Domuc Empire Organization in Galledall | World Anvil

Domuc Empire

The Domuc Empire is a younger one, living on the tip of the Katawani Peninsula where the desert gives way to the first jungles. The Domuc Empire's primary interest lies in expansion and technological progress. Instead of magic, the people of this land are taught to rely on their intellects alone, as well as their swords and spears. Though they are in a lucrative position to trade with the rest of Galledall, the ruling class of giff instead wage war from both land and sea, and seek to expand their territory by similar means. Their study of mathematics and architecture has given them secrets to nearly indestructible walls, massive bridges, and powerful siege engines. If it were not for their rivalry with their two neighbors, the United Clans of Midiiz and the Republic of Viltanor, they would have annexed the entirety of the Katawani Peninsula. The empire's lack of desire to exploit their position for trade has left the space open to many prospecting guilds.  

History

Age of Mortals

It is unknown who inhabited the region of Southern Katawan First, but it is believed that first hobgoblins wandered through before the dark skinned humans were either settled there by the dragons, giants, or neither. By the end of the Dragon-Giant Wars however, both of these races were living in the region, constantly fighting each other for control and survival.

One myth states that a human from the royal family known as the Giff found an imprisoned water genie called a Marid. This Marid was rumored to have been the king of the Marids and the sea, and was capable of granting wishes. The human who found him made the Marid his servant, and impressed everyone by showing him off to others while he thought of a wish, despite the Marid's impatience. The human threatened the current king that he would wish him into a toad should he not abdicate to him directly, which he did so, making him ruler of the land. Finally, after years of showing off the Marid to anyone who would listen him flaunt the power he possessed, he finally started making his wishes. While the Marid sought to use the king's wishes against him, the king was no fool, and worded them carefully. First, he wished that his kingdom be forever bountiful, full of game to hunt and fields ever fruitful. So it was that the land's harvests were unparalleled by all others. Then, the king wished that the mines of the land would also be bountiful with precious stones and valuable ore. So it was that the mines of the land had a seemingly endless supply of gems, gold and silver. Finally, the king wished he had his own magical power, greater than any mage who had ever lived, this too was given to the king. Now, while the king was wise, the Marid was far more clever, and though the king had worded everything carefully, it had still tricked him. The Marid had told the King that since he himself was king of the Marids, he could grant up to four wishes. The Marid knew that he would only use three to keep him in his service forever and never use all wishes, but in reality he only needed to grant three before he was freed. So, upon the final wish being granted, the Marid was freed and the chaos began. The fertile lands and constant rain that had allowed the massive crops to grow also flooded villages, and roads. Rain forests soon grew over the region, making the land difficult to traverse. The earth was so heavy with minerals and stones that most mines collapsed under the weight of their own subterranean wealth. Those that did not close entirely soon were discovered by thieves and rival kingdoms who sought to plunder them for themselves. And while the king was given more power than anyone else, he had no control over his own magic, and ended up burning the capital down accidentally. While the Marid could have left him at that, the last thing he did was turn the king and the entire royal Giff family into humanoids that resembled hippos, cursing them for their greed and gluttony, stating that if they were to desire living so decadently, they should also look the part. Then the Marid left, and the Giff were born as a race.

 

Post-Cataclysm

Recorded history slowly returned to the area of Southern Katawan around 650 P.C. by the hobgoblins that inhabited the lands. These hobgoblins had descended from the first Anginn incursions into Vadovass, who had gotten lost and stranded after they were defeated by the giants. Now they sought to establish kingdoms for themselves, before their Anginn culture was entirely forgotten. Opposed to the hobgoblins were the many humans that lived in the area, and the two races fought constantly for hundreds of years. The hobgoblins would conquer the humans, only for the humans to revolt and destroy their kingdoms. Deep in the jungles of the land resided the giff, living quietly in their own cities while wars raged. The giff remained well defended and constantly watched for attackers. Both the hobgoblins and humans saw the giff as monstrous, but they were far more advanced than either of the warring races. Most groups from either race were unable to get the means to attack them. Many used stone weapons, with rusted blades being a commodity, the means to make them forgotten over the centuries. Their armor was made of animal hides, and was not very useful in blocking metal weapons or projectiles. Meanwhile, the giff both had the knowledge and capability to maintain their metal weaponry and armor. The land was isolated enough to where few outsiders made contact with the people who lived inside, and most exchanges with the outside world were hostile anyway.

Around 1650 P.C., the giff began to expand at a steady rate. Over the centuries they had amassed an army of both humans and hobgoblins descended from captives who had tried to attack their lands years ago. Deployed together, they managed to beat back the tribal invaders with their advanced weaponry and tactics. Though it was slow, the giff began to spread, and by 1950 P.C. there were over a dozen giff kingdoms, the tribes played only a small role in the politics of the land. Most had been either killed, or captured and integrated into some of the kingdoms. While the giff kingdoms typically got along well, but competition for resources forced them to fight one another. Most of the wars were small in scale at first, but started to become more deadly and aggressive. In 2041 P.C, Zamra Domucar was made the king of his realm, a small kingdom for which he had great plans. Going to war with his smallest neighbor, he conquered them, absorbing their warriors into his own army's ranks. For years he would repeat this with his more powerful neighbors until he became indisputably the strongest in the entire region. Most other kingdoms had no desire to fight the empire by the time he officially established it in 2059 P.C., it officially became known as the Domuc Empire.

First, the Domuc worked to finish conquering the rest of their land, which they had done so by 2077 P.C. Conquering and incorporating their neighbors brought them next to two far larger nations: The Republic of Viltanor and the United Clans of Midiiz. Some of the dragonborn from Midiiz had actually traveled and settled in the Domuc, their clans having been dissolved or forced out by the ruling families. They told of the bloodthirsty mercenaries of the clans of Midiiz, and how deadly they were. To get strong enough to eventually fight them, the empire decided to first invade and conquer the final small kingdoms that bordered the republic. Though these kingdoms had their sovereignty guaranteed by the Republic of Viltanor, the Domuc invaded anyway, not fearing for any consequences of their actions. They felt that the republic would be pushovers and would be slow to fight. They were correct after war had been declared in 2131 P.C., with the Domuc Empire managing to cede a large portion of the republic's territory, their armies pitiful against those of the Domuc.

After the military was ready once more, the Domuc Empire declared war on the United Clans of Midiiz, using an attack by bandits on a border village of the Domuc as a casus belli of conspiracy by the clans. The clans of Midiiz were perhaps the only other truly rich power in Katawan beside the Domuc, and the empire decided that taking their capital would cripple them as a future threat and economic rival. However, once they had begun marching into clan territory, they were attacked from the east by the republic, eager for revenge. Though the war was close, the Domuc had been fighting a war of attrition and could not keep up. Since then, the Domuc have made both nations their sworn enemies. The three have fought over ten wars with one another since then, each one resulting in a stalemate.

 

Age of Restoration

The return of magic has affected the Domuc Empire negligibly, their people uninterested in magical practices. However, they were persuaded to attack the United Clans of Midiiz in 15 A.o.R. by Malik, who told them that their forces were almost entirely on the border of Kildranos. Though suspicious of the prophet they knew also was a mage, they decided they could not pass up the opportunity, and nearly took Midiiz itself. However, the Katawani Kingdom to the north and their old enemy the Republic of Viltanor attacked them from the east once more. This time, the Domuc marched over the Katawani, taking their capital Scannon, forcing the republic to march in and invade. Though the Domuc took the old Kingdom, they were not able to take Midiiz before KildranĀ fell to the League of Tilliden. While Viltanor demanded that they would make peace only when the Katawani Kingdom's land had been restored, Midiiz was practically bled dry from the wars, while none of the other allies in the War of the Warlocks were in a position to assist should hostilities continue. It was with great reluctance the republic made peace with the Domuc Empire, who was permitted to keep the land they had conquered.

   

Social

The Domuc Empire is very diverse compared to some other nations, at least in terms of percentage of the population. Humans make up just over half of the population, with other common races including those that are typically viewed with suspicion and mistrust in many other lands. Hobgoblins, orcs, and tieflings are all found here more commonly than they would be elsewhere on Vadovass, their populations instructed to tolerate and accept each other's presence. The mixing of races in the military of the empire has made racism very uncommon within. If nothing else, many know the empire as a place where nearly anyone can go and not be discriminated against.

The cultural values of the Domuc Empire are similar to those of the other military powers of Vadovass, such as the Almaridians and Hadarans. The Domuc Empire values order and progress similar to the former, but also military service and tradition like the latter. However they also have values that make them distinct from both, the primary example being that pride only belongs to those who truly distinguish themselves and prove their worth. Those who make false claims of skill only to fail later become social pariahs. Humility is greatly encouraged in the empire, and even skilled craftsmen and warriors will consider themselves merely novices. Another cultural value of the empire is decadence, with images of fat nobles wearing golden silks and jewels eating entire pigs and chickens whole. This stereotypical view is far from accurate, but is based in both the truth that the land of the empire is ripe and its people not discouraged from enjoying themselves during times of peace. In return for their hard work in both making the empire work better and get stronger, almost no vice is left unfulfilled to those who seek it. Yet when it is time for work or war, full and almost religious commitment is expected.

Finally, the culture of the Domuc Empire is heavily influenced by the military tradition and values of the hobgoblins who were some of the first people to live in the area. Though they are nothing like the Anginn's original soldiers, they still have a natural desire to wage war. This has permeated the rest of the empire's culture, but while many other nations see war as a grim necessity (at least outwardly), the Domuc see war as their favorite recreational past time. It is another chance to gain land, money, captives, and glory and to prove oneself worthy of displaying pride for their actions. Because of this, while the enemies of the Domuc despise them and cannot wait for them to fall, the Domuc see them as a worthy challenge and fitting foes, both eager and dreading the day their forces defeat them for good.

 

Political

The Domuc Empire is a hegemonic empire, meaning the emperor has absolute authority and control over the entire nation. Almost all new laws are established by the emperor, with only he able to change them. He can grant power to those he deems necessary to help run the empire, with their positions taken away should they no longer prove useful. At times with a competent emperor, this allows things to move very quickly and changes to be enacted almost immediately after being decreed. However, at times when an emperor is incompetent or slow, improvements move at a crawl. The ruling class is composed of almost exclusively giff, with the only exceptions being those the emperor appoints themselves to higher positions. While their capital is in Lightport, much of the administrative duties are carried out in the old capital, and ancient and beautiful city in the heart of the rain forests known as Baat Kenche.

 

Economic

Whether or not the old legends are true about the land being blessed by the king of the Marid, the land is indeed both unnaturally fertile and laden with precious metals and gemstones. However while rich, the ruling class has little need for wealth and pays almost no attention to trade. Instead, guilds are allowed to establish and rule themselves, working out of their own mines, farms, and factories to produce the goods they then trade across the rest of Vadovass. Domuc jewels and jewelry is prized across nearly all nations, and the food from their farms and pastures can make it as far north as Middelgemard.

While the land is fruitful, it is also hostile. Dense rain forests make for difficult terrain to cross, and many creatures that reside within carry deadly diseases or poisons. Though the penalty for banditry and piracy is torture and death, some simply cannot resist upon seeing the wealth of the area. For many, all that is needed is to make one good haul to live like kings for months. This has required the Domuc Empire to establish an extensive and carefully maintained system of stone roads. The walls they have constructed have been carefully developed over the years, being centuries ahead of what the rest of the continent offers. And their need to treat diseases without magic, as well as the abundance of rare herbs in the area has made them excellent healers and apothecaries. The greater understanding of science and mathematics the Domuc Empire posses helps their intrastate economy flourish.

 

Religious

The Domuc Empire is theocracy of the Galledallian Panteheon, but in name only. In 1855 P.C., they agreed to become one in order to stay in the good graces of the Hadaran Empire, perhaps their only ally. While the priesthood does have a great deal of power, they already had that power before the title of theocracy was added. Their people are far less committed to the gods than one would find in Shiminore or Hadar, but more so than one would find in the Almaridian Empire. Because of the great numbers of non-humans in the empire, the typical human gods of the pantheon are made less important, making room for many of the less common gods found in the pantheon. While relying on the sciences for their every day lives and placing great value on them, the Domuc are a surprisingly superstitious people. This primarily appears in their great skills in astronomy, which far surpasses all other Vadovan nations, yet they are great believers in reading the heavens for signs of omens and prophecies. These superstitions are some of the only things holding the Domuc back from many going out to fulfill their vices all the time, while many worship certain deities who are devoted to the vices instead.

 

Military

All citizens of the Domuc Empire serve as soldiers for a minimum of three years, with training starting during adolescence. Afterwards, a soldier can choose to remain in the military or choose a vocation for themselves. The Domuc Empire has one of the largest professional standing armies in Vadovass at all times, equal to those of the New Golden Alliance and only exceeded by the Hadaran Empire. In addition to a large military, even the standard soldiers are diligently trained, with the harsh hobgoblins serving as instructors. The empire uses its own troops, seeing mercenaries as unreliable and disgraceful to bring into a war against their enemies. However, the empire is also known to use captured animals, training them for specific tasks. The most infamous of these are the war elephants, which historically forced the Republic of Viltanor to quickly lose the initial battles of their first war. The superb understanding of engineering also made the walls of the Domuc cities impregnable, and also gave them the knowledge they needed to develop some of the most powerful trebuchets ever devised, which the empire uses to great effect on other nations. While the army is second only to the Anginn, their navy leaves much to be desired, and is a point of shame for the empire. They are vastly outdone by both their neighbors, and have only started to introduce the same disciplines they have in their armies into the navy. It has been rumored they are working on new weapons to equip to their ships that would allow them to compete. The new material is supposedly highly combustible and could have many applications once mastered.

 

Foreign Relations

The Domuc's immediate neighbors, the Republic of Viltanor and the United Clans of Midiiz, have closed borders with the Domuc Empire, constantly patrolling the border and prepared for any kind of sudden invasion. This means the only legal ways to enter the empire is to sail into its ports from a country far away or cross the Katawani Desert. The lack of contact most have with it makes the land enigmatic to nations nearby at best, and almost mythic to nations that lie farther north. While the empire gets no lack of merchants, few travel too much further north than the Free Kingdom of Soldern. The only 'friend' of the Domuc Empire is the Hadaran Empire, who both share many of the same values and pantheons. They consistently trade with each other and have cordial diplomatic relations.

   

Magic

Culturally the Domuc Empire has always had distrust towards magic, having strong disdain for its study and practitioners. While many joke about it being because the last time they used magic the royal family was turned into the giff race, they see it as an uncontrollable force. Many also do not know if magic will remain in the land for long, as it has disappeared twice before. Instead, the Domuc Empire relies on their understanding of science, math, and medicine for most of the problems that magic could be applied to. There are multiple academies that are well known in the area for teaching the subjects, and has given the empire a greater understanding of psychology, physiology, biology, astronomy, alchemy, chemistry, mathematics, engineering, architecture, and physics than exists anywhere else. Those who choose to pursue magic over these studies are often outcast.

Type
Geopolitical, Empire

Brothers of the Faith


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