Anrikiil Empire (An-Ri-Keel)
Structure
The Anrikiil Empire is heavily organized, structured and ranked. While family blood has a play in it, those of higher rank are in those position primarily due to their intelligence, wisdom, skill, strength and/or power. Ultimately the Anrikiil believe those with intelligence, wisdom and power should lead, and through order and unity make the whole of their army far stronger than individualism could ever allow.
Ultimately the highest power of them all in the Anrikiil Empire is the Emperor Themselves. The Emperor ultimately has full control of the entire Empire, the military, the people, everything. However they distribute this control to certain individuals cautiously to act as their extended hand, breaking control into managable chunks. The Emperor decides the laws of the country, and makes the most important decisions when it comes to politics, military, war, development, and so forth. It is up to the Emperor to decide their successor via a will, or even via spirit if the Gods allow them to speak.
Those called the Hatamoto are the Vassals of the Emperor and the Grand Shogun. They receive tasks and assignments directly from them, rather than the Imperial Court. These assignments can be varied, including critical decision making, diplomatic missions, military missions, execution on critical matters, and much more, that the Emperor and/or Shogun do not trust the Court or nobility to handle.
Below the Emperor is the Imperial Court. The highest of whom are quite often members of the Emperor's family (however members will be expelled or even executed depending on their level of incompetency, or if individuals show skill & capability far greater than other family members). The highest of these Court Members are the Daimyo. The Grand Daimyo manage the four States of the Empire, and the Daimyo manage the various areas and sectors within the four States.
The Karō are directly under the Daimyo, as they are the direct advisors and councilers of the Daimyo. They aid them in decision making, problem solving, and overall assisting the Daimyo in governing their States. The more trusted of them are given charge of governing specific cities and towns themselves.
Below the Karō are the Court Officials who handle the various finances, Justice Systems, Infrastructure, and so forth. They do their work by the book, taking any tasks that are too difficult, complex or sensitive for them up to the Karō and Daimyo.
The Kanrei are the Officials who manage household & Court Affairs. They assist the Karō, Court Officials, Daimyo, Emperor and Noble and Royal family houses. With them handling household and court affairs, the royalty, nobility and court have far less to worry about, and are able to more efficiently focus on what they need to do. They are often in charge of the servants and slaves as well.
Ambassadors are fairly self explanatory. They handle most diplomatic missions, treaties, negotiations, speak for the Empire, and so forth. It should be noted that these ambassadors often only handle minor and moderate diplomatic missions, nothing important, major or sensitive as those are handled by the Hatamoto.
The Kuge are members of Noble Families. They have very few tasks in terms of politics, both because they are unneeded, privilaged, but also not exactly trusted with the mechanisms of the empire. However every single nobleman and noblewoman is expected to be trained and ready for warfare, especially as leaders such as captains and commanders, with the greater of these members being of equal ranks to colonials.
The Shi are the lower nobility, who are less privilaged than the Kuge, and are expected to do work in addition to being a part of the military army. They mostly act as administrators for the most part, while also being soldiers and captains, sometimes commanders if they earn the position.
Below all of these are the Peasants. The highest of this category are the Hōjō. The Hōjō are Merchant Families who are an important and sometimes vital part of the Economy of the Anrikiil Empire, skilled and controlling a certain trade of one sort or another. The higher of these families often have their hands in a great many areas.
Below them are the various Guilds and Trade Associations. Unlike other countries, any official guild is supported, financed, and aided by the Anrikiil's taxes and their military in certain scenarios. These guilds can range between a wide array of areas, but mercenary guilds are never supported, and in fact are often sabotaged by rumors, expenses, espionage, and more by the Military. The only exceptions are thieves, who they allow to exist in exchange for aiding local enforcement and soldiers in scouting dungeons, and for a fee.
Below the Guilds and Associations are Tōji. Specifically those who are not affiliated with any known craftsman guild of any sort. The Tōji are, in simple terms, craftsmen. People who help the empire by crafting various items, tools, weapons, armors, clothes, jewelry, food, etc.
Hyakusho are the lowest of the peasants, and are essentially the farmers, miners, laborers, and so forth. While at the lowest section of the peasants, they are still treated fairly well, and the more trusted of the Hyakusho (who work the most land) are given slaves to serve under them, making their work easier and harvest greater.
Below the Peasants, are the Slaves and Outcasts. The first of this list are the Kaji. These are servants who serve Royalty and Nobility in their households. They have fewer rights than Hyakusho, but do still possess rights unlike true slaves, and are allowed possess a limited few things.
The Eta are Outcasts who are between servant and slave status. They handle all of the unpleasant and unsavory tasks of the empire. This includes handling corpses, handling maneur, raw meat carving, prostitution, street cleaning, entertainment performances (similar to jesters), and so forth.
Below the Eta are the Ronin. The only reason these people are above Slaves is because they are still skilled warriors and, even though they are mercenaries, they at least earn the right to not be shut down by the military (though this doesn't prevent them from bullying or mocking them). The Ronin are highly trained and skilled warriors, mostly Samurai (though they could be magic-users too) who have either dishonored themselves in a manner that exiles them from the armies as a Ronin, or their master has been killed and they did not inherit their place, resulting in them being masterless. As a result they act as mercenaries.
Below the Ronin are the Slaves. Slaves are humanoids who have no rights, but are given places to sleep, food to eat, protection and so forth. They are treated well, but not because they are people, but rather 'tools to be cared for'. These people do labor work, but nothing extremely difficult. Those are reserved for those lower than slaves.
Demi-Slaves are the very lowest of the empire. Goblins, Orcs, Kobolds, and so forth are such Demi-Slaves. Controlled by slave enforcers and torturers, chains, drugs and for the stronger ones magic, these creatures are forced to do their greater labor work, including quarries, excavation, construction, cannon fodder in non-war combat, and so forth.
Ultimately the highest power of them all in the Anrikiil Empire is the Emperor Themselves. The Emperor ultimately has full control of the entire Empire, the military, the people, everything. However they distribute this control to certain individuals cautiously to act as their extended hand, breaking control into managable chunks. The Emperor decides the laws of the country, and makes the most important decisions when it comes to politics, military, war, development, and so forth. It is up to the Emperor to decide their successor via a will, or even via spirit if the Gods allow them to speak.
Those called the Hatamoto are the Vassals of the Emperor and the Grand Shogun. They receive tasks and assignments directly from them, rather than the Imperial Court. These assignments can be varied, including critical decision making, diplomatic missions, military missions, execution on critical matters, and much more, that the Emperor and/or Shogun do not trust the Court or nobility to handle.
Below the Emperor is the Imperial Court. The highest of whom are quite often members of the Emperor's family (however members will be expelled or even executed depending on their level of incompetency, or if individuals show skill & capability far greater than other family members). The highest of these Court Members are the Daimyo. The Grand Daimyo manage the four States of the Empire, and the Daimyo manage the various areas and sectors within the four States.
The Karō are directly under the Daimyo, as they are the direct advisors and councilers of the Daimyo. They aid them in decision making, problem solving, and overall assisting the Daimyo in governing their States. The more trusted of them are given charge of governing specific cities and towns themselves.
Below the Karō are the Court Officials who handle the various finances, Justice Systems, Infrastructure, and so forth. They do their work by the book, taking any tasks that are too difficult, complex or sensitive for them up to the Karō and Daimyo.
The Kanrei are the Officials who manage household & Court Affairs. They assist the Karō, Court Officials, Daimyo, Emperor and Noble and Royal family houses. With them handling household and court affairs, the royalty, nobility and court have far less to worry about, and are able to more efficiently focus on what they need to do. They are often in charge of the servants and slaves as well.
Ambassadors are fairly self explanatory. They handle most diplomatic missions, treaties, negotiations, speak for the Empire, and so forth. It should be noted that these ambassadors often only handle minor and moderate diplomatic missions, nothing important, major or sensitive as those are handled by the Hatamoto.
The Kuge are members of Noble Families. They have very few tasks in terms of politics, both because they are unneeded, privilaged, but also not exactly trusted with the mechanisms of the empire. However every single nobleman and noblewoman is expected to be trained and ready for warfare, especially as leaders such as captains and commanders, with the greater of these members being of equal ranks to colonials.
The Shi are the lower nobility, who are less privilaged than the Kuge, and are expected to do work in addition to being a part of the military army. They mostly act as administrators for the most part, while also being soldiers and captains, sometimes commanders if they earn the position.
Below all of these are the Peasants. The highest of this category are the Hōjō. The Hōjō are Merchant Families who are an important and sometimes vital part of the Economy of the Anrikiil Empire, skilled and controlling a certain trade of one sort or another. The higher of these families often have their hands in a great many areas.
Below them are the various Guilds and Trade Associations. Unlike other countries, any official guild is supported, financed, and aided by the Anrikiil's taxes and their military in certain scenarios. These guilds can range between a wide array of areas, but mercenary guilds are never supported, and in fact are often sabotaged by rumors, expenses, espionage, and more by the Military. The only exceptions are thieves, who they allow to exist in exchange for aiding local enforcement and soldiers in scouting dungeons, and for a fee.
Below the Guilds and Associations are Tōji. Specifically those who are not affiliated with any known craftsman guild of any sort. The Tōji are, in simple terms, craftsmen. People who help the empire by crafting various items, tools, weapons, armors, clothes, jewelry, food, etc.
Hyakusho are the lowest of the peasants, and are essentially the farmers, miners, laborers, and so forth. While at the lowest section of the peasants, they are still treated fairly well, and the more trusted of the Hyakusho (who work the most land) are given slaves to serve under them, making their work easier and harvest greater.
Below the Peasants, are the Slaves and Outcasts. The first of this list are the Kaji. These are servants who serve Royalty and Nobility in their households. They have fewer rights than Hyakusho, but do still possess rights unlike true slaves, and are allowed possess a limited few things.
The Eta are Outcasts who are between servant and slave status. They handle all of the unpleasant and unsavory tasks of the empire. This includes handling corpses, handling maneur, raw meat carving, prostitution, street cleaning, entertainment performances (similar to jesters), and so forth.
Below the Eta are the Ronin. The only reason these people are above Slaves is because they are still skilled warriors and, even though they are mercenaries, they at least earn the right to not be shut down by the military (though this doesn't prevent them from bullying or mocking them). The Ronin are highly trained and skilled warriors, mostly Samurai (though they could be magic-users too) who have either dishonored themselves in a manner that exiles them from the armies as a Ronin, or their master has been killed and they did not inherit their place, resulting in them being masterless. As a result they act as mercenaries.
Below the Ronin are the Slaves. Slaves are humanoids who have no rights, but are given places to sleep, food to eat, protection and so forth. They are treated well, but not because they are people, but rather 'tools to be cared for'. These people do labor work, but nothing extremely difficult. Those are reserved for those lower than slaves.
Demi-Slaves are the very lowest of the empire. Goblins, Orcs, Kobolds, and so forth are such Demi-Slaves. Controlled by slave enforcers and torturers, chains, drugs and for the stronger ones magic, these creatures are forced to do their greater labor work, including quarries, excavation, construction, cannon fodder in non-war combat, and so forth.
Culture
Core: At their core, the Anrikiil culture focuses around three primary aspects. The first, and strongest of the three is unity. Everyone working as a coherant part of the whole. Those in the military know this truth better than others, as well as those in business. The second is advancement, growth, adaptability. Ever improving through the ages to become greater than before. The third is the cumulation of these to aspects, sculpted into what the Empire has stood for for over ten thousand years: Battle, Warfare and Conquest. To keep themselves sharp, strong, wise, and skilled, more than any and every other kingdom that grows stagnant. No matter what the differing opinions people of the empire have on the third, everyone stands in agreement on the first two. This is the real reason the Empire has managed to keep all rebellions from starting. Because their people prefer the stability and prosperity of the Empire's rule when compared to the chaos of the surrounding countries.
Religion: The Anrikiil have a vast pantheon of Gods, but there are seven Gods that are revered above all else, and it is from those Gods, and their three core values, that their culture is shaped from. They are Jinhesha, the God of Leaders, Power and the Afterlife. Nyāzhī, God of Unity, Order & Law. Kalkairo, God of War, Conquest & Victory. Krokunŭ, God of Hatred, Vengeance and Vows. Kaixīng, the God of Advancement, Improvement and Reconstruction. Zhìkaas, God of Wisdom, Strategy & Cunning. And Yuriddhi, God of Prosperity, Harvest & Fortune.
Ethical Codes & Taboos: While many countries who fear or hate the Anrikiil, the fact of the matter is that they do possess Ethical Codes & Taboos. Their codes aim a strong focus and stress on the aspects of loyalty, honor and duty, discipline and order, and respect to authority. The majority of these aspects are seen in virtually all soldiers and warriors, as well as most leaders, and the citizens of the empire will reflect at least a third to four fifths of these aspects themselves, depending on their nature and social class. The taboo of the Anrikiil are Desertion, Defiance & Rebellion, Laziness, and Disunity. The first three result in extreme punishments of exile, death, or cruel and public deaths while the last two are often more normal punishments (unless they are more extreme cases).
Literature: The Anrikiil literature usually has two faces to it. One side is what everyone expects of the Anrikiil Empire, this being tales of conquest and wartime, the slaying of powerful monsters, war journals, stories of daring and adventure, overall glorifying the war-focused culture of the Anrikiil Empire, as well as the honor and nobility in war and conquest. Not to mention the power and strength of unity and order. The second side of their literature is far more poetic and beautiful than most are willing to admit. Poetry, Haikus, written Plays and Songs, novels. They all reflect some positive aspect of the natural world, including living creatures. This literature is so beloved by all in the empire that to call such things 'unmanly' was actually an insult, and could give the warriors of the Empire reason to punish such speech. Various works such as folklore and legends, philosophical writings, and sacred texts were often a blend of these two faces of Anrikiil Literature.
Architecture: The Anrikiil Architecture is an absolute marvel to behold. While it's ancestrural culture is strong in their structures, so to is that of the dwarves, for the foundations are all built with the dwarven mastery over stone & architecture. The result is thick stone walls, watchtowers, strategic placement of buildings & structures, curved and domed roofs, reinforced and strong wooden structures, and many more. Intricate detailing & carvings, vibrant colors, layered walls and roofs, guardian statues, red and gold accents, religious and dragon motifs, aqueducts, water features, and so much more. Their architecture is as strong and powerful, potentially more so, as the dwarven architecture, but is more varied, vibrant, lively and powerful than any non-human kingdom thanks to their culture. They have also added in their own unique additions to their architecture, including defenses against earthquakes like gravel and rubble fill, as well as elemental resistances. Every location's layout is carefully and strategically so as to make everything as efficient as possible, while also providing the greatest military advantage to the Anrikiil as possible.
Arts: Inspired by nature, the Anrikiil art is always lively and vibrant, though it also includes many structured and ordered art factored in by the militaristic core of the empire. Calligraphy is a vital component of much of their art, so much so that some forms of artwork are scrolls and banners with elegant brushwork of verses from revered texts, haikus, or proclamations of victory and conquest. Most of their sculptures are made out of pure bronze, which they use to represent the origin and foundation of warfare, and the start of technological developing. Statues of various sorts are also lined or decorated with bronze. These sculptures and statues are often of heroes and deities. they have detailed prints and arts of warriors, landscapes and creatures on woodblock prints, tapestries, paintings and more. Many Anrikiil wear tattoos & body paint on their bodies of words and characters, creatures of symbolism, Yin & Yang (or Kin & Vie), Vidiin (or Bindi) dots, Religious Symbols, and cultural body paint and markers representing which section of the Empire they hail from, which sect of the military they're in, ranking, title, status, if they're married or not, and so forth. Luxurious silk and brocade textiles woven with patterns, ornate murals telling stories of their Gods and Heroes, elaborate war banners & flags, and many more. The Empire is rich with art of various forms, with each sector and even region having more varied and diverse art.
Clothings: The Anrikiil possess a uniform appearance when they are in their armor, each looking exactly alike. Outside of military combat however, the clothes of the Anrikiil Empire's denizen's is extremely expressive, diverse and colorful, while also holding some elements that keeps the various classes, ranks, positions and the like carefully organized. Most outfits consist of Kimono Robes, as well as Tunics and Saris, each of them highly embroidered and decorated with many colors and patterns, often wearing an Obis belt as well. Depending on the climate of the area, they may also wear additional layering and drapery such as sleeves & hems, scarves & shawls, and more. Headdresses for crowns, bridal ceremonies and festivals are all a big part of their culture. Accessories like jewelry (especially jade), fans, parasols, hairpins, tassels, charms, bangles, anklets and earrings are exceptionally prominent in their culture. Footwear consists of sandals or chappals based on the occasion and climate, though soldiers wear boots. Masks are also extremely prominent in their culture, containing masks for theatres, religious and exorcism masks, masks for dances, demonic masks to instill fear, masks for the arena, and the Yukan masks of the military.
Cuisine: The food found in the Anrikiil Empire is truly a fascintating subject, for at some point they slowly began to bring more halflings into their realm to help inspire, grow and evolve their cuisine as time passed on. Overall, Rice and Noodles, Seafood, Curry, and Tea are staples in the realm of the Anrikiil Empire. There are other foods based on regions with various vegetables and greens, insects, and the like, but when halflings were introduced, more diverse cuisines began to get introduced, opening the minds of their people further as pastries, cured meats & sausages, and more were introduced. Their presence also caused the Anrikiil People to improve the visual appeal of their cuisines as well using various foods, colors, and methods.
Customs: Respect and reverence are at the core of their culture, and this is shown through their customs. When greeting, the Anrikiil bow to one another and speak a phrase based on whether the meeting is casual, they are equals, or greeting a superior. Those in the military also place a fisted hand over their heart when they bow. Giving gifts is a sign of politeness and gratitude. Pressing your feet together (similar to a military's stance) shows respect to an elder and most military. When indoors, non-military must take off their shoes to show respect to the host, and all, sometimes especially the military, take off their shoes when on sacred grounds. Even if it is not for their own temple.
Public Agenda
The goals of the Anrikiil is pretty obvious and known by anyone who even glances at one of their soldiers: Warfare. There is no disguising their desire for war and battle, even if they intended to try it. What baffles many however is that the Empire will conquer countries, then withdraw years later, giving the land back to it's original owners, or selling it to an entirely different country. As a result, while the fact that the Anrikiil desire war, battle and conflict above all else, whether they actually want to conquer and expand their lands beyond what they already possess permanently, i.e. true conquest, is a topic that's often debated at length by many, the very concept of it in the air.
Assets
Being a vast empire, the Anrikiil possess a great many assets which they produce, or have a high trade income of.
Currency: The Anrikiil do not use the standard coin system as most countries do. A combination of using a very specific and unique stamp for their coins, placing special marks on the coins faces and edges to further prevent counterfeit, as well as applying a special alchemical finish to their coins to prevent corrosion, scratching, denting and give it a greater shine and polish than ordinary coins has made their coins worth more by themselves. However in addition to this, they also do not use copper or platinum, but rather Rosalum (a rose gold alloy of copper and gold) in place of copper, and Rhodium in place of platinum. Their coins are Rosalum, Electrum, Gold and Rhodium, and the conversion rate is 5 Rosalum to one Electrum, 2 Electrum to 1 Gold, and 5 Gold to 1 Rhodium. However the many things that make their coins special, unique and valuable make their worth double. As such, the conversion rate from standard coins to Anrikiilian coins are 20 copper to one Rosalum, 20 silver to 1 Anrikiilian Electrum, 4 electrum to one Anrikiilian Gold, and 2 platinum for 1 Rhodium. Between their special coins, their strategic thinking, their trade system, access to a multitude of mines for precious minerals, and their strong economy, the Anrikiil Empire has a vast wealth to draw upon, both of Anrikiilian coins and standard coins.
Minerals: The Anrikiil Empire has a vast multitude of mine networks along the mountain ranges, as well as in the midst of the deserts. In addition to the natural mineral veins located in their lands, the knowledge they have extracted from the Dwarves has enabled them to masterfully expand their mines to incredible lengths, and with extreme efficiency in locating and extracting minerals of every sort, which is how they discovered, and exploited Rhodium. As a result they have an abundance of minerals, just as the dwarves often do, especially copper, precious metals, iron (and through iron steel), as well as zinc, tin, and many more. They use these various materials and minerals for their armors and weapons, equipment, even buildings and certain technologies. For excess minerals, or minerals that are no use to them, they trade away to other countries. Or sometimes they'll sell some of their armors and weapons that are either far outdated, or of average work as opposed to their excellent craftsmanship.
Fortifications: Being a war focused Empire, every single city is heavily fortified, practically as much as their castles and fortresses. This isn't just to their walls, but trenches, defensive towers, and various architecture on and in said structures which grant a gran array of advantages for the defenders. These defenses don't just include outer defenses, but interior constructions as well. One such example is strategically placing buildings so that it is easy on the civilians of said cities to live, but also provides disadvantages for invaders, including elevated structures, defensive towers, multiple gates, archer platforms, and in some circumstances tunnel systems. This does not include other things such as cauldrons for pouring down boiling water on their enemies, among other defenses. In addition to reinforced cities and towns, the Anrikiil have a slew of fortresses and watch towers in strategic positions all throughout their territory, and especially along it's borders. Many of these locations are outfitted with not just defenses, but devices which allow them to see farther than most humanoids can, allowing for more efficient work for less patrols and watch.
Military: Arguably their greatest asset of all, the military of the Anrikiil is beyond legendary. While they are greatly feared and hated by most of the world, those who are brave enough to ask for their aid (with a wise and intellectual reason why the Anrikiil should), they are rarely disappointed by the results. In a way, the Empire has four separate armies, each with their own separate divisions, sects, units and so forth. Each army has an overlay of formations, strategies, tactics, and more to use by default, but each general in charge of these armies also come up with their own unique strategies and tactics based on their particular army's talents, strengths and skills, and keep the other generals updated on some of their strategies. Thus the armies can work independently of each other just as well as one uniform force. This is without of course mentioning their various special units and divisions, such as the elite guard, the shinobi force, the sorcerers, and much more in their ranks. Each of them is trained well, even the weakest of them. And while the overall nature of the Empire is quality over quantity, the vast numbers within their Empire have allowed for them to have both quality and quantity.
Trade & Naval Fleet: The vessels the Anrikiil Empire uses are superior to just about every other seaborne vessel from other countries, with only a few exceptions. This is due to their adaptive nature with technologies and crafting mastery. The design of their ships allow for fast travels as well as being extremely durable and handable in times of conflict. The increased defenses of their ships overall allows for their trading ships to be able to handle most threats to them in terms of pirates, raiders, and most monsters, which only adds more reason to not attack their ships on top of the fact that they'd be assaulting an Anrikiil Ship, and thus declaring war on them directly or indirectly. Even great Pirate Lords think twice before making such an attempt. This however is nothing compared to their warships. There are several rumors going around that the Anrikiil have been constructing the greatest warships to ever sail the seas, and even one or two which claim they saw these warships. Their warships and enhanced trade ships increase the reach and effectiveness of their trade routes.
Technological Advancements: One of their obvious technological advancements is their weaponry. Not only does this include swords, axes, bludgeoning weapons, polearms, bows, crossbows and more, but also siege weapons and engines such as ballistae, trebuchet, rams, iron maws and fire lances. They invented an extremely efficient and advanced irrigation system for agriculture, which maximizes their harvest quantity and quality, which is particularly useful in the desert regions. They've learned the dwarven secrets (though unknown means) of stonework and metalworking, which improves their efficiency in creating more items with less metal, and far better quality as well, not to mention their fortifications being far more durable than most other nations. In addition to this they have expanded their knowledge, experience and science in not just alchemical knowledge, but medical science, vastly increasing the wellfare of their people and military. Their unique bridge designs, efficient and sturdy road systems, advanced sewer systems, the well placed aqueducts, and far more enhance the efficiency of every settlement and traveler. However what is well known by most nations is that the Anrikiil Empire had invented Fireworks, and sells those but not how to make them, granting them another economic boon.
Magical Advancements: While their technological advancements are extremely impressive on their own, their magical advancements are just as impressive. While no one has any idea how many spells were invented by these warriors, they definitely know that many spells have been either invented or rediscovered by them. In addition to this, the Anrikiil have created and established a manufacturing process for creating spell scrolls which they have certainly stocked up on while also selling them to travelers and allied nations, granting yet another economic boon for them. However their most impressive feat to date, which has every other country baffled, is that they have discovered a method of either finding magical items, or creating magical items, at a rather alarming rate. Some even swear they discovered completely unique magical items invented by the Anrikiil but this is unproven.
Labor Force: While the core people are prosperous, the whole of the Empire stands on the shoulders of the labor force of slaves, the weak who serve the strong. Their labor force is divided into humanoid slaves, and demi-human slaves. The humanoid slaves are given various cleaning, filthy and labor tasks, but nothing that would be too much for them, and if they do good work they are treated extremely well. The demi-humans however, are given the harshest, toughest, and often most dangerous jobs of all due to their vast numbers and their quick procreation. As the Anrikiil view demi-humans as lower than humanoids completely, it's extremely rare that even the civilians care about these particular slaves, especially due to most of their evil natures. Oftentimes the stronger of the slave tribes have the chance to rise up and become slavers instead of slaves, and Hobgoblin clans are put in charge of said slave tribes with Anrikiil Soldiers overseeing them. The conjoined and organized teamwork keeps the slave force in line.
Rich Agriculture: To counteract the fact that half of their empire is covered in desert, they have discovered and invented a vast number of ways to enrich and fertilize the already rich soil of their country. As a result, what fertile soil they do possess often yields not only a higher quality of crops and herbs, but they also yield a greater quantity in some cases. While it isn't enough to provide vegetation to every settlement in their Empire and meet the demands of the people on it's own, it allows them to grow enough for their staple foods, and allowing them to grow the plants sold and traded. Not to mention that their trade routes allow them to not only meet the demands of their people's hunger and desire for good food, but in some ways exceed it, especially with the help of the halflings.
Expert Craftsmanship: One of the greatest sources of trade and economy for the Anrikiil Empire, their land is littered with talented craftsmen who were taught and trained my masters. While most of the metalworking such as Weapon and Armor smithing is reserved and often solely for the Military, some would provide arms for travelers who required such things, for instance adventurers. Thousands of products made by porcelain and ceramics are crafted and sold by the Anrikiil Empire, as well as products made by Bronze Casting, Gemstone Jewelry (especially Jade), Woodworking & Lacquerware (whose skill came from the Elves, once more unknown how they obtained the knowledge), crafting & painting miniatures and figurines, and of course the art of firework making, in which the Anrikiil Empire is unrivaled in. Their seafood, silk and calligraphy goods are also highly desired by many who enjoy such things.
Tamed Beasts: Horses, Camels, Dogs, Hawks, even Elephants are all animals that the Anrikiil have long since learned how to domesticate, train, and even find uses for them in times of war. However there have also been many sightings of far more exotic, dangerous, and powerful creatures. The most prominent of these sightings have been of griffons, hippogriffs, and wyverns, though a few odd ones mention improbable sightings such as Chimeras, Gorgons, and other impossible examples. Truth is that even if they didn't have such creatures anyways, the Anrikiil's War Elephants were terrifying forces to face in battle and trampling across masses of soldiers.
Currency: The Anrikiil do not use the standard coin system as most countries do. A combination of using a very specific and unique stamp for their coins, placing special marks on the coins faces and edges to further prevent counterfeit, as well as applying a special alchemical finish to their coins to prevent corrosion, scratching, denting and give it a greater shine and polish than ordinary coins has made their coins worth more by themselves. However in addition to this, they also do not use copper or platinum, but rather Rosalum (a rose gold alloy of copper and gold) in place of copper, and Rhodium in place of platinum. Their coins are Rosalum, Electrum, Gold and Rhodium, and the conversion rate is 5 Rosalum to one Electrum, 2 Electrum to 1 Gold, and 5 Gold to 1 Rhodium. However the many things that make their coins special, unique and valuable make their worth double. As such, the conversion rate from standard coins to Anrikiilian coins are 20 copper to one Rosalum, 20 silver to 1 Anrikiilian Electrum, 4 electrum to one Anrikiilian Gold, and 2 platinum for 1 Rhodium. Between their special coins, their strategic thinking, their trade system, access to a multitude of mines for precious minerals, and their strong economy, the Anrikiil Empire has a vast wealth to draw upon, both of Anrikiilian coins and standard coins.
Minerals: The Anrikiil Empire has a vast multitude of mine networks along the mountain ranges, as well as in the midst of the deserts. In addition to the natural mineral veins located in their lands, the knowledge they have extracted from the Dwarves has enabled them to masterfully expand their mines to incredible lengths, and with extreme efficiency in locating and extracting minerals of every sort, which is how they discovered, and exploited Rhodium. As a result they have an abundance of minerals, just as the dwarves often do, especially copper, precious metals, iron (and through iron steel), as well as zinc, tin, and many more. They use these various materials and minerals for their armors and weapons, equipment, even buildings and certain technologies. For excess minerals, or minerals that are no use to them, they trade away to other countries. Or sometimes they'll sell some of their armors and weapons that are either far outdated, or of average work as opposed to their excellent craftsmanship.
Fortifications: Being a war focused Empire, every single city is heavily fortified, practically as much as their castles and fortresses. This isn't just to their walls, but trenches, defensive towers, and various architecture on and in said structures which grant a gran array of advantages for the defenders. These defenses don't just include outer defenses, but interior constructions as well. One such example is strategically placing buildings so that it is easy on the civilians of said cities to live, but also provides disadvantages for invaders, including elevated structures, defensive towers, multiple gates, archer platforms, and in some circumstances tunnel systems. This does not include other things such as cauldrons for pouring down boiling water on their enemies, among other defenses. In addition to reinforced cities and towns, the Anrikiil have a slew of fortresses and watch towers in strategic positions all throughout their territory, and especially along it's borders. Many of these locations are outfitted with not just defenses, but devices which allow them to see farther than most humanoids can, allowing for more efficient work for less patrols and watch.
Military: Arguably their greatest asset of all, the military of the Anrikiil is beyond legendary. While they are greatly feared and hated by most of the world, those who are brave enough to ask for their aid (with a wise and intellectual reason why the Anrikiil should), they are rarely disappointed by the results. In a way, the Empire has four separate armies, each with their own separate divisions, sects, units and so forth. Each army has an overlay of formations, strategies, tactics, and more to use by default, but each general in charge of these armies also come up with their own unique strategies and tactics based on their particular army's talents, strengths and skills, and keep the other generals updated on some of their strategies. Thus the armies can work independently of each other just as well as one uniform force. This is without of course mentioning their various special units and divisions, such as the elite guard, the shinobi force, the sorcerers, and much more in their ranks. Each of them is trained well, even the weakest of them. And while the overall nature of the Empire is quality over quantity, the vast numbers within their Empire have allowed for them to have both quality and quantity.
Trade & Naval Fleet: The vessels the Anrikiil Empire uses are superior to just about every other seaborne vessel from other countries, with only a few exceptions. This is due to their adaptive nature with technologies and crafting mastery. The design of their ships allow for fast travels as well as being extremely durable and handable in times of conflict. The increased defenses of their ships overall allows for their trading ships to be able to handle most threats to them in terms of pirates, raiders, and most monsters, which only adds more reason to not attack their ships on top of the fact that they'd be assaulting an Anrikiil Ship, and thus declaring war on them directly or indirectly. Even great Pirate Lords think twice before making such an attempt. This however is nothing compared to their warships. There are several rumors going around that the Anrikiil have been constructing the greatest warships to ever sail the seas, and even one or two which claim they saw these warships. Their warships and enhanced trade ships increase the reach and effectiveness of their trade routes.
Technological Advancements: One of their obvious technological advancements is their weaponry. Not only does this include swords, axes, bludgeoning weapons, polearms, bows, crossbows and more, but also siege weapons and engines such as ballistae, trebuchet, rams, iron maws and fire lances. They invented an extremely efficient and advanced irrigation system for agriculture, which maximizes their harvest quantity and quality, which is particularly useful in the desert regions. They've learned the dwarven secrets (though unknown means) of stonework and metalworking, which improves their efficiency in creating more items with less metal, and far better quality as well, not to mention their fortifications being far more durable than most other nations. In addition to this they have expanded their knowledge, experience and science in not just alchemical knowledge, but medical science, vastly increasing the wellfare of their people and military. Their unique bridge designs, efficient and sturdy road systems, advanced sewer systems, the well placed aqueducts, and far more enhance the efficiency of every settlement and traveler. However what is well known by most nations is that the Anrikiil Empire had invented Fireworks, and sells those but not how to make them, granting them another economic boon.
Magical Advancements: While their technological advancements are extremely impressive on their own, their magical advancements are just as impressive. While no one has any idea how many spells were invented by these warriors, they definitely know that many spells have been either invented or rediscovered by them. In addition to this, the Anrikiil have created and established a manufacturing process for creating spell scrolls which they have certainly stocked up on while also selling them to travelers and allied nations, granting yet another economic boon for them. However their most impressive feat to date, which has every other country baffled, is that they have discovered a method of either finding magical items, or creating magical items, at a rather alarming rate. Some even swear they discovered completely unique magical items invented by the Anrikiil but this is unproven.
Labor Force: While the core people are prosperous, the whole of the Empire stands on the shoulders of the labor force of slaves, the weak who serve the strong. Their labor force is divided into humanoid slaves, and demi-human slaves. The humanoid slaves are given various cleaning, filthy and labor tasks, but nothing that would be too much for them, and if they do good work they are treated extremely well. The demi-humans however, are given the harshest, toughest, and often most dangerous jobs of all due to their vast numbers and their quick procreation. As the Anrikiil view demi-humans as lower than humanoids completely, it's extremely rare that even the civilians care about these particular slaves, especially due to most of their evil natures. Oftentimes the stronger of the slave tribes have the chance to rise up and become slavers instead of slaves, and Hobgoblin clans are put in charge of said slave tribes with Anrikiil Soldiers overseeing them. The conjoined and organized teamwork keeps the slave force in line.
Rich Agriculture: To counteract the fact that half of their empire is covered in desert, they have discovered and invented a vast number of ways to enrich and fertilize the already rich soil of their country. As a result, what fertile soil they do possess often yields not only a higher quality of crops and herbs, but they also yield a greater quantity in some cases. While it isn't enough to provide vegetation to every settlement in their Empire and meet the demands of the people on it's own, it allows them to grow enough for their staple foods, and allowing them to grow the plants sold and traded. Not to mention that their trade routes allow them to not only meet the demands of their people's hunger and desire for good food, but in some ways exceed it, especially with the help of the halflings.
Expert Craftsmanship: One of the greatest sources of trade and economy for the Anrikiil Empire, their land is littered with talented craftsmen who were taught and trained my masters. While most of the metalworking such as Weapon and Armor smithing is reserved and often solely for the Military, some would provide arms for travelers who required such things, for instance adventurers. Thousands of products made by porcelain and ceramics are crafted and sold by the Anrikiil Empire, as well as products made by Bronze Casting, Gemstone Jewelry (especially Jade), Woodworking & Lacquerware (whose skill came from the Elves, once more unknown how they obtained the knowledge), crafting & painting miniatures and figurines, and of course the art of firework making, in which the Anrikiil Empire is unrivaled in. Their seafood, silk and calligraphy goods are also highly desired by many who enjoy such things.
Tamed Beasts: Horses, Camels, Dogs, Hawks, even Elephants are all animals that the Anrikiil have long since learned how to domesticate, train, and even find uses for them in times of war. However there have also been many sightings of far more exotic, dangerous, and powerful creatures. The most prominent of these sightings have been of griffons, hippogriffs, and wyverns, though a few odd ones mention improbable sightings such as Chimeras, Gorgons, and other impossible examples. Truth is that even if they didn't have such creatures anyways, the Anrikiil's War Elephants were terrifying forces to face in battle and trampling across masses of soldiers.
Demography and Population
For the most part the majority of the Anrikiil Empire consists of Humans. More specifically, Zurasan are the greatest in numbers of the Humans, followed by Rivalzonan, Erasan, and Ainoan. While the Empire houses a great number of humanoids, the humans are clearly the dominant race within it. Part of it is due to their greater procreation, as well as their ambition. However another part of it is that there is a little bit of humancentrism among the populace of the Empire. The fastest way to undermine or work around this is by surpassing humans in terms of intelligence, wisdom, skill, strength, power, and so forth. After all, even if it's not in their nature, every Anrikiil cilivian and soldier is trained since birth to respect power, strength, intellect and authority.
The Dracon are not often seen within settlements of the Anrikiil Empire, but the fact remains that they do dwell within the Empire as tribes and clans. It should be noted that there are more dark dracon clans in the empire than there are light dracon, as their good will is less desired by the Anrikiil than the dark dracon's 'might is right' mindset. It also does not help that the light dracon tend to live near and/or with metallic dragons, enemies of the Anrikiil.
While the Dwarves do dwell in the Anrikiil Empire, the majority of them do not traverse very far beyond their cities and towns at the large hills and mountainsides. Mountain dwarves never dwell on the surface, and Hill dwarves rarely mingle with the humans. Especially due to their distaste of the demi-humans within the labor force, rather seeing them dead. They are still bitter towards the Anrikiil since their clans have been fully taken over by the Empire, but they know that they can't do anything about it.
Gnomes do dwell in the Anrikiil Empire like every other race, however unlike the Dwarves they are only half underground, with the rest residing in Villages, Towns, and sometimes Cities along the rolling hills and dunes of the Empire. Gnomes normally prefer to be left alone, but being denied that they seek the compromise of having a quiet place to work on their research and inventing. Even if the Anrikiil use them to advance their domain in one way or another.
Elves are both more rare than dwarves, while at the same time more common. The High Elves are the most commonly seen, as all high elves prefer a high life style, and their long age allows for intelligence and wisdom to be handed down which makes most of them wise and intelligent and thus qualified for peaceful life. Wood elves are rarely, if ever seen, as most have moved to the Rivalzon. Aquatic elves can be found along the coast and the greater rivers, acting as the 'ocean guardians', but have long since submitted to Anrikiil rule. Drow are more commonly seen in the Anrikiil Empire than other countries, not only due to being more ideal than the Underdark for them, but also because the Anrikiil's treaties with the Underdark denizens. High-Elves rarely have a problem with the Demi-Human labor force, feeling that it's appropriate for evil creatures like Orcs, their mortal enemies.
Halflings are surprisingly more commonly seen despite their homely nature and the Anrikiil's militaristic and strict government and law. Part of this is that the Anrikiil Empire has the resources to allow the halflings a life of comfort no matter what, and because they are surprisingly well at adapting to various scenarios. This, plus the exceptional protection they have in the settlements of any Anrikiil city, town or village is better than they could ever hope for.
Half-Orcs are actually more prominent here than most countries. While it's true that they still receive bullying and discrimination due to their physical appearance, it's less here as the Half-Orcs more often than not actually have the Military watching their back. This is because of their respect for the Half-Orcs and their natural strength, skill, and their innate ability to survive.
Similar to the Half-Orcs, the Nephilim are more welcome in their Empire than they are in other countries. Some bloodlines are under more watchful care than others, while some bloodlines are often a go-to for recruitment assuming they're able to harness, control, focus and efectively weaponize their inner sin as opposed to letting it run rampant.
The Dracon are not often seen within settlements of the Anrikiil Empire, but the fact remains that they do dwell within the Empire as tribes and clans. It should be noted that there are more dark dracon clans in the empire than there are light dracon, as their good will is less desired by the Anrikiil than the dark dracon's 'might is right' mindset. It also does not help that the light dracon tend to live near and/or with metallic dragons, enemies of the Anrikiil.
While the Dwarves do dwell in the Anrikiil Empire, the majority of them do not traverse very far beyond their cities and towns at the large hills and mountainsides. Mountain dwarves never dwell on the surface, and Hill dwarves rarely mingle with the humans. Especially due to their distaste of the demi-humans within the labor force, rather seeing them dead. They are still bitter towards the Anrikiil since their clans have been fully taken over by the Empire, but they know that they can't do anything about it.
Gnomes do dwell in the Anrikiil Empire like every other race, however unlike the Dwarves they are only half underground, with the rest residing in Villages, Towns, and sometimes Cities along the rolling hills and dunes of the Empire. Gnomes normally prefer to be left alone, but being denied that they seek the compromise of having a quiet place to work on their research and inventing. Even if the Anrikiil use them to advance their domain in one way or another.
Elves are both more rare than dwarves, while at the same time more common. The High Elves are the most commonly seen, as all high elves prefer a high life style, and their long age allows for intelligence and wisdom to be handed down which makes most of them wise and intelligent and thus qualified for peaceful life. Wood elves are rarely, if ever seen, as most have moved to the Rivalzon. Aquatic elves can be found along the coast and the greater rivers, acting as the 'ocean guardians', but have long since submitted to Anrikiil rule. Drow are more commonly seen in the Anrikiil Empire than other countries, not only due to being more ideal than the Underdark for them, but also because the Anrikiil's treaties with the Underdark denizens. High-Elves rarely have a problem with the Demi-Human labor force, feeling that it's appropriate for evil creatures like Orcs, their mortal enemies.
Halflings are surprisingly more commonly seen despite their homely nature and the Anrikiil's militaristic and strict government and law. Part of this is that the Anrikiil Empire has the resources to allow the halflings a life of comfort no matter what, and because they are surprisingly well at adapting to various scenarios. This, plus the exceptional protection they have in the settlements of any Anrikiil city, town or village is better than they could ever hope for.
Half-Orcs are actually more prominent here than most countries. While it's true that they still receive bullying and discrimination due to their physical appearance, it's less here as the Half-Orcs more often than not actually have the Military watching their back. This is because of their respect for the Half-Orcs and their natural strength, skill, and their innate ability to survive.
Similar to the Half-Orcs, the Nephilim are more welcome in their Empire than they are in other countries. Some bloodlines are under more watchful care than others, while some bloodlines are often a go-to for recruitment assuming they're able to harness, control, focus and efectively weaponize their inner sin as opposed to letting it run rampant.
Religion
The religion of the Anrikiil focuses heavily on their core principles, and while there are a great many number of deities that are worshipped by the Anrikiil, there are seven that stand above the rest. They are known to the Anrikiil as the Seven Sovereign.
Jinhesha (Jin-Hee-Shah) - God of the Gods. God of Leaders, Power, Judgement, the Afterlife, & Willpower.
Kalkairo (Cal-Keye-Row) - God of War. God of Conquest, Conflict, Expansion, Battle, Trial by Arms, & Victory.
Krokunŭ (Crow-Coo-Nuh) - God of Vengeance. God of Hatred, Revenge, Justice, Grudges, Vows, Wrath.
Kaixīng (Keye-Sheeng) - God of Advancement. God of Improvement, Growth, Research, Reconstruction, & Evolution.
Zhìkaas (Jee-Cas) - God of Wisdom. God of Strategy, Tactics, Cunning, Problem Solving, & Intellect.
Yuriddhi (Yer-Ih-Dee) - God of Prosperity. God of Rain, Fertility, Harvest, Luck, Bounty, Wealth, & Fortune.
Nyāzhī (Nyah-Jee) - God of Households. God of Law, Order, Unity, Mothers, Love, Structure, & Families.
Jinhesha (Jin-Hee-Shah) - God of the Gods. God of Leaders, Power, Judgement, the Afterlife, & Willpower.
Kalkairo (Cal-Keye-Row) - God of War. God of Conquest, Conflict, Expansion, Battle, Trial by Arms, & Victory.
Krokunŭ (Crow-Coo-Nuh) - God of Vengeance. God of Hatred, Revenge, Justice, Grudges, Vows, Wrath.
Kaixīng (Keye-Sheeng) - God of Advancement. God of Improvement, Growth, Research, Reconstruction, & Evolution.
Zhìkaas (Jee-Cas) - God of Wisdom. God of Strategy, Tactics, Cunning, Problem Solving, & Intellect.
Yuriddhi (Yer-Ih-Dee) - God of Prosperity. God of Rain, Fertility, Harvest, Luck, Bounty, Wealth, & Fortune.
Nyāzhī (Nyah-Jee) - God of Households. God of Law, Order, Unity, Mothers, Love, Structure, & Families.
Laws
There are a great many laws in the Anrikiil Empire, both overarching the entire span of the Empire, one of the four sectors of the Empire, or even as small and focused as the Regions and Cities. What is displayed here are the overall laws that must be obeyed across the Empire.
Loyalty & Fealty - Whether you are a citizen of the Anrikiil Empire or a foreigner, all who stand on their soil must at bare minimum show respect, honor, and reverence to those in positions of power such as the leaders in the military, Daimyo, Shogun and Emperor. In addition to this, all citizens are required by law to swear fealty to the Emperor & their servants, show undying loyalty to them, and never question nor disobey their commands.
Martial Service - All civilians are required by law to undergo minimum martial training and be ready for combat. While they are not as highly trained as the military, this makes it harder for invaders to take their land when the civilians pick up weaons to defend their homes as well. It also makes training their civilians quicker and easier when they are drafted for the military.
Taxation - Tax Payments are required by law, it is not an option. The taxes pay for the military, as well as all of the public services such as protection through the military, infrastructure & constructions, transportation, health services, running water, and so forth. Tax evasion is highly punishable.
Family Laws - There are many laws for families. The first is the establishing of Family Hierarchy. While the circumstances of this hiearchy might change, the positions always remain the same: Head of the Household, Elders, Wife & Councilor, Firstborn, followed by the rest. Inheritence is always given to those the court deems worthy of it. Men overall are warriors and craftsmen of the family while women are the domestic & advisors of the household, though it's possible for the roles to be reversed with great effort. Families are expected to have a minimum of two children if they're able. It's nearly impossible to get divorced. Military and Government are able to intervene in family affairs if there's a threat or treason. And all family members take oaths and fealty at a young age, as a young adult, and during special ceremonies.
Education - By law, the only ones able to attend "schools" are the upper class individuals, or those who show a lot of extreme promise, regardless of whether they are middle or lower class (think intelligence or wisdom of 17 or 18). Middle class and Upper class individuals will have mentors & tutors regardless.
Treasonous Speech - Talking ill of the Empire, the Military, The Imperial Court, the Emperor is all highly punishable. Talk to incite rebellions and revolts, sharing strategic information, assassination plots, seditious literature & gossip, religious dissent, revealing state secrets, and propogating lies & falsehoods all have varying degrees of punishments from public punishments such as flogging to enslavement or family exiling, gruesome public executions.
Forbidden Powers - Interactions with, summoning or conjuring, making deals with, worship and service of Fiends such as Demons, Daemons and Devils is extremely forbidden and those who attempt or commit it will suffer a painful death. Necromancy is likewise forbidden and illegal publically, though there are beliefs that the military uses necromancy in secret. Warlocks are HIGHLY regulated, and should any warlocks be discovered they are immediately taken in for regulation. Certain pacts that threaten their Empire are illegal, and unless the pact can be severed the warlocks with said pacts are executed.
Inspections - No matter who they are, everyone is subject to surprise inspections. Every family, every traveler and caravan, storehouses, workshops, etc. These inspections are meant to ensure the laws are being adhered to, collecting taxes for those attempting tax evasion, seeking any stowaways, refugees & criminals, smuggled contraband, and so forth.
Land Regulations - Land is distributed by the Daimyo and Imperial Court, with certain families in charge. However should the efficiency of those living on said land, or how the land itself is being used drops to below standard, those working on said land will at best be made homeless and replaced until they can prove their worth, or at worst become a slave and replaced.
Environmental Protection - Damage to the environment without explicit permission from the Imperial Council, or damage in excess is highly punishable for three reasons. The first is waste of resources. The second is their love of nature. And the third is to avoid the wrath of the Druids Vengeance, for they are not only a neutral party but a powerful and dangerous one.
Dress Code - While their culture allows for people to indulge diversity in their clothes, patterns and outfits, there are rules and laws which restrict those from dressing outside of their social class. Some articles of clothing are only for the upper class, while some are only for the middle class, and the lower class are further restricted. It not only serves to sort everyone into their classes, making it easier to differentiate, but also encourage the strong to rise up in ranks.
Ethic Laws - There are various of laws which vary in severity depending on location. Laws focused on a family's duty and honor. Justice and action on Vengeance. Duties to the social class, position and state. Devotion to the Gods. Frugality. And unprovoked violence unless with good reason (such as vows of Vengeance).
Laws of Citizenship - All citizens are protected and defended by the Military from thugs, criminals, monsters, and so forth. They can own & possess properties & assets save for land. They are able to express so long as it doesn't go against the Empire, the Law or Government. They can practice various religions so long as they do not go against their Laws, Empire or Gods. They are able to find work for pay so long as they are efficient. The Rights of Soldiers, Warriors, Leaders, Samurai and more are far greater than those of average citizenship. It is mandatory for all citizens (including honorary) to learn the Anrikiil language.
Criteria for Honorary Citizenship - To become an honorary citizen with all the rights above, one must have/show potential for, or have previously rendered exceptional service, have something that their race/kingdom possesses which would enhance their culture for their better, and are fit for craftsmanship or servitude through military life. If they cannot meet these conditions, they are either placed at the bottom of the middle class as laberors, or are made into servants or slaves.
Laws of Justice - Overall, unless there's enough witnesses and evidence, accused are presumed guilty. In circumstances where there's as much evidence and witnesses for and against, they perform trials of the Gods. If someone wishes to legally gain vengeance against another, they may do so through trial of combat under oath of the Gods. No matter what however, if the Daimyo, Shogen or Emperor declare one guilty, they are legally guilty.
Foreign Policy Laws - These laws are for any interactions between the Empire and foreign countries. Any process for forming or dissolving alliances with other nations requires the approval of the Emperor and/or Shogun in certain circumstances. This goes for War declarations as well. Trade between the Empire and any other country is highly regulated, restricted (intensity determined by current condition of relationship with said country), and always inspected across borders & in settlements. A series of laws for Anrikiil civilian when on foreign territory. A list of war crimes & rules of engagement, and laws on diplomatic immunity for both the Anrikiil diplomats and foreign diplomats.
Loyalty & Fealty - Whether you are a citizen of the Anrikiil Empire or a foreigner, all who stand on their soil must at bare minimum show respect, honor, and reverence to those in positions of power such as the leaders in the military, Daimyo, Shogun and Emperor. In addition to this, all citizens are required by law to swear fealty to the Emperor & their servants, show undying loyalty to them, and never question nor disobey their commands.
Martial Service - All civilians are required by law to undergo minimum martial training and be ready for combat. While they are not as highly trained as the military, this makes it harder for invaders to take their land when the civilians pick up weaons to defend their homes as well. It also makes training their civilians quicker and easier when they are drafted for the military.
Taxation - Tax Payments are required by law, it is not an option. The taxes pay for the military, as well as all of the public services such as protection through the military, infrastructure & constructions, transportation, health services, running water, and so forth. Tax evasion is highly punishable.
Family Laws - There are many laws for families. The first is the establishing of Family Hierarchy. While the circumstances of this hiearchy might change, the positions always remain the same: Head of the Household, Elders, Wife & Councilor, Firstborn, followed by the rest. Inheritence is always given to those the court deems worthy of it. Men overall are warriors and craftsmen of the family while women are the domestic & advisors of the household, though it's possible for the roles to be reversed with great effort. Families are expected to have a minimum of two children if they're able. It's nearly impossible to get divorced. Military and Government are able to intervene in family affairs if there's a threat or treason. And all family members take oaths and fealty at a young age, as a young adult, and during special ceremonies.
Education - By law, the only ones able to attend "schools" are the upper class individuals, or those who show a lot of extreme promise, regardless of whether they are middle or lower class (think intelligence or wisdom of 17 or 18). Middle class and Upper class individuals will have mentors & tutors regardless.
Treasonous Speech - Talking ill of the Empire, the Military, The Imperial Court, the Emperor is all highly punishable. Talk to incite rebellions and revolts, sharing strategic information, assassination plots, seditious literature & gossip, religious dissent, revealing state secrets, and propogating lies & falsehoods all have varying degrees of punishments from public punishments such as flogging to enslavement or family exiling, gruesome public executions.
Forbidden Powers - Interactions with, summoning or conjuring, making deals with, worship and service of Fiends such as Demons, Daemons and Devils is extremely forbidden and those who attempt or commit it will suffer a painful death. Necromancy is likewise forbidden and illegal publically, though there are beliefs that the military uses necromancy in secret. Warlocks are HIGHLY regulated, and should any warlocks be discovered they are immediately taken in for regulation. Certain pacts that threaten their Empire are illegal, and unless the pact can be severed the warlocks with said pacts are executed.
Inspections - No matter who they are, everyone is subject to surprise inspections. Every family, every traveler and caravan, storehouses, workshops, etc. These inspections are meant to ensure the laws are being adhered to, collecting taxes for those attempting tax evasion, seeking any stowaways, refugees & criminals, smuggled contraband, and so forth.
Land Regulations - Land is distributed by the Daimyo and Imperial Court, with certain families in charge. However should the efficiency of those living on said land, or how the land itself is being used drops to below standard, those working on said land will at best be made homeless and replaced until they can prove their worth, or at worst become a slave and replaced.
Environmental Protection - Damage to the environment without explicit permission from the Imperial Council, or damage in excess is highly punishable for three reasons. The first is waste of resources. The second is their love of nature. And the third is to avoid the wrath of the Druids Vengeance, for they are not only a neutral party but a powerful and dangerous one.
Dress Code - While their culture allows for people to indulge diversity in their clothes, patterns and outfits, there are rules and laws which restrict those from dressing outside of their social class. Some articles of clothing are only for the upper class, while some are only for the middle class, and the lower class are further restricted. It not only serves to sort everyone into their classes, making it easier to differentiate, but also encourage the strong to rise up in ranks.
Ethic Laws - There are various of laws which vary in severity depending on location. Laws focused on a family's duty and honor. Justice and action on Vengeance. Duties to the social class, position and state. Devotion to the Gods. Frugality. And unprovoked violence unless with good reason (such as vows of Vengeance).
Laws of Citizenship - All citizens are protected and defended by the Military from thugs, criminals, monsters, and so forth. They can own & possess properties & assets save for land. They are able to express so long as it doesn't go against the Empire, the Law or Government. They can practice various religions so long as they do not go against their Laws, Empire or Gods. They are able to find work for pay so long as they are efficient. The Rights of Soldiers, Warriors, Leaders, Samurai and more are far greater than those of average citizenship. It is mandatory for all citizens (including honorary) to learn the Anrikiil language.
Criteria for Honorary Citizenship - To become an honorary citizen with all the rights above, one must have/show potential for, or have previously rendered exceptional service, have something that their race/kingdom possesses which would enhance their culture for their better, and are fit for craftsmanship or servitude through military life. If they cannot meet these conditions, they are either placed at the bottom of the middle class as laberors, or are made into servants or slaves.
Laws of Justice - Overall, unless there's enough witnesses and evidence, accused are presumed guilty. In circumstances where there's as much evidence and witnesses for and against, they perform trials of the Gods. If someone wishes to legally gain vengeance against another, they may do so through trial of combat under oath of the Gods. No matter what however, if the Daimyo, Shogen or Emperor declare one guilty, they are legally guilty.
Foreign Policy Laws - These laws are for any interactions between the Empire and foreign countries. Any process for forming or dissolving alliances with other nations requires the approval of the Emperor and/or Shogun in certain circumstances. This goes for War declarations as well. Trade between the Empire and any other country is highly regulated, restricted (intensity determined by current condition of relationship with said country), and always inspected across borders & in settlements. A series of laws for Anrikiil civilian when on foreign territory. A list of war crimes & rules of engagement, and laws on diplomatic immunity for both the Anrikiil diplomats and foreign diplomats.
The Sharpest Blade Cannot Pierce Our Shadow
Founding Date
1312 ADA
Alternative Names
The Sovereign Imperium, The Eternal Empire
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Anrikiil
Leader Title
Government System
Meritocracy
Power Structure
Unitary state
Economic System
Command/Planned economy
Currency
Anrikiil Currency
Rosalum instead of Copper
Anrikiil Electrum instead of Silver
Anrikiil Gold instead of Electrum
Rhodium instead of Gold
Rosalum instead of Copper
Anrikiil Electrum instead of Silver
Anrikiil Gold instead of Electrum
Rhodium instead of Gold
Legislative Body
The Emperor
Shogun
Daimyo
Shogun
Daimyo
Judicial Body
Daimyo
Hatamoto
Karō
Kanrei
Voctio
Hatamoto
Karō
Kanrei
Voctio
Executive Body
All parties are responsible, but those who directly enforce it are:
Machi-Bugyō
Metsuke
Military as a Whole.
Machi-Bugyō
Metsuke
Military as a Whole.
Official Languages