The Krovian Empire's reign of central Tonarian and its absolute hold on vital trade routes has swelled the empire to one of, if not the largest, governments on Erenel. Like an ever-shifting maze of corruption, the Krovian Empires' network of magistrates, wardens and nobles all answer to the supreme political power, King Marivaldi Dominus. Considering itself the founding seat of civilization, the Krovian Empire lives the idea of being the world's beating heart. Thanks to the adventurous spirit of the Rashemi people and prime travel routes to other aspiring nations, Krovians travel across Erenel only to return home to a thriving heartland.
Lands of the Krovian Empire
Emboldened by human ambition, the Krovian Empire encompasses the entirety of the Tonarian Grasslands reaching north to the war fields and gulf of storms, to the southern border of the crestfallen mountains and wildwoods. The following cities are under the protection of the Krovian Empire and are represented in lawmaking by one of the nobles of the Seven Great Houses.
The government of Krov is comprised of differing branches, each with a unique influence. The monarchs of Krov must share power with strict government entities that have been around since the founding of the Monarchy.
At the top of political power sits King Marivaldi Dominus III, son of the late Queen Isabel Dominus. King Dominus III enjoys monarchical powers thanks to political maneuvering by his powerful and famous mother. Declarations made by King Dominus III from atop the Golden Throne become law almost by default. However, Wardens retain the ability to counter anything brash or foolish that violates the Empires Charter. One representative from each of the Seven Great Houses sits on an advisory council known as the Court of the Golden Throne. The king cannot dismiss the Court of the Golden Throne as politics dictate that he at least listens to arguments presented by the Seven Great Houses. Each family of the Seven Great Houses own substantial land and look after settlements under the empire’s banner for the king.
Living in the keep with the king and his adopted daughter, Cathryn Dominus, is a powerful figurehead and commander of the Golden Claw known as The Voice. The Voice is considered the second most influential individual in the city and is the only one who can begin the process of removing a corrupt monarch. Calling the Golden Claw to evict a monarch places the Court of the Golden Throne in much higher standing than the king would care to admit. This act has never been executed in the over 500 years of its existence.
Because the king cannot regulate every aspect of the city, nor does he want to, a set of magistrates divide responsibilities. When a new king or queen takes the Golden Throne, they can choose to appoint new or retain previous magistrates. The most well-known magistrate is the Magistrate of Commerce.
Alexander Cicato, Magistrate of Commerce.
The most hated magistrate and person in Krov is the tax collector. The Magistrate of Commerce oversees collecting taxes and regulating city fees while working with the Krovian Army to break unionization.
Authoritative judges in the empire, Wardens have legislative oversight. Any declarations made by the king must first face review from the Wardens, who vote on its legality regarding the Empire’s Charter. Twenty Wardens must examine the decree to amend the charter, and sixteen of them must accept it to become law. If the Wardens review and reject, one of the Wardens who voted against the decree must advise the king on what must be done to make it more acceptable. The main task of Wardens is to try criminal cases and settle civil disputes. For most crimes and all civil conflicts, a single Warden will oversee the proceedings; however, it is not uncommon to see multiple Wardens present in significant cases. All Krovian cities will have a minimum of one Warden living on location for every 5,000 Krovians.
Language in the Krovian Empire can be split into halves. To the north, along the Tonarian Ocean and South West of the War Fields, Krovians tend to speak Gurn. Nobles in the north speak Gurn but are well versed in Igrati, the romance language and most spoken language in communities to the south. Krovians who speak Gurn are disrespectfully viewed by southern krovians as lowborn with barbaric tendencies. This comes from a Krovians hate of the Caelian people and the Warlords Alliance of the Northlands.
A language caught between two cultures. Gurn has evolved from a mix of Igrati and Narn and is commonly spoke in the War Fields. Here, the Rashemi and Caelian dialects collide uniquely. Aspects of the romance language mixed with the harsh and sonorous complexity of Narn make Gurn a popular choice for Bards interested in performing chants.
The language of the Krovian Empire, Igrati, is often referred to as the romance language. Rich with poetry, scholarly writing, and history, having a conversation in Igrati is similar to a dance, thanks to the dialect's enormous vocabulary.
Trade & Transport
Fairly well populated with numerous farming towns and trading centers, cities in the Krovian Empire benefit from access to roadways and the might of the Golden Claw army patrolling the grasslands on the backs of griffons. Exporting and importing goods from multiple port cities under the empire is easily accessible and protected by Krovian warships. These benefits have guided Krovians to prosperity while ushering a growing resentment toward poorer Krovians deemed “lazy” and unwilling to work with the opportunities provided. Conversation at noble balls often evolves into the dispute that anyone can become a noble if they work hard enough, but who has increased their status the most this season?
Head of State
Official State Religion
Crimes and PunishmentPunishment for violent crimes in the Krovian Empire is harsh, but the general populace consider them fair. Non-violent crimes carry differing punishments depending on reputation of the criminal. Branding the criminal is a popular punishment leaving markings under the criminals left eye. The following selections of crimes and their punishments should not be considered all-inclusive as the legal system is ever changing. Accidental Death: Pay restitution or torture and imprisonment for 5-10 years Arson: Pay restitution or branding, imprisonment for 5-10 years and murder charge if fire kills Murder: Torture and death Robbery: Pay restitution or branding and imprisonment for 2-5 years Treason: Torture and death Unionizing: Branding and imprisonment for 5-10 years
The Bank of Numis mints unique Krovian coins used throughout Erenel. Many establishments will only take coins minted by the Bank of Numis but do offer ways to convert currency into legal tender. Copper Pinch: Usually referred to as simply a pinch for both the plural and singular form. Calling multiple copper coins "pinches" will bring about laughter from the citizens. Silver Anchor: Referred to as the Anchor due to it being the most commonly used coin in Krov. Gold Crown: Occasionally referred to as simply a crown. Platinum Denar: Always called by its full name mainly due to nobles possessing them and wanting to draw attention to their purchase.
The Golden Claw are elite members of the Krovian Army, distinguished by their winged helmets. Only after a Krovian Guard performs a great service to the empire and successfully trains a griffon at the behest of the Voice can they join the ranks of the Golden Claw. Griffons are the adopted sigil and beast of the Krovian Empire. Considered members of the Golden Claw, Griffons receive equal medical attention when injured in battle. They are awarded an honorary burial in the Golden Claw’s catacombs upon their death.