The Brazen Empire Organization in Clockworld | World Anvil

The Brazen Empire

Carrion Crow and Black Blood; the Age of Magic has brought nothing but kinstrife, violence, and death. We abjure this, deny this, and praise only The Clock, for in its perfection can we find our salvation. The Age of Magic is over; now is the Age of Iron, stronger than flesh, stronger than the bones that forge it.

Structure

The Brazen Empire is, despite its political complexity, a relatively simple organisation to understand. At the very top sits the Imperial functions and designations, their authority and existence bestowed by the various states beneath them. Though countless titles and administrative roles litter the bureaucratic system, most are minor, subservient to the sovereign status of the many elector-states:  
  • Emperor-Elect: This title is held by the erstwhile leader of The Brazen Empire, ruling until either death or deposement by the Palantine Council. Elected by majority vote of the Palantine Counts, it is a position of ultimate authority, particularly regarding foreign and military matters. The day-to-day running of the Empire is typically handled by a select staff, however, for in an entity as large and political as this, it would be folly to face such bureaucracy alone.
  • Palantine Count: Also known as an Elector-Count, the Palantine represents their nation within the Imperial politics of The Brazen Empire. The process for their appointment is determined by their host nation, and they leverage their political capital and national interests in the various votes that dominate much of their business. Such matters concerning the Palantine Council outside of inheritance are rare however, and as such they rarely meet for anything but matters of crisis.
  • Mechanelector: A position held by the leader of The Church of the Cog Beneficent, it is given much the same benefits as its fellow Palantine Counts. Unease at the power held by The Cognite Church has typically seen those in this position refrain from voting outside of inheritance. Recent turns towards fanaticism, however, have led to a more involved position, further fraying what little tolerance the state held towards the spiritual institutions.
  • Free Prince: A relatively novel title introduced by the breakup of the nation of Penchant, Free Princes maintain a seat on the Palantine Council but lack a vote in most matters. Currently, such titles are held only by the sovereign city-states, an attempt to include them without granting undue influence for their size.
  Outside of the Palantine Council there exists the Imperial Cabinet, however, a series of positions appointed by the Elector Counts to manage the administrative affairs of the Empire. These individuals are typically qualified and competent, their role to enact the will of the higher council though often they spend much of their time limiting their superiors from enacting too great a harm.  
  • Imperial Secretary: Officially the personal assistant to the Emperor, the Imperial Secretary functions much more akin to a Prime Minister, handling the adminsitrative duties of the Empire and enacting the wishes of the Emperor as required. Like all such positions, their importance and true power changes with the tides of politics, rising to ascendency or diminishing into complete obscurity.

Culture

The culture of The Brazen Empire can often be described as cautious. Either through popular sentiment or govermental policy, the views of The Empire are slow to evolve and careful in moderation of all things. They are loathe to make quick decisions, preferring instead to contemplate matters fully before arriving at a conclusion well drawn out and, more importantly, well received. Such is a result not only of their dedication towards The Clock, but in recognition of their very nature; a patchwork frame of disparate cultures whose desires vary from border to border which, without careful politiking, could come undone with a single incorrect choice.   It is also a place of ambition, however, of individualism and mercantile tendencies. A perhaps impossible view to hold, but The Brazen Empire espouses progress restrained by wisdom and judgement, a recognition that though reckless advancement would see their alliance crumble, stasis in opposition would do much the same. What then remains is a culture possessed of deep unease regarding that which seeks to change in totality, but admiring of that which seeks to advance carefully what is already accepted.

Public Agenda

The official stance of The Brazen Empire is the unification of the Northern Kingdoms against the aggression of The Uluk Empire to the west and Naggaryn to the south. Initially a military alliance only, this 'unification' began to extend towards mercantile, religious and industrial matters, especially as trade with the the greater continent developed a growing dependency on foreign goods that made economic warfare a more prominent method of conflict.   That is not to say that The Empire has forgotten its roots, but that it seeks now a greater unity between its member-kingdoms. Equality in faith, equality in wealth, and a bulwark both economic and militant against a continent fraught and devoured by its own differences. Slowly and gently, as The Clock demands, The Empire pushes towards a greater goal, one of singular vision and purpose rather than fragmented politics.

Assets

The Brazen Empire is a fabulously wealthy entity, being comprised of multiple nations of which many are well-developed and possessed of a modern industrial foundation. Combined with a sizeable population both education and mostly content, and a proficent and disciplined army, The Brazen Empire is one of the strongest and most stable realms upon Amilyn. That said, they possess a few specific advantages that have aided their rapid assent to dominance:

Resources

  • The Danir Valley: A thin parcel of land connecting the north and south of Leiden, it is a region rich in mineral wealth. Famed for its quantities of iron and coal, the deep mines beneath the hills fuel much of the industry that powers The Brazen Empire and provides Leiden with enormous influence despite its spotty political history and insurrectionist tendencies.
  • The Cinderwood: Though mostly outside the borders of The Brazen Empire, filling instead a vast quantity of The Ashweald, The Cinderwood maintains some presence within the lands of Thedor. The trees here are said to be possessed of a black flame and terrible rage that makes travel through it dangerous, but to those willing to risk their life in harvesting its bounty, there is a treasure to be found amongst the bark. Durable yet springy and possessed of an embered edge, the timber of this wood is greatly prized for its unusual properties.

Structures

  • The Hanzer Blackline: A significant district within Schwarzheim that produces some of the finest steel in Amilyn, and provides The Brazen Empire with a vast arsenal of firearms and artillery that has seen its armed forces become one of the premier military organisations on the continent. Owned primarly by the universities that lend Hanzer its fame, it constantly experiemnts with new metallurgical techniques to produce even finer equipment.
  • Lastwall: With the emergence of the Strifescar, Amilyn was plunged into chaos as the continent found itself at war with the forces of chaos and madness. Though they would eventually triumph, the leaders of The Brazen Empire recognised that such had been nothing more than a flickered surge of might, a disorganised push by stray elements of that which lurked within the rift. In preperation for what they saw as an inevitable reignition of the conflict, they built a vast line of fortifications around Tarot's Wound, manned by The Tick-Tock Knights and supplied with some of the most experimental and dangerous technology they possess.
  • The Neuerstahl: The seat of Imperial power within Varsica and, de facto, the entirety of The Brazen Empire, The Neuerstahl is the grand palace of the sitting Emperor. Capable of hosting nearly a thousand guests, maintaining dozens of Imperial functionaries, and guarding the vast treasures of the Ruhr Family, it is a bastion of might and royal authority.
  • Cognis Catédral: This grand cathedral is the seat of power for The Church of the Cog Beneficent. Located within the Lenish city of Renault, it is a true monument to the glory of The Clock and hosts not just the militant orders and theological clergy of the faith, but also its vast treasury filled with ancient relics, lost secrets and enormous wealth. The vaults that live beneath it are accessible only to the most pious of the church, and many speculate as to what is truly kept in its dark warrens.

Military

  • The Brass Legions: One of the most disciplined forces on the continent, The Brass Legions, known officialy as the Imperial Army, are a combined force comprised of the various member-kingdoms. Rather than attempting to unify under a single strategy, The Brass Legion instead celebrate the differnt styles of combat and warfare that their diverse army brings, creating unique formations based upon the specific skillset provided. Legions are comprised of members of all nationalities in order to further cement kinship, and are provided the finest arms and armour the Empire can afford. What remains then is a singular entity, loyal to their companions and versatile in their tactics and strategies.
  • The Order Cognite: Colloquially known as The Tick-Tock Knights, this religious band of soldiers answers directly to The Church of the Cog Beneficent. Armoured in plate powered by complex mechanisms within the suit, they are regarded as amongst the most elite formations in the north and it is said that each fights with the strength of ten men. Their organisation remains a mystery however, and though they are potent, their complex loyalty leaves them mistrusted by much of the existing military apparatus.

History

The Brazen Empire was founded in 20/45/04 by Karl von Ruhr, later Emperor Karlemaech, who united the warring kingdoms of the north under a single banner in the face of Naggarn aggression. Principally a military alliance, the deft diplomacy of the Emperor saw the initial kingdoms of Hanzig, Varsica and Leiden grow dependant on one another both economically and spiritually. This proved an immediate success, their combined forces able to hold ground in The Westfold War, pushing the surprised Uluks back and reclaiming much lost territory.   Over time, this unity would be strengthened. The position of Emperor was to be elected, a compromise required by those nations joining who were unwilling to hand over their sovreignty without say. The lands liberated from the Uluks would be named Thedor, their people included as a further kingdom and as a bulwark against future conflict with their western foe. The Church of the Cog Beneficent was soon adopted as the state religion to further cement ties between the people, and though there would be complaints, especially from Leiden, the prosperity provided by this alliance would prove too tempting to leave.   Further wars would be fought with The Uluk Empire over a parcel of land known as Waymarch, the only passage into The Mountains Glym, but such affairs would be minor skirmishes at best. With growing tensions, however, would Walden be invaded by The Brazen Empire, citing claims of assassination and plot. This would be challenged loudly by their neighbours and shortly after would The Second Uluk War begin in 02/47/04, ending in the death of Emperor Vahalian, First Turned, and resulting in a ceasefire that nonetheless strengthened further the bonds between the member-kingdoms. Wealthy, united, and mighty, the broken lands of Penchant and Caroux both began to fear an alliance with their foe, and so applied for membership. Neither were aware of the others application, and so were surprised to find themselves both inducted happily within the Empire. Vassal to a much stronger state, both were left fuming but incapable of continuing their destructive war against the other.   This would then be The Brazen Empire. A major, continental power both economic and military. Alas, all empires fall in the end and with the death of The Crowfather in 31/47/04, and no seeming enemy, the internal pressure began to mount. Religious discord met with secular strife as independance movements began to grow. The response to these were heavy-handed at best, and the Empire found itself on the verge of civil war. Such matters would be stayed, however, by the opening of The Strifescar in 51/47/04, and the invasion of The Harlequin's Court. The Empire rallied and fought back the madling hordes at great cost, earning victory in blood as the armies of The Jester's Prince were returned to the rifts.   These grave disasters, the vast loss of life, and the boiling pressure have left The Brazen Empire wounded and listless. Though for now it holds its borders firm, more and more call for change within its cities, and protest slowly turns towards extremism, nationalism and hatred.

Demography and Population

The Brazen Empire, while primarily human, has developed a strong, multi-cultural foundation incorporating Uluks, Elves, Dwarves and the Gnomish refugees from Glymgol. While their unique cultures are celebrated, it comes with an unofficial expectation of conformity, and an abandonment of the Cryptic faiths that so often are venerated in their ancient lands. Many of these immigrants move to Varsica, the capital seat of the Empire where opportunities are abundant, and the strong beaucratic foundations seeks those well-educated and tutored in various styles of governance. Hanzig also draws many, especially Glymnic and Makaran citizens, whose strong industrial base makes them a natural fit for the foundries and universities that litter the region. Many of the Cairn, be it Tennarn, Failin, or Naggarn, make their way to Thedor where questions are rarely asked, and their militant cultures are welcomed within the sparse and brutal lands so often at war with the west.   This strong basis of immigration, move towards industrialisation and vast leaps in alchemical medicine have seen The Brazen Empire explode in population. Only a hundred years ago, barely 10 million lived within its borders, but now, at last census count, the Empire counts nearly 17 million citizens within its lands, all served and serving a strong civil base that provides stability and wealth to those fortunate enough to dwell within its protection.

Territories

Possessing large amounts of land, The Brazen Empire is one of the most sizeable geo-political entities on the continent. Comprised as it is of sovereign states, the culture of their holdings vary wildly, as do their loyalty and acceptance of Imperial Rule.  
  • Varsica: The largest nation of The Brazen Empire, Varsica is the de-facto capital of the federation, with every Emperor having originated from their realm. An incredibly populous country, Varisca is well-developed and industrial, providing the largest elements of The Imperial Army, as well as hosting the Anhaus Stock Exchange, the Headquarters of most major companies, and the Dunwald Banking Coalition, all of which serve to bring in sizeable tax income to the crown.
  • Leiden: Once the largest nation in the north, Leiden suffered heavily during the Dunwald Rebellions which saw a neglected Varsica seperate itself from the southern regions. Despite this, it is still resource rich; its possession of The Danir Valley enough to cement it as one of the most industrious regions of The Brazen Empire. Such money is often 'lost' however, a casualty of the corruption that still infests the country and saw Varsica start its rebellion.
  • Walden: The bread-basket of The Brazen Empire, Walden is a quiet land filled with fertile soil that feeds much of the surrounding regions. Sparsely populated and possessed of few cities, there is little to see amidst the forest of crops, yet such is its importance to the neighbouring kingdoms that their demands are rarely ignored.
  • Hanzig: A small nation, Hanzig nonetheless punches far above its weight through its contribution to The Brazen Empire. Home both to the fabled Blackline, which produces some of the finest steel and armaments in the modern world, and to the Trent Collegia, the most prestigious place of learning in all the north, its importance cannot be denied. Though Walden may feed the north, and Leiden may outproduce all others, it is become of Hanzig that the iron flows, and the borders are kept secure by blade and flame.
  • Thedor: A peculiar situation, Thedor was originally an empty land, populated only by renegades and hermits. With the growth of The Brazen Empire however, and the increased tensions with their eastern neighbours, it was given over to the military who turned the region into a vast fortification. Filled with castles, supply depots and killing fields, it is a violent place for violent souls. That said, a peculiar culture has emerged over the years, a warrior-spirit melded with the Cryptic traditions of those who dwelt in the shadows here long before.
  • Caroux: The Duchy of Caroux, one part of the greater nation of Penchant, is a bitter place. In truth a vast forest, it is isolationist and apathetic to its duties as a member of The Brazen Empire. There has been no attempt at assimilation, nor any care for the clockwork faith of their ruler; rather instead they allow The Brazen Empire to harvest their timber in exchange for the political peace and quiet of being left very much alone.
  • Averaine: The Republic of Averaine is a new member of The Brazen Empire, formed during the civil war which saw Penchant divided. A city-state delighting in art and science, it is one of the few true representative democracies operating in Amilyn, possessing a strong culture of craftsmanship and justice.
  • Garou: A principality within the former territories of Penchant, Garou is exemplified by its general apathy to its surrounding neighbours. Said to be ruled by a family cursed by the terrible blight of lycanthropy, they keep to their forested land, aggressing against none and seeking no friends.
  • De Treva: One of the surviving powers of the now broken Penchant, De Treva was the birthplace of Vaskian, The White Flame, and the crux of the civil war that would split the nation apart. Famed for its metallurgy and rich metal veins, it also controls the river city of La Croix, making it one of the most vital avenues of trade for the region and incredibly wealthy as a result.
  • The Chantry League: A collection of city-states within the once great nation of Penchant, The Chantry League is a mercantile alliance built by those cities whose once great noble lines had perished and left them abandoned. A significant financial force within the Empire, they have turned their once poor lands into centres of commerce and industry, investing their profits in greater ventures in distant lands.
  • Roiaux: An Imperial Enclave within the ruins of Penchant, Roiaux was once the capital of the fabled nation, but now serves as a point of neutrality amidst the eternal feuds of the blood-sworn lands. In recent years, as per the agreement, a degree of autonomy has been granted to the city, and though it still serves as host to The Brazen Empire's armed forces and administrative capacity, it has begun to assert its sovereignty once more.

Military

The military arm of The Brazen Empire is a versatile and professional force, comprised of thirty legions each themselves containing roughly 5000 soldiers. Thse legions are designed to be self-sufficiet, and possess members from all the member-states who incorperate their military culture to great effect. Though there is some divergence concerning the organisation, especially amongst those legions serving in front-line roles or whose creation was in response to specific circumstance, generally each legion will possess a core of riflemen and halberdiers, supported by light cavalry and artillery, with a dedicated section reserved for scouts, saboteurs, and assassins.   Complementing this sizeable professional force are the mercenary companies that call the Empire home. Countless veterans, foolish sellswords, and mercantile interests who recognise the wealth in war live within The Brazen Empire, their services for sale to the highest bidder. Though typically used in minor conflicts between feuding families, during times of great stress the Empire has been known to spend vast sums hiring the expertise of these often cunning and well-equipped troops. In addition to these fair weather forces, The Church of the Cog Beneficent also maintains a standing guard, known as The Order Cognite, and though their experience and equipment is second to none, their loyalty to the church over the crown leaves them deeply mistrusted by other, more professional forces.

Technological Level

Perhaps its most formidable asset, the technology of The Brazen Empire is leaps and bounds ahead of most of its neighbours. Whether it be its production and refinement of firearms, its study and incorperation of complex clockwork and electricity, or its mastery of the alchemical sciences, there is little in the material world that the Empire does not excel at. This has allowed its military to punch far above its weight, operating with flexibility, mobility, and devastating firepower far in excess of what its size should convey.   The true benefit, however, has been to its industry. Electricity and clockwork have allowed its mines and forges to reach levels of efficiency unhead of in times long past; its adoption of the railroad enabling trade and supply lines to be reliable and fast; and it's study of alchemy has led to a revolution in medicine vastly increasing the lifespans of its workers, and thus increasing productivity immensely. This constant growth has been no small cause of stabiltiy within The Brazen Empire, the improvements to living conditions and growth of wealth one of the more positive reasons behind the unity displayed by the Northern Kingdoms.

Religion

The official religion of The Brazen Empire is the Cognite Faith, the most influential offshoot of the Glymmic Philosophy that venerates The Clock above all else. Administed by The Church of the Cog Beneficent, it maintains a philosophy of progress in caution; to carefully improve without recklessly leaping into advancement. Officially, every citizen is assumed to be a member of the cogregation, but outside of Leiden, such enforcement ends at the census, with few states comfortable mandating a faith of caution upon those without regard for their intentions.   Politically, The Church of the Cog Beneficent holds a great amount of power, their rights within the Empire enshrined by the Treaty of Trent in 06/46/04. This compromise was forced on the Emperor-Elect at the time, this authority granted in exchange for their aid in bringing stability to the then disunited member-nations of the Empire. As such, The Cognite Church is granted a seat on the Palantine Court, though until recently, they have been unwilling to leverage the authority this grants for fear of upsetting the more secular nations, and bringing conflict between the Church and State.

Foreign Relations

As a major player in the geo-politics of Amilyn, The Brazen Empire has strong and clearly defined policies towards the other nations that share this region with them. A mercantile nation at heart, they share trade with even those whose histories are littered with violence and hostility.  
  • The Uluk Empire: The most common foe of The Brazen Empire, these two share a complicated history defined by hostility and shared interests. Both sides trade heavily with the other, benefitting intensely from a shared culture of progressive politics and industrial tradition. Both share a deep dislike of the bleak forces of Naggaryn, and the haunted isles of the Vokai. Both share a disdain of the Cryptics, and a deep suspicion of those who would swear their souls for powers and yet despite all these similiarities, a deep suspicion lingers between both sides. This is, unfortunately, due to their shared claims over the Waymarch, the region connecting the northern realms to Glymgol and the deep riches of the south. Countless conflicts have been fought over its ownership, though rarely have they escalated beyond minor skirmishes.
  • Tol Baldir: The Balduran Republic is a close, yet tiring, ally of The Brazen Empire. Deep rooted economic ties and long histories of emmigration back and forth have solidified this relationship, yet the piratical activites of the Dragon Corsairs have caused many a diplomatic incident between the two nations, despite Tol Baldir claiming no knowledge or ability to interfere in the goings of these freebooters.
  • Glymgol: Once a firm ally of The Brazen Empire, the Strifescar has since left the entire region a ruin. Honour their old agreements, the Empire is currently in the midst of securing a vast number of refugees, as well as hosting a government in exile as the war with The Harlequin's Court continues.
  • The Makaran Empire: An ancient trading partner of The Northern Kingdoms, The Makaran Empire's long history of neutrality left it with few allies when the Strifescar split the moutnains in twain. Being one of the few entrances known to the deeplands, none are entirely aware of the current fate of this storied realm, and as such the diplomatic ties are ambiguous until further clarified.
  • Naggaryn: The most feared enemy of The Brazen Empire, the lands of Naggaryn possess a deep history of cultural strife and Cryptic bargain that make them nearly antiethical to the industrious and progressive north. Fortunately, The Mountains Glym have long proven a barrier to any aggression between either side, result in a shadow war between both that has seen countless rulers, dignitaries and figures of note murdered throughout history, as well as a number of proxy wars fought through mercenaries and guerilla warriors. Despite this however, wealth knows no alliance, and trade continues between both as each pretends nothing but peace and friendship as their agents battle in the night.
  • Dazima: The Daziman Principality is an alliance of geo-political interest and nothing more. With a strong history of slavery, a tradition of arcane rulership and Cryptic bargain, and a general disdain for the rights of those less fortunate, they are morally opposed to The Brazen Empire at nearly every level. Their opposition to The Uluk Empire, however, makes them a perfect bulwark against western aggression, and their arcane knowledge has greatly helped progress the sciences and alchemical practices of the Empire.
  • Thenia: A historic thorn in the side of The Uluk Empire, and a ward against the darkness of the Crowlands, Thenia has dramatically progessed with the defeat of The Crowfather. With their expansion southward and strong militant tradition, they have rapidly become a vital ally for The Brazen Empire against both their westland neighbours and Naggaryn, their long supply of weaponry, funding and safe haven repaid with a firm friendship that will undoubtedly pay dividends in the future.
  • The Ashweald: Due to its history of corsair activity, broken politics, and undead association, The Brazen Empire maintains a cold relationship with the Rag-Fleets of The Ashweald. Possessed of little worthy of trade and disgenuous by nature, the inhabitents of the swamp are regarded as a threat, albeit a minor one due to their fractured front.
  • The Vokai: The Wytch-Cults of the Isles of Mourne are a blight upon the continent, their depraved dedication to their fallen master making them an entity with which any negotiaton is a wasted effort. Fortunately, their focus tends towards the western coasts of The Uluk Empire and as such, a policy of non-interference is maintained, provided their reavers do not stray too deep into Imperial waters.
  • Jainir: A shared faith and wildly lucrative trade through Tol Baldir mark these two nations as ready allies, yet the deep isolation and violently maintained secrecy leaves The Brazen Empire in deep suspicion as to their true motives. A position of caution and disinterest is maintained, further in-roads by the Jain people refused until further transparency is provided as to the continent they inhabit.

Laws

The legal system of The Brazen Empire is a complex affair, comprised as it is both of a national and federal mandate. A strict constitution, rarely altered in the days since, was included during the creation of the organisation, outlining in detail the functions to be maintained and operated by the Imperial Crown, and those to be administed and governed by the member-nations themselves. The former are submitted, altered, and voted on by The Palantine Court, with the Emperor maintaining strict authority over only matters of military or foreign policy. Those laws of the nations, however, are handled internally, the local governments as determined by the people unique and varied in their solutions.   The law itself is executed by the Imperial Guard, technically a division of The Brazen Legions that handles internal security, intelligence, and the personal security of the Emperor. Such crimes as they handle are typically serious affairs, mostly involving treason, international conspiracies, corruption and arcane abuse. Only in Varsica do they handle more traditional criminality, as each other member-nation maintains their own law enforcement and investigative branch. Once caught, a suspect is guaranteed a fair trial by their peers, and are provided an advocate at the expense of the state who will seek to defend them in the lower courts. These courts are maintained by The Church of the Cog Beneficent, and sufficient reason can allow a convict to seek appeal at a higher court, though once The Chamber of Hours has ruled there can be no overturning the charge.

Agriculture & Industry

Though mostly capable of providing for itself, The Brazen Empire's main strength lies in its industrial capacity. From the Danir Valley to the Hanzer Blackline, the manufacturing output of the nation is truly immense, allowing them to both ensure a comfortable population, as well as outfit and maintain a disciplined army for many years without effort. This has resulted primarily from the rich mineral resources found within the southern lands, as well as a strong advocacy for technological advancement and academic research over the more tempermental sciences related to the arcane.   Such a focus on material wealth has led to The Brazen Empire becoming a true giant of trade, their products desired both for their quality and quantity. The nation of Walden however, is also a major participant in the success of the Empire, for they possess some of the most fertile soil across the continent. Though typically put to service in production of the vital foodstuffs required to maintain a national entity of this size, they also possess a lucrative tabac industry; their crops prized across the land and sold only to the most discerning, and most wealthy, individuals.

Trade & Transport

Trade is paramount to The Brazen Empire, and a vast portion of its military spends its time patrolling the lucrative routes, ensuring both the prosperity of the nation and garnering vital experience for their armed forces. Of particular note is the route between Tol Baldir and the Empire, for through this ancient port city are the markets of Jainir reached, their wealth providing a vast fortune to the merchants of Varsica. Hanzer, tabac, and the firearms of the Empire are sent to these distant shores, in return bringing back kaf, silk, and spices that fetch a king's ransom back home. Such journeys are dangerous however, yet profitable, for they require one to cross the stormy seas and trust the goodwill of their Balduran pilots not to liberate them of their hard-earned coin.   Nearly as important are the routes westward, to The Uluk Empire and Thenia. To here are sent weapons, clockwork devices, and the legendary tools of industry produced by The Brazen Empire, their return bringing both natural resources slowly exhausted within the Northern Kingdoms, as well as the fine artifice of the Uluk jewellers, and the rare herbs and alchemical ingredients harvested by the talented and wise people of Thenia. These routes are typically safe, even during times of hostility, for the trade that flows is too vital for either side to seek interruption or disharmony, and though both sides may spit at the mention of the other, their merchants are warmly welcomed into the cities that prize their goods.   Lastly are the southlands, a trade route now impossible with the arrival of the Strifescar. Once, not long ago, the resources of the Danir Valley flowed through the mountains, supplying the fractured nations of Naggaryn in exchange for the furs found deep within the ancient forests of this land, and the fine paper produced by the mills of Niefella. Such times are gone now, however, for The Harlequin's Court rules ascendant within the mountains, and their laughing malice knows no reason nor care for coin.

Education

The citizens of The Brazen Empire are typically well-educated by the standards of Amilyn, required as they are to attend teachings by the Cognite Church until the age of twelve. As such, they are literate and learned in numbers, as well as the basics of philosophy, history, and the political system of their respective country. This ensures a skilled workforce, contributing greatly to the general prosperity and success enjoyed by The Brazen Empire, though in recent days the Cognite Church has grown more zealous, and their lessons have followed suit. For individuals seeking a higher education, the universities of Hanzig are open to those with the coin to buy their way. Though scholarships are sometimes offered to the truly talented, such notice is hard to acquire, and so it is typically the reserve of those families already fortunate in their success. The learning of these facilities typically leans towards the more material studies, especially relating to metallurgy and agriculture.   As such, those more interested in the metaphysical typically attend the Cognite Church, who offer such an education in exchange for service as a Lehrling once their studies are done. Lastly, for those intrigued by the alchemical sciences, the Imperial Academy provides education and instruction in their arts, even paying for your attendance should you agree to serve a term in the military. Many on this path happily agree, furthering their education afterwards by apprenticing themselves to a Master Alchemist, for the wealth provided by such a career is matched by few others.

Infrastructure

Industrialised as it is, The Brazen Empire maintains a strong infrastructure to maintain its increasingly complex and demanding society. Great roads connect all the cities, and money is carefully allocated to ensure that trade routes and military structures are well maintained and equipped. On a national level, however, such becomes a matter for the members, with each taking a different interest in the maintenance of their own cities and people.   Most famous of all is Hanzig, whose great wealth has been turned towards revolutionising the systems that operate their nation, their technological and engineering prowess leveraged in equal fashion to ensure that its citizens live in the most cutting edge environment. On the other side of the spectrum lies Leiden, who despite being wealthy, pays little attention to its decaying infrastructure; instead exploiting their people and embezzling vast amounts of the money ear-marked for improvement and repair.   The most prestigious symbol of the Empire, however, is not the state of its cities but of its network of railroads. A truly remarkable achievment, these engines are powered by clockwork and follow great tracks connecting many of the great cities together, allowing vast amounts of cargo and people to be transported in hours over journeys that would once have taken weeks. This technology is recent however, and currently only those locations of economic and military importance benefit from such a connection, though slowly are the member-nations building their own to further facilitate their expansion and wealth.

Vorsicht, nicht Aufhören (Caution, not Cessation)

Maps

  • The Brazen Empire (55/47/04)
    This is a map of The Brazen Empire, circa 55/47/04
Founding Date
20/45/04
Type
Geopolitical, Empire
Capital
Alternative Names
The Northern Kingdoms, The Brass-Lands
Demonym
Imperial
Ruling Organization
Leader Title
Head of State
Head of Government
Government System
Monarchy, Elective
Power Structure
Federation
Economic System
Traditional
Gazetteer
Averaine
Caroux
De Treva
Garou
Hanzig
Leiden
Roiaux
Thedor
The Chantry League
Varsica
Walden
Currency
Thaler (Twelve Marks)
Mark (Twelve Gyr)
Gyr (Lowest Denomination)
Major Exports
Alcohol, Coal, Clockwork, Cloth, Gemstones, Industrial Equipment, Military Equipment, Prosthetics, Steel, Tabac, Timber, Tin
Major Imports
Alchemical Reagents, Callowpine, Cattle, Copper, Glass, Grains, Furs, Jewellry, Kaf, Paper, Naval Equipment, Silk, Spices
Legislative Body
The Palantine Council
Judicial Body
The Chamber of Hours
Executive Body
The Imperial Cabinet
Official State Religion
Location
Official Languages
Related Ranks & Titles
Related Species

45/04

17101 17160

The 45th Era of the 4th Turning

  • 16/45/04 - 20/45/04
    The Formation of The Brazen Empire
    Founding


    The Brazen Empire is formed under the brilliant leadership of Emperor-Elect Karlemaech.

46/04

17161 17220

The 46th Era of the 4th Turning

  • 04/46/04 - 06/46/04
    The Cognite Church
    Founding


    Realising the fractious nature of his Empire, Karlemaech has a "religious epiphany" and converts to the Cognite Faith, establishing it as the official Religion of the Empire.

  • 05/46/04
    The Diet of Renault
    Gathering / Conference


    The religious leaders of the various Glymnic Cults meet to discuss the future of the faith, and the possible compromises that would enable some degree of co-operation and assimilation between them.

  • 09/46/04
    The Death of Karlemaech
    Life, Death


    Emperor-Elect Karlemaech dies, and the first election of The Palantine Court begins.

  • 11/46/04
    The Election of Auralis
    Political event


    Emperess-Elect Auralis is nominated and coronated by The Palantine Court. The daughter of Karlemaech, her reign will begin the domination of the Von Ruhr family over Imperial politics.

  • 31/46/04 - 36/46/04
    The Westfold War
    Military: War


    The Westfold War is fought, the forces of The Brazen Empire sucessfully assaulting the Waymarch in an attempt to secure access to The Mountains Glym.

  • 41/46/04
    The Founding of The Door
    Founding


    With the conquest of the Waymarch successful, Auralis fortified the border through the creation of Thedor, a military nation with a seat on the Palantine Court.

  • 51/46/04
    The Death of Auralis
    Life, Death


    Emperess-Elect Auralis dies under suspicious circumstances. Fingers point in many directions, both internal and external.

  • 53/46/04
    The Election of Vahalian
    Political event


    After a campaign of fear and threat, Vahalian is elected by The Palantine Court. His reign will be short-lived and marked by war and death.

  • 54/46/04 - 56/46/04
    The Kindred War
    Military: War


    The Brazen Empire invades Walden under suspicious circumstances. Citing an assassination plot, some suspect it to be a ploy to gain the valuable mines and farmland of the nation.

  • 59/46/04
    The Night of Black Blood
    Disaster / Destruction


    Seemingly without reason, The Cult ex Nihil launches a series of attacks across The Brazen Empire, detonating countless explosives and killing hundreds as they fall into a frenzy. None survive the event, and the cause remains a mystery.

  • 60/46/04
    The Knights of the Last Redemption
    Founding


    Following the events of The Night of Black Blood, Emperor-Elect Vahalian orders the formation of a Witch-Hunter organisation, known as The Knights of the Last Redemption.

47/04

17221 17280

The 47th Era of the 4th Turning

  • 02/47/04 - 13/47/04
    The Second Uluk War
    Military: War


    Emperor-Elect Vahalian declares war on The Uluk Empire, eager to seek further territories and to eclipse his mother's success.

  • 13/47/04 - 28/47/04
    The Interregum
    Political event


    With the death of Emperor-Elect Vahalian, The Palantine Court struggle to find a successor, instead running the Empire themselves.

  • 15/47/04 - 16/47/04
    The Two Duchies
    Political event


    Penchant and Caroux both join the Empire, fearing an alliance made by the other with the Brazen Empire.

  • 28/47/04
    The Election of Vahalian, Twice-Turned
    Political event


    Emperor-Elect Vahalian, Twice-Turned, is appointed by The Palantine Court. Crippled as a small child, their frail body hid a keen mind, though one more suited to study than governance.

  • 29/47/04
    The Dissolution of Redemption
    Disbandment


    Horrified by the practices of The Knights of the Last Redemption, Emperor-Elect Vahalian, Twice-Turned, orders their immediate disbandment.

  • 30/47/04 - 31/47/04
    The Three Crown War
    Military: War


    The Duchy of Penchant collapses into civil war, the contenders claiming corruption and treason. The Royal House of Pendra does battle against De Treva and Averaine for the future of the country.

  • 33/47/04 - 35/47/04
    Archibald's Excellent Alchemical Goods
    Financial Event


    Archibald's Excellent Alchemical Goods becomes an instant hit within the Brazen Empire and beyond, catapulting the errant Alchemist to fame and fortune. Unfortunately, a tendency to dabble in strange science and a happy attitude to supplying the Steampunks soon has Archibald labelled a Heretic.

  • 36/47/04 - Ongoing
    The War of Princes
    Military: War


    A cold war develops with Tol Baldir, who accuse The Brazen Empire of theft. Only a few of the Dragon Cults join the fray, starting a war of terror and piracy against the eastern borders.

  • 36/47/04
    The Steampunk Riots
    Revolution


    Emboldened by Elilaurance's success, The Steampunks band together and form a coalition intent on legalising the novel technology. A harsh response leads to a riot in Hanzig that burns down part of The Trent Collegia.

  • 39/47/04
    The Murder of Crow
    Artistic creation


    The Murder of Crow (The First and Only Book of the Westfold Adventures) is published and immediately a hit. Containing lurid tales of strange adventures in magical lands, the sought after sequel is never published

  • 39/47/04
    The Eye Closes
    Religious event


    A single cry, a shriek of metal, one moment and one event. The Brasswork Eye, grand relic of the Cognites and the purest symbol of their faith shatters, seemingly without interference or sabotage. The event is heralded as a sign of the Clock's displeasure, and panic grips the nation.

  • 41/47/04
    The Sundering of Penchant
    Political event


    The Nation of Penchant formally splits, leaving behind the Democracies of De Treva and Averaine, The Free City of Garou, The Chantry League, and the Roiaux Enclave. Each is given the title of Free Prince, their ability to vote greatly restricted.

  • 41/47/04
    A New Direction
    Religious event


    The Leader of the Cognite Church dies, replaced by a relatively unknown priest. Their firebrand nature and hardline zealotry become renowned as they seek to crush the Steampunks and Reformists.

  • 48/47/04
    The Defenestration of Duwal


    An attempt upon the life of the Mechanelector is foiled, but tensions between the Steampunks and Cognite Church reach a critical point.

  • 50/47/04
    The Sealing of the Pass
    Political event


    The Makaran Empire and Glymgol seal their borders, and forbid passage or trade through their lands. The Brazen Empire enters a recession.

  • 51/47/04
    The World's End
    Religious event


    Archibald dissolves his business interests, turning all his wealth to the formation of a Doomsday Cult preaching that the End is Nigh, The Silence is Coming. The religious tensions grow further fraught as members of all sides join him.

  • 52/47/04
    The Strifescar
    Celestial


    What horror as the land shakes and tears, huge tracts of earth erupting into madness and lunacy. The clockwork form beneath the ground becomes perverted and reshaped, immortal yet insane. The Strifescar, the Worldwound, the Engine-Death, many names sound for the monstrosity now burning beneath the ground, but such is a thing for peace. Chaos has come to Amilyn, and in its wake comes the crashing sound of laughter.

  • 53/47/04 - 54/47/04
    The Last Wall
    Construction beginning/end


    With the forces of The Harlequin pushed back to the rift, The Brazen Empire constructs a vast wall around the most egregious gate, so named 'Tarot's Wound.'

    Location
    Lastwall

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