inhabitants of the Empire allowed to claim positions of political governance  and are also allowed to carry weapons in public. Righteous Ones are always branded with a fire mark by the Aegis and can never lose their status.    The Scourges : Contrary to the Righteous Ones, Scourges are those who have succumbed to the Plagues and threaten the creation of the One God. It is a title only reserved to those found guilty of the most serious crimes. Scourges lose all rights and are not recognized by the empire anymore: it is perfectly acceptable for anyone to kill a Scourge on sight or to enslave them, for example. The bodies of Scourges are usually mutilated in a way that reflect their crimes (arsonists may have parts of their body skinned, thieves may lose their hands,...). The very existence of this caste is highly criticized by the inhabitants of Meilthaor, as their is no set in stone law as to what is a "serious crime", and many innocent people are killed by this system every week.

Territories

Meilthaor is divided into six regions, each governed by an Intendant appointed for life by the Emperor. Each of these region is then divided into duchies (between four and seven depending on the size of the region) each governed by a Duke also appointed by the Emperor. The Dukes of a given region are subject to the Intendant of that region, themself subject to the Emperor. Unlike the role of Intendant, the title of Duke can be transmitted by blood. Upon the death of an Intendant, the Dukes of the region may campaign to claim the position. To do so, they must present their plans for the region to the Emperor who, after careful deliberation, appoints one of them as the new Intendant.    Although managed by the Dukes and Intedants and sometimes even sold and bought by private citizens, all land in the empire is still the immutable property of the Emperor. As such, the Emperor can requisition any land for any reason they see fit. Private ownership of a plot of land only exempts the owner from taxation. However, landowners are still under the jusrisdiction of the Duke of their given duchy and must abide by its rules.

Technological Level

Technology in the Empire is fairly similar to the rest of the continent: the steam engine is in its infancy, electricity and the light bulb are still distant dreams. The printing press has been widely spread, allowing for a huge increase in litteracy rate and the spreading of information. Every major city is now able to print their own local newspapers. An imperial paper is even printed out twice a month in Sentinelle and sent out to every city to relay the latest, most important informations.

Religion

Thaor's Aegis is the religious organization at the head of the Meilthaor Empire. As such, the Emperor and the religious leader are always members of the same family: when an Emperor gives birth to a male heir, he passes the title of Emperor to his son and he becomes the new Defender. The previous Defender then retires and disappears from public life. In this system, the Defender effectively still governs until his son becomes old enough to rule by himself.

Laws

Currency
Half a century ago, many local currencies were still in circulation across the Empire. Following a major standardization effort, only the official imperial currency is now in circulation. Remnants of old currencies can sometimes be found in private collections and have become, ironically, very rare and expensive. 
The basic currency is the Imperical Crown. It is a large, flat, round silver coin pierced in the middle. A Crown is worth 20 Rings, small round copper coins, also pierced. Finally, a thousand Crown make a Sovereign. Sovereigns are large, oval gold coins pierced with two holes. They are only used for the largest transactions and can only be be exchanged for their Crown equivalent in Imperial banks.
Coins are usually kept on a string (passed through the coins' holes and tied to a belt or bag) or packaged in stacks of fixed size for easier storage and calculation.    
Taxation
People of Meilthaor are subject to three different taxes:
  • A local tax, paid to the duchy every month. The exact amount or proportion of resources, production or income levied depends on the duchy. This tax is re-evaluated each year, and applies at the same rate until the next year.
  • A tax to the Aegis, paid once a year at the beginning of winter.
  • An Imperial tax, paid once a year at the beggining of summer.
Proportionally, the Imperial and Aegis taxes are much lower than local taxes, but the Imperial authorities are also much more adamant about collecting them in due time. If a person finds themselves unable to pay, they may have their properties confiscated, be expelled from their home or, in the most extreme cases, be branded as a Scourge.   
Language
The official language of Meilthaor is the Commune. However, it is not necessarily the most in use, as many communities assimilated into the Empire still speak their ancestral tongues, and some even refuse to teach it to their youth as a sign of defiance to the Imperial authority. Speaking any other tongue but the common to an Imperial official is met with a heavy fine, and sometimes even jail time. 
The only accepted deviance from the Commune is the old Tharian language, seen as a symbol of pride and wealth amongst the noble elites of the Empire. Moreover, a wealth of documents in old Tharian have yet to be translated, and official documents are still being written in it as a way to keep other races away from the highest gorvernance positions.

Education

In the countryside, most kids aged four to nine are usually taught at least one day a week by an itinerant teacher. These instructors travel from village to village to teach basic knowledge : how to read, how to write, some basic maths and the history of their region. This is an initiative set by the Imperial administration and is designed to raise kids into the imperial values in an attempt to silence any independentist sentiment in the newer generations. As such, teachers first have to pass an official exam to earn their right to teach, and then have to follow a strict curriculum that they absulutely cannot deviate from. 
While this program spans a large portion of the empire, some of the most remote areas are still left without. In that case, education of the young usually goes to the elders of the community. 
Older kids are then encouraged to learn a trade directly from their parents or from a local master. Very few kids make it the more prestigious, often prohibitively expensive Imperial schools found in the major cities.    In bigger cities, children are required to attend schools until the age of twelve. The exact conditions of the education are left to each city (sometimes free, sometimes paid by the parents directly to the school, sometimes funded via taxes). There, kids learn the basics of history, mathematics, language, religion and everyday skills such a cooking and sewing. Older children can then join the work force or continue their education in a college specialized in a given trade. Apprenticeship with a master is also common practice, some colleges even make it a requirement of their curriculum : students have to spend half their time working under a master, and the other half at school. 
For the wealthiest class or the real geniuses, a select few faculties offer very specific training in order to join the ranks of the most prestigious imperial organizations. Two of such academies of Aconit's Kiln and Fort-Tempête's Zeitgeist, the biggest and most renowned universities dedicated to the study of Art.

Infrastructure

As Meilthaor grew, it became clear that robust infrastructures would be necessary to keep the empire afloat as well as to get troops to the frontline as quickly and as efficiently as possible. Thus, paved roads were built very early on in the Empire's history and are still used and well maintained to this day. They are large enough for two carriages to pass eachorcher without trouble and are patrolled night and day.They allow travel between the biggest cities of the empire and are fairly easy to navigate : signs and way stones are scattered along the roads to let the travelers know of small towns and outposts on the way to their destination, as well as a rough estimate of the number of days left until they reach the nearest major city.   Another of the empire's goal was to bring water even to the most recluse of communities. A huge effort was set in motion to build aquaducts and canals and is still underway. However, the size of the task at hands was greatly underestimated and it won't be another dozen years at the very least before even a third of the project is competed. This has become a real money sink for the empire but its successive rulers insit on it being absolutely crucial to the development of the empire.   For a few years now, private companies and rich investors have started building small railroads, to accomodate the recent advencements in steam engines technologies and the creation of the very first trains in all of Krogiath. These trains are still very new and reserved to wealthy elites. Born in the factories of Echo, this is seen as a first step in a real revolution that could someday allow anyone to cross the whole continent in a matter of a few days.

The Wilds of Meilthaor

No matter the Empire's efforts to make their land safe and known, Krogiath stays mysterious. The ground itself seems to breathe, to feel and to live, purposefully hiding its true colors. Still, it sometimes reveals itself in the mundane, through cracks in the rocks, at the bottom of a river or perched high atop a lonely tree. One must only observe and keep an open eye, an open mind, to finally find the wonders beyond the roads.

The Undergrowth

Hidden somewhere in the deep forests north of Bastion is the way to the Undergrowth. The small kingdom reigns over all the forests of Aedrelon and works to drown all land under a sea of green, where the Lord of the Undergrowth will be King. The Undergrowth is built around Fyrion, a tree tall enough to pierce the clouds that is said to be impossible to reach.

Thornpass

A day south of Aconit is the Thornpass, a refuge where travellers and merchants are invited to spend the night on their way to the old capital city. With time, the small cottage grew in popularity and in size as to become a thriving small village.

Mirage's Astral Tower

One day, a tower of paper, sand ang gold appeared north of Mirage. Inside, people found thousands of books written in words they couldn't understand, depicting lands and creatures taken straight from their wildest dreams. Yet, the strangest thing about the tower is the celestial observatory located at the very top, where one can gaze at a completely other sky.

The Northern Cross

The Northern Cross is the only house of the Dreaming Crosses located exclusively in Meilthaor. Given permission by the Emperor himself, members of the Northern Cross act as personal exorcists to the elite of the Empire. Their house is located in the outskirts of Sentinelle, where about two hundred exorcists live.

Pâlemont

Pâlemont is the name of the mountain range west of Echo. While the city is covered all your round in a thick black fog, the peaks of Pâlemont are an everlasting pure white that melts into the clouds. Intense volcanic activity is brewing in the depths of the mountain, putting Echo and the entire region at great risks if it were to one day erupt.

The Bird's Nest

In the fiery depths of the Pâlemont lives a colossal secretary bird. With wings of fire and talons of diamond, it fights an eternal battle against a snake made of molten earth. In the caves all around live a secretive people, one with ash and brimstone. They pray to the bird and clean its feathers when it sleeps, unaware of what lies behind the stone walls.

The Tower of Paradise

When the skies are clear, the Tower of Paradise sometimes appears overhead. Not everyone seems capable of seeing it, leading many to doubt it's existence altogether. Those who saw it claim it rests atop a cloud and that it is infinitely tall. Some old children's story books tell of a similar tower, where orphans are taken to live forever.

Lyre

Lyre was the name of a woman, a musician. She made strings from the guts of her preys, and carved wood out of the nearby trees to make magnificent instruments. People from all around Meilthaor came to hear her play, but never once did she accept any coin. Before she died, she burried her lyre in the ground, from witch sprout Lyre, the Singing Tree.

Vert-bois station

The mayor of the small village of Vert-bois aften claimed his town was cursed by green. One summer day, the brand new railway station was destroyed in an instant. A forest grew there, in an explosion of leaves and bark. Soon enough, every house was destroyed as well, and every living person turned to flowers. No train stops at Vert-bois station anymore.

Amarcord

The town of Amarcord burned down hundreds of years ago. Yet, its walls are still standing and its inhabitants still living as if nothing ever happened. This is all thanks to the Witch of the Wheat, using her powers to give life to her memories and recreate her precious childhood's home.

Entreciel

There is a lake so pure its surface perfectly reflects the sky above. The waters there are shallow, one can simply walk to the center of the lake and look as if they were walking amongst the clouds. The people of the Entreciel cannot see their own reflections in the lake, but claim they can see the dead wandering this mirrored world.

The Fox Grove

A small temple dedicated to an ancient local fox spirit. Animals of the region gather there and live in harmony. Inhabitants of the region tell of a Witch living on the temple grounds, luring unfortunate travellers to charm them and turn them into beasts. Of the countless adventurers sent to find the missing people, none have ever returned.

Louve-sur-Ombre

There is a town near the border, on the edge of the Changewoods. Veterans of the war say that devils live there, that they would capture people and turn them into monsters to join their ranks. They tell stories of slaying hundred of those devils but being unable to cull the everlasting hordes of Louve-sur-Ombre. None of that is true, of course.

The All-Sun Grave

The All-Sun graveyard is located all around the All-Sun cathedral, the biggest temple of Meilthaor. All the graves are labeled with dates and names, but all are empty. Deceased members of the Imperial family, according ot the church, leave no body behind : they join with Thaor among the stars.

Thaor's rest

The People of the Prophets claim this old church is where Thaor, their one god, left his mortal flesh to reach the stars above. It is considered one of the most sacred places of the Empire and is visited by millions of pilgrims from all across Krogiath every year. People who visit vow to keep the exact location of the church hidden : high ranking members of the church are the only ones allowed to guide pilgrims to the holy site.

The Prince's craddle

South of the city of Mirage, on a remote island, lies a small rock formation. Composed of a long flat rock surrounded by seven standing stones, it used to be where the ladies of the Empire would come to give birth. Nowadays, this custom has been abandonned : records show that all children born in the Prince's Craddle suffered from terrible curses.

No-Eyes-Left

No-Eyes-Left is the city of the blinds and the all-seeings. Lost somewhere in the vast plains of central Meilthaor, not much is known about the inner workings if the town. It is said that eyeballs are the coins of No-Eyes-Left, and that people adorn their entire bodies with blind eyes to try and grasp some invisible reality, hidden to the senses.

Éclair, the caged Star

Legends tell of stars falling down from the sky. They spend their entire lives trying to find a way back to their celestial homes, travelling far and wide to reach the sky once more. In vain, of course. Other legends talk of one such stars, found by the greedy king of an old country, and kept chained in the tower of his castle to shine upon his people. Perhaps it is why the sun never sets on the ruins of Éclair.

Stonemill Peak

West of Sentinelle rests the biggest quarry of the continent. It's been in activity for hundreds of years, and everyday miners seem to uncover more of a strange, colossal labyrinthine structure. Mapmakers estimate this network of corridor could span thousands upon thousands of kilometers. Archeological campaigns are still ongoing all across the Stonemill region.

Good Health Sanatorium

The Good Health Sanatorium is located on top of a steep cliff, on the eastern coast of Meilthaor. This huge facility is dedicated to the treatment of some highly contagious diseases. In reality, this place is mostly used to keep its patients away from the rest of the world. They are left to die there, forgotten.

The Silver City

Local legends say the Silver City used to be the biggest, most beautiful city of all Aedrelon, until its rulers angered the gods. Rain poured for years, and the glorious city soon disappeared under the waters. The ruins of the Silver City are still there, under what is now know as the SIlver Lake, and one can even hear the cries of its inhabitant when they walk along the shoreline.

The Little Kingdom

No matter the Empire's efforts to destroy most of the pagan beliefs within its borders, it has never managed to even find the Little Kingdom of the Sprites. It exists in the puddles of water after it rains, under the cap of mushrooms and in the nests of birds. And while the Sprites barely talk anymore, barely hold power anymore, they still live, waiting for their time to come once again.

The Witches' Ball

Every fifty years, the Witches of Krogiath rejoice, the skies darken and the moons weep : soon comes the time of the Witches' Ball. Hosted in a lonely castle atop a lonely mountain, it is where Witches meet, drink and dance. For a whole week, the region is filled with curses and blessings, until fifty years pass once more.

Amarillo

The Sleeping City of Amarillo remains silent. The ground itself, the walls themselves, the trees and the birds, they eat all the sounds within. Soon enough, people whose sounds have been devoured fall into a deep slumber, and never wake up. Yet, they do not die, for the lives they live within their dreams become their reality.