Imperium of Karadia

Today's most powerful country, created nearly 3000 years ago when human warlord named Falon the Conqueror marched south, leading a vast host of warriors. His succesfull conquest of Frankia, Itavia and Itirria laid foundation for creation of Imperium of Karadia. It happened due to a long series of coincidences, that led to Imperium of Menoria intervention in Karadia, with Grand Empire starting as its sattelite state and a center of its influence over big part of this continent.
  Today it is a vast despotic monarchy, in fact being a federation of equally vast number of lesser states. With Imperium itself being more of a one, central state, that rules over the whole Karathia (plus parts of Arrica and Arzia, sometimes also whole or nearly whole of Lana) through a wide selection of supranational organizations, whose existence is in long term beneficial for the vassal states - which, together with might of Imperial Army, serves as a carrot and a stick, and main motivation for member-states to remain part of it. Noone leaves the Imperium.

Structure

Imperator

Imperium of Karadia is ruled by Imperators, a despotic rulers considered the voice of gods in whose name they rule over gods entire dominion in the Light. They reside in Imperial Palace in Falon-nir, in the southern part of Itavian Peninsula. They are a centerpoint fo Imperium as a whole, with a number of immensely powerful - and mostly autonomous - organizations that form an Imperium as it is respond only to them.
  The Imperators (sometimes also called Grand Emperors, to differ them from a variety of 'emperors' they rule over) have an absolute power over every single being on karadian soil, capable of having every person they wish to make 'disappear' executed for no reason other than their wish. Of course, they are ultimately a single person - that can meet and dislike a limited ammount of people - and one that rarely is homicidally insane.
  Imperators are also subjected to the same problem as most people of their stature - they quickly lose any contact with the world, relying on members of their courts for information. Sometimes ending up as a marionnetes of their courtiers, that can influence their actions by controlling informations they receive.
  Imperium is divided into Regions and Provinces. Regions are regional groups of provinces, grouped under a common governance to counter threats and crises that afflict more than one province. When they actually do not happen, power of the regional governors is very limited, unlike the provincial governors who - due to ruling over smaller areas - are deemed a lesser threat to the Imperium.
  Despite existing for nearly 3000 years, the organization structure changed over time in a surprisingly small manner, mainly due to being a direct creation of Gods - imperfections and defects are impossible, unless the darker powers of their religion intervene. Day-to-day crises happen, of course, but they are all accounted for, with gods taking necessary measures and slightly pushing things in the favour of repair of the situation - of course without anybody noticing the problem.
 

Provinces

Provinces are divided into four categories.
  Imperial Provinces belong to Grand Emperor directly - they mostly lie in Itavia and Northern Arrica, forming an economic backbone of the Imperium due to their ancient monopol on genmaturgy-made crops from Menoria. They are governed by the Lower Chamber of Imperial Council.
  Royal Provinces are areas that are under full control of singular political entities considered a vassals of the Grand Emperors. They are ruled by appointed citizens of local origin - in most cases younger children of members of aristocracy, or generally other people that wiill be aware of local circumstances while being loyal to the Imperium. Without offending local rulers by sending people from the outside to oversee their lands.
  Governor Provinces are ruled by governors appointed in most cases from the Imperial Senate, of course by the Imperator himself. Thus they are also called Senatorial Provinces. They are created when the territory is divided into two or more countries, to prevent any of them to feel 'offended' by Imperium by choosing it to form a backbone off local imperial administration. Thus, the governors come from an outside, sometimes even periodically changing the place they reside in.
  Legate Provinces are ares that are very sparsely inhabited, with Imperium controling it simply by setting there a permanent garrison, in most cases small due to problems with logistics in such a barely inhabited lands. This garrison is there to represent an Imperial influence, and work as a sort of an early warning station, with some problems growing out in most cases bringing the attention of the garrison before reaching more important region.
 

Organization

Provinces ultimately are mostly a centerpoints of local activities of the Imperium. With local treasury (receiving money from local country/countries), and a local headquarters of Brotherhood of Crows, Imperial Magic Guild and so on - all of them placed in a single place, to ensure that they can easily exchange informations. Not to mention making financing all organizations easier by lowering chance of somebody succesfully stealing the money from convoy..
  The provincial governors do not have any direct power over local inhabitants, supposed to only oversee local activity of imperial organizations. They are also local representatives of Imperium, working as a sort of ambassadors and delivering the will of Grand Emperor to his vassals and receiving petitions in his name. If Imperators are voice of the gods in the Light, governors are a voice of Imperators on certain, limited in size parts of the world.
  Grand Empire can be much better summed by describing all of its multitude of influential organizations, that serve as nervous system of Imperium as a whole.

Public Agenda

Ultimately it is next to impossible to speak of some unified public agenda of Imperium. As many empires it exists because it exists. Grand Emperors rule, because it is their divine mandate. Gods play the Great Game in a way that transcends human understanding, with even Emperor ultimately being merely a glorified pawn on the chessboard of the Divines.
  Of course Gods rarely intervene openly, instead playing from the background an infinite ammount of games simultaneously. Influencing things slightly, pushing people to preferred actions my small 'coincidences' and things like that. Noticing their actions is impossible if they do not wish for this to happen. Normal, average people see a deadly, decadent court, with organizations and noble Houses fighting for influence and attention of the Grand Emperors, with most of the outside (and inside) policies being a resultant of this internal fights.
  ...a resultant that fits an agenda of one or more gods, that actually managed to achieve victory in one of the little games the Great Game is made off.

Demography and Population

Imperium rules over a vast assortment of vassal states, that are mostly independent. They are even allowed to wage wars/conduct diplomacy between each other, with only the contacts with the outside states being censored and needing to go through the Imperium as a mediator.
  On one hand being a vassal of Imperium cost money and limits influence, on second however it is highly beneficial. Imperium provides magician and can defend one's country from for example a wild daemon lord decimating the population in a fit of rage. It is just powerful enough to fight against a big size crisis that sometimes befell the world - and win, especially with help of the Gods. It also can be called to ensure that certain deals and so on are upholded. All you need to do is dedicate the written treaty to Ember, Imperial God of honour, loyalty and oaths, and if you actually break, Imperium is going to be REALLY displeased.
  It's general population is divided between those that possess an imperial citizenship and those that do not. The first one are members of vast array of organizations that the Imperium is made up from - actually even 'regular' citizens of Imperial Province are not Imperial citizens. They are expected to obey the laws of the Imperium no matter where they are, and have a vast number of other benefits. Exact number of general population of Imperium is unknown, but the number of Imperial Citizens is believed to be close to 11 million people, mostly adventurers, magicians and soldiers.
  An important part of the Imperial Citizens are so called Imperial Houses - sometimes ancient familias with influences on all levels of Imperium, with a sort of an open secret that they are 'patronized' by certain Gods, ensured to not die out and to more or less thrive. Their existence is vital to the Great Game played by Gods within various Imperium's organizations, serving as a sort of a flags - a House gaining new position is like a metaphorical 'flag' of his god waving over a captured castle. It is unknown why that part of the Great Game was left to a point at least open and understandable for mortals - perhaps to serve a reminder to them that Gods are there, or perhaps to give human illusion that they are able to follow what is happening (while still failing to notice a thousand things that happen in the shadow of 'wars' between Houses).
  And there are even ancient Houses that are either unclaimed by any God, or their patron remains unsure. Some say they serve - however unknowingly - Gods that are yet to be born. Or some other powers.
  The population without imperial citizenship is stratified into several layers. The unification was caused by general disorganisation of imperial vassals, with kingdoms bigger than empires, dukedoms bigger than kingdoms and so on. This was unified into a hierarchy of 'imperial titles' - Noble, Baron, Count, Duke, Grand Duke, King, Emperor and, on an apex of them all, Grand Emperor/Imperator himself. With all titles in the Imperium sorted and added to coresponding levels. Having your title categorized as for example, Grand Dukedom by the Imperium does not mean being and imperial citizenship - it just decides who is more important between varied nobilities of varied member states.
  Imperium is also relatively tolerant in terms of religion, with general consensus being that as long as your god does not require blood sacrifices and isn't connected to Pentagram or Beyond, you are allowed to worship him on imperial soil... but only if you accept that Imperial Gods exists. You don't have to worship them, as long as you do not try to pull a religious exclusivism (claiming that only yout god/s exist) you are fine. Of course, if you pray for your gods to bless the Grand Emperor.

Foreign Relations

While diplomatic relations of any country tend to change overtime, there are always certain constant trends, sometimes thousand years long. Ones that exist despite changes that occur in the meantime. Imperium of Karadia is no different in that matter.   First is a tendency of Imperium to expand unless it is stabilized in its logistically possible maximum. This maximum includes almost entire Karadia: from the Western Ocean to western borders of Kasytian Empire and Amnerian Tyranny, and from the Great Arrican Desert to the south to Ice Kingdoms in the north.   This allows imperial borders to be more or less safely stabilized on easily defensible lines. It also includes what is beneath the ground, since Imperium when its powerful always attempts to expand to the Labirynth, if only to make sure to prevent certain evils from emerging and threatening the surface.   This also means constant wars with Ice Kingdoms, Amnerian Tyranny and Kasytian Empire, since each and every of this state has claims to certain borderland areas of Imperium. They are mostly at least partially occupied by them when Imperium is in a time of collapse, only to be sooner or later reconquered.   When Imperium is strong it also attempts to expand on Lana continent, using Verkvenan Confederation, known for its proimperialism, as a bridgehead and source of imperial influence on Lana. Ceveria, New Menoria and Khard mostly end up annexed, with beastmen Free Tribes joining the list of Imperium common enemies.   Last one of Imperium geopolitical enemies is Eagle Empire, regularly attempting to gain influence over trading routes on Western Ocean.

Faith, Honour, Loyalty.

Imperium of Karadia
Capital:: Falon-nir.
Official Language: Imperial Speech.
Religion: Imperial Religion
Government: Despotic Federated Monarchy
Currency: Imperial
Type
Political, Federation
Alternative Names
Imperium, Grand Empire, Holy Imperium, Holy Empire of Karadia, Sacred Imperium, Sacrum Imperium, Divine Mandate.
Demonym
Imperial, Karadian.
Power Structure
Federation
Economic System
Market economy
Subsidiary Organizations
Related Ranks & Titles
Controlled Territories

ORGANIZATION

Imperial Council

Imperial Council
Imperial Ministry of Economy
Imperial Ministry of Magic
Imperial Ministry of War
Imperial Ministry of Religious Affairs
Imperial Ministry of Internal Affairs
Imperial Ministry of Justice
Imperial Ministry of External Affairs
Imperial Ministry of Industry
 

Imperial Organizations

Imperial Army
Imperial Navy
Imperial Temple
Imperial Library
Imperial Senate
Imperial Magic Guild
Imperial Adventurers Guild
Imperial Inquisition
Imperial Security Organization
Imperial University
Brotherhood of Crows
 

Associated Groups

Council of Shadows
Council of Electors
Silver Council
Circle of Stars
Palace of Prophets
 

Imperial Houses

House Von Osten
House Ostrowicz
House Sylvanus
 

Imperial Armed Forces

Knight's Orders
Raven Knights
Novemberists
Dragon Knights
Knights Templar
Abyssal Knights
 
Military Organizations
Imperial Guard
1st. Imperial Division
101st. Infantry Division
Imperial Army's Auxilliary
 

OTHER

Laws

Edict of Annihilation
Edict of Damnation

Comments

Please Login in order to comment!