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The Darcassian Empire

The Darcassian Empire arose from three centuries of civil war, religious turmoil, and peasant uprising. At last finding peace under the rule of the Martocrat, the Darcassian Empire finally shook off the rule of its parent, the Fatherland of Zarmuda.   Free from the Fatherland's control over technological progress, the Darcassians at last stepped out of the shadow of the iron age. The discovery of black powder and then the much more potent Zerizite led to rapid technological advancement. Zerizite was not just power source but also granted strange mutations, changes still as yet unclear.   Quality of life improved but so too was a hunger for Zerizite. An undeclared arms race began as newer and deadlier weapons fell into the Empire's grasp. The latest Martocrat has ordered his Imperial Vennacti into the lands of Minuba to seize rich quantities of Zerizite.

Structure

The Empire is ruled by the Martocrat, the religious, scientific, and governing lord of the Empire. Under him are the vaulted ranks. Each rank governs a different aspect of Darcassian life. But all the ranks answer to the Martocrat. Some of those ranks include the Chancellor General of the Assembly, Investigator General of the House, the General Director of Research and Development, or Quartermaster General of the Imperial Palace.  
"Government is to be headed by the very best our society has to offer. They are to be experts in their fields. Their authority unquestioned. They are also my disciples. Through them, we will lead Darcassia into a golden age of Innovation, Experimentation, and Mutation."   Hamun the Martyr, "Call to Revolution in Faith, Government, and Innovation"
 

The Vaulted Ranks (and their current holders)

  Chancellor General of the Assembly, Theophilus Vascorath of the Geneticist Party   Investigator General of the House, Rutledge Shern of the Roboticist Party   General Director of Research and Development, Lugo Cognavich of the Geneticist Party   Quartermaster General of the Imperial Palace, Daravish Mitava of the Geneticist Party   Minister General of Public Opinion and Information, Auchinleck Denning of the Roboticist Party   Financier General of the Center for Economics and Investment, Vanhir Scolelian of the Geneticist Party   Lord Architect of Infrastructure and Fortification, Bartholomew Theodoros Vitellius of the Roboticist Party   Administrative Director for Medicine, Sanitation, and Health, Orlan Fedderland of the Geneticist Party   Commissar Executive for Extraction and Exploitation, Sargon Sek of the Roboticist Party   High Commandant of the Imperial Vennacti, Zolon Zedrag of the Roboticist Party   Vennac Marshal in the East, Queen Heather Catheric (somewhat aligned) to the Military Party   Vennac Marshal in the West Entinian Von of the Geneticist Party

Culture

Darcassians are always seeking innovation. Most Darcassians do not put much value in tradition. In recent years they have grown obsessed with Zerizite, a highly addictive and powerful reagent with strange effects and mutations. Constant use and the changes they bring are welcome among the Darcassians, though Zerizite is quickly running low across the Empire.   They have adopted the traditions of their Zarmudan ancestors, particularly the Vennacti Corps.   Owing to the Imperial Creed of Innovation, Experimentation, and Mutation, there are two major branches of Darcassian theorists and parties. One side consists of the Empire Inventors and Scientists, the Roboticist Party, who advocate for improving the Empire's machinery. Opposing them are Darcassian Geneticist Party who insist that genetic mutation and modification is the path to a bright future. It is often the Martocrat who has to balance the two factions. This ensures that the Empire never leans too heavily towards purely mechanical or biological development.   A minor but growing power in the political stage are the Military Party, often composed of those who revere the Martocrat as the reborn War God Mars. Their influence is restricted to the military but is quickly gaining traction among those who grow tired of the politicking of the other parties.

History

The Darcassian Empire was born when colonists from Zarmuda began settling in the lands of Kiimati. As an extension of Zarmuda, the Darcassians were subject to the restrictive rule of Zarmuda's God Kings. The God Kings held tight control over the people, from the quantity of food produced to technological progress.   Zarmuda fell into three centuries of bloody civil war between the God Kings. The Darcassians revolted and war raged unending until the rise of the Martocrat. Under the Martocrat the Empire severed ties with the Fatherland and set about writing its own destiny.

Demography and Population

Darcassians are the dominant race in the Empire. The Darcassians are descendants of the original Zarmudan settlers. Over time the once divine blood of the Zarmudan settlers have been diffused among the local human populations, creating the Darcassians of the present day. Very few Darcassians can boast being full blooded Zarmudan and most who can are of the upper class.   Other races make their home though as the Empire's borders encompass many different peoples. The most prominent are the Silver Dwarves, the Dwarves of the Stone Lands, and the Uribans. These people are often expatriates from their homelands. Having spent so long living in Darcassia they have adopted the beliefs and ideals of the Empire. Many serve the Empire in different roles, from the Vennacti to Civil Duties.   Dwarves make up the second largest population behind the Darcassians themselves. Though powerful and influential rumors abound that the Dwarves are an offshoot or degeneration of humanity instead of a legitimate race.   Attempts are ongoing to integrate the Elves and Dwarves who live in Minuba.

Territories

The Darcassian Empire reaches the shores of the sea in the West to the mountain ranges of Uribasa in the east. The recent conquests in Minuba extends the Empire's borders across the sea far in the west. Southeast of the Empire's borders lie the jungles of Zolacwa.   Beyond the mountains, at the end of the Sea of Grass lies the Fatherland of Zarmuda, the lands of the God Kings who dwell above.   The Empire is divided into states. Some of those states include:   The Queendom of Athelia, Autonomous Province of the East   Adu Mikkalia, the province incorporating the mountains of the Erun Mikkal.   Thazukand, the Martocrat's Province and seat of power in the Darcassian Empire.   Brelonia, the ocean province with its capital at Clearwater.   Bekthelia, the southern province.   Tyrallia, and its famous Garden City of Good Harvest.   Zykallia, a province that has been rebuilt after sustaining crippling damage after the war.   Nezuma, the colonial holdings in Minuba.   Alkallia, the light in the West. The Western Province.   The Windland Branding, once known as Salakhand.

Military

"Under one banner you can see the vast range and peoples that the Empire can draw on in times of war. We do not seek war. We do not revel in it. History is replete with tales of endless bloodshed and slaughter. Therefore, the Empire does its best to maintain supreme military power not to dominate but to defend all that we hold dear." Esther replied, "Fine words coming from a man whose entire career revolves around shoving guns into people's hands."   Marshal Harken Generally motioned to the assembled troops below. There was somewhere between 160,000 to 230,000 troops. Their spears glinting, rifles at parade rest, banners flapping in the wind. It inspired but no doubt spread fear in all who behold them.   "Do you see down there? Down there is the might of the Empire but also its great mercy. All of them will be citizens after their service is done. In the Imperial Vennacti there are no slaves. Only those wishing to do their part for the Empire and the Martocrat who led them to freedom." Harken folded his arms.   "Harbor no hatred for the men and women committing harm onto others. Instead, commend them for the risk they take in order to become Darcassians like ourselves. One day they too will enjoy all the luxuries we take for granted. It is a fine reward."

Foreign Relations

Tensions remain between the Empire and the Fatherland of Zarmuda. The wounds of the War of Zealots and Martyrs have not fully healed. The Empire's eastern borders are carefully patrolled and garrisoned on the lookout for Zarmudan movements through the Uribasan Mountains. Armies are likewise assembled to launch counter or preemptive attacks into the mountains and (potentially) through the Sea of Grass and into Zarmuda itself.   Its relations with its neighbors are similarly strained. Not hostile but many minor nations are aware of the cold war being raged between the Martocrat and the God Kings. The devastation of the civil war scars the lands such as Athelia or the Uribasan Mountains. If a war is to be fought it will be waged on their soil. All eyes are on the two major super powers, bracing for the next outbreak of violence.   At the moment the Darcassian Empire's focus is on its newly gained colonies in Minuba. The Imperial Vennacti continue their efforts of pacifying the continent's unruly inhabitants.

Innovation, Experimentation, Mutation

Type
Geopolitical, Empire
Alternative Names
The Grand Imperial State of Darcassia and his Cohorts
Predecessor Organization
Formation Type
Training Level
Trained
Veterancy Level
Experienced
Demonym
Darcassian (also Darcs)
Leader Title
Government System
Technocracy
Currency
Dolems are the currency circulating around Darcassia and its provinces. Issued by the Financier General of the Center for Economics and Investment, Dolems are simple coins that are exchanged for ease of access. There is a small square hole in the center of the Dolem, which when read by cashier devices money is paid and the Dolem expended.   One Dolem = One dollar. Twenty Dolems = twenty dollars. Fifty Dolems = forty dollars. One hundred Dolems = ninety dollars.
Location
Related Ranks & Titles
Controlled Territories
Neighboring Nations
Organization Vehicles
Related Plots

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