Terrusian Empire/Imperium Organization in Aetherius | World Anvil
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Terrusian Empire/Imperium

Terrusia is the successive realm to its precursor from the Era of Crowns, residing on the continent of Te'ru. It is primarily human in organization and structure, but many races live here; elves, dwarves, gnomes, halflings, orcs and half-orcs, kobolds, and many more. It was previously a kingdom, but after some internal wars, mergings, and alliances, has come to form an empire spanning a considerable portion of the continent made up of eight regions, each ruled by a noble family. These noble families in turn come together to act as the Council of Lords who perform legislative and martial functions alike. The monarch and this council play games of money and politics in the ever changing institutions of power. Guilds too have their own role in society between the nobility and common folk, serving functions of economics, martial action, the arcane, and all things engineering.

Demography and Population

It is primarily human in organization and structure, but many races live here; elves, dwarves, gnomes, halflings, orcs and half-orcs, kobolds, and many more. Many of these races, while not uncommonly living separately, often live together in relative harmony. Even the kobolds find a role in "civilized" society, often as miners, engineers, or craftsman.

Military

While the Imperium has standing armies, they are generally smaller than martial guilds and practically bound to their respective lords. The most prestigious of which belong to the dukes and emperor. While these forces are almost always of superior training, gear, and quality, they are held back, effectivley, by the outsourcing to guilds. The standing armies, as a result, generally look down upon guilds in a patronizing fashion. Regardless, any official worth their salt know to never underestimate the sheer power and influence. Guilds are the primary forces of the empire. The dukes and emperor are the only ones able to muster as a true army, but any lord or person of wealth can employ companies. Guilds often compete for contracts, and breaking one, at best, would invoke exile without proper justification. If they hope of seeing the gleam of coin and gems, they must be professional, though not every guild goes for the prestigious levels of work and are content with more standard and common work.

Foreign Relations

The Imperium prefers pragmatic and relatively peaceful relations. It learned long ago that, while war is profitable, it is not a sustainable source for prosperity. Traders and merchants tend to be the most open to foreigners as they'll never turn down a fresh customer. Scholars and mages are of a similar mind for the benefits of international trade and transfer of information. This being said, not everyone is keen on outsiders, and the nobles tend to be the most suspicious, with the common folk having mixed opinions on the subject.

Maps

  • Terrusian Empire
Founding Date
35 ER
Type
Geopolitical, Empire
Alternative Names
The Imperium, The Empire, Terrusia
Demonym
Terrusian
Government System
Monarchy, Constitutional
Power Structure
Feudal state
Economic System
Mixed economy
Legislative Body
The empire spans a considerable portion of the continent made up of eight regions, each ruled by a noble family. These noble families in turn come together to act as the Council of Lords who perform legislative and martial functions alike. The monarch and this council play games of money and politics in the ever changing institutions of power. Each of the family heads or the monarch themselves can introduce legislation, policy, and other such governmental measures to be voted on by majority favor.
Executive Body
Ultimately, the Emperor holds final executive power. However, this power is restricted and generally difficult to achieve regarding council votes. Otherwise, the emperor may do as they see fit, most commonly referred to as the Imperius Praetivum, or 'the Empire's Directive' in the modern tongue, though this has morphed into 'The Emperor's directive' over the past thousand years or so. Understandably this made the council of eight wary. However, as a safe guard, should the council find them out of order, a vote may be held to veto any one given decision made by the emperor, normally law(s) and military actions.
Location
Neighboring Nations

Unified

Times are well and the Imperium provides, and the Duchy is of great value to the entire realm.

Historic Relations

The Crimson Legion is not uncommonly employed by the Imperium in times of war, and favors the Imperium, sometimes to the point of reserving any and all contracts for their choosing. This is not to say they only work for the Imperium, of course, but they are the Legion's most reliable employer in their long history.

Chilly trade partners


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