Stragesian Empire

OVERVIEW

    In the sprawling southern continent of Urall, the mighty country of Stragesia reigns supreme, its power firmly rooted in a highly centralized government that wields magic as both a tool of governance and a means of control. Led by an Emperor with limited constitutional power, Stragesia operates as an oligarchy, with the epicenter of authority residing in the imposing imperial city-fortress known as the Ebon Keep. From the secure confines of the Ebon Keep, senior officials govern vast territories through a network of local representatives and the convenience of teleportation circles. This system allows the bureaucrats to maintain a firm grip on power while remaining safely ensconced within the castle's protective walls.   Magic permeates every aspect of life in Stragesia, shaping the nation's culture, technology, and prosperity. It is through the extensive use of magic that Stragesia has achieved remarkable technological advancements, surpassing other nations in terms of progress and affluence. This infusion of magic has propelled them to the forefront of civilization, enabling them to harness arcane energies to fuel their innovations and achieve unparalleled prosperity.   Stragesia proudly touts itself as the epitome of freedom and progress, distinguishing itself from societies that cling to archaic systems of social hierarchy and birthright entitlement. They champion the notion that positions within their society can be earned based on individual skill, talent, and merit rather than inherited privilege or noble lineage. This emphasis on meritocracy, combined with their commitment to providing free education, fosters a sense of equality and opportunity within Stragesian society.   The nation's roots trace back to a Kortesian colony that weathered the collapse of the once-great empire. In the aftermath of the cataclysmic events that befell their former lands, surviving Kortesian Mages and administrators sought refuge in the backwater colony of Stragesia. Many lower-ranking Kortesian officials, having escaped the wrath of the Slumbering One, brought with them their knowledge and expertise, injecting it into the burgeoning nation's magical practices and administrative systems.   Stragesia's mastery of magic, combined with their technological advancements and influence projection, has established them as a formidable force in the world. Their ability to harness arcane forces and advance in various fields has allowed them to extend their reach across the globe, making them one of the most influential and respected nations in existence.   While Stragesia touts its ideals of freedom and progress, the highly centralized nature of their government and the reliance on magic for control hint at the potential undercurrents of authoritarianism and the subtle manipulation of their citizenry. As the nation's power and influence continue to expand, the true extent of their control over their citizens and the ramifications of their magical governance unfold, leaving a complex tapestry of power, advancement, and potential challenges to Stragesia's perceived ideals.          
Map of Stragesia
 

POLITICAL STRUCTURE

There are two main bodies in control of Stragesia, the Imperial Household and the Imperial Court. The Imperial Household serves as the Head of Government, performing a mostly ceremonial role in confirming the appointment of ranking governors and of the members of the High Council. The Imperial Court serves as the administrative body which is in charge of the day-to-day ruling and management of the empire, at the top of the Court sits the High Council.   Stragesia does not have any officially recognized noble families, however, there are various political dynasties that have almost hereditary control over their home territories.

The Imperial Household

The Imperial Household consists of the Emperor, his family, their servants, and individuals who serve in various primarily ceremonial positions. They serve as figureheads for the nation and exemplars of its ideology. It is their duty to appoint Governors as well as confirm members of the High Council. The Imperial Family is headed by Emperor Jax II and the heir is Crown Prince Augustus.

The Imperial Court

The governing body of the Empire, the court is headed by nine Councilors, who each oversee a particular part of governance. All other members of the court answer to one of the Councilors, who act as heads of ministries or departments.

The Senate

Headed by the High Chancellor, the Senate is the legislative body of the Empire. Senators represent the Canton they are from and are voted for by the land-owning adults, with each State receiving one Senator per 100,000 living there and each Senator serve a 50 year term. There are currently a total of 191 Senators. The incumbent High Chancellor is Elliot Cameron.
  One notable criticism of the Senate is how its voting system raises concerns about the representation of the marginalized sections of society. Currently, Senators are elected by land-owning adults, which effectively excludes the poor from participating in the electoral process. This restriction deprives a significant portion of the population of their rightful representation in the Senate, undermining the principles of inclusivity and equality.

The Justiciary

The Justiciary encompasses various courts throughout the land, including the prestigious Lions Court, and is responsible for the fair and impartial application of the laws of the Empire. Judicial Candidates are referred to the Office of the Chief Justicar by the magistrates and governors in their respective regions. The Chief Justicar and their office select judges from these candidates. Although judges often come from wealthy families aligned with local magistrates and governors, the Justiciary aims to maintain an impartial and unbiased judiciary. Elijah Salian currently serves as the Chief Justicar, ensuring the integrity of the judicial system.

The Treasury

The Treasury manages the Empire's taxes, expenditures, and coinage. This branch is responsible for writing tax and appropriation bills, which are subsequently submitted to the Senate for approval. The Treasury's role in financial matters is crucial to the Empire's economic stability and growth. Under the leadership of High Treasurer Brandon Fullerton, this branch plays a vital role in the overall governance and financial management of the Empire.

Great Chamberlain

The Great Chamberlain assumes a primarily ceremonial position within the Imperial Household, overseeing its affairs. While holding far less power than other members of the High Council, the Great Chamberlain exercises control over the personal funds of the Royal Family and manages their personal forces. This position is typically held by a member of a political dynasty favored by the Emperor, contributing to the ceremonial and symbolic aspects of the Empire's governance. Rory Dundas is the current Great Chamberlain, fulfilling these duties.

The Constabulary

The Constabulary, led by the High Constable Irene Canossa, is responsible for law enforcement and maintaining order throughout the Empire. All levels of guards, from those serving in minor towns to the Chief Constable of the Ebon Keep, work directly under the constabulary's jurisdiction. The Constabulary plays a critical role in ensuring public safety, upholding the laws of the land, and preserving order within the Empire.

The Army

The Stragesian Army, led by Chief Marshal Fabian Cameron, is responsible for defending the Empire and maintaining its military might. The Chief Marshal, usually a career officer who has risen through the ranks, possesses political connections necessary for appointment to this esteemed position. The Army safeguards the Empire's interests, upholds its sovereignty, and provides security both within and beyond its borders.

The Navy

As an island nation, the Stragesian Empire relies on its Navy as the senior service within its armed forces. The Navy, headed by High Admiral Iris Peckledon, is essential for projecting the Empire's power regionally and across the world. Its strong naval presence ensures maritime security, safeguards trade routes, and supports the Empire's interests in distant lands.

The Congress of Mages

The Congress of Mages is a unique branch, governing individuals with magical abilities. It acts as a state within a state, subject to its own authority. While those under the Congress must abide by the laws and precedents set by the rest of the government, they do not directly answer to it. Mages are exclusively tried by courts within the Congress, and the Grand Archon Arjun Graceford leads this branch. The Congress of Mages represents the interests and concerns of magical practitioners while contributing to the Empire's governance.

The Governors Assembly

  The government is structured into nine Cantons, each representing a major city and its surrounding areas. A Governor is elected by the Senators from their respective state and serves for a century. Only an individual from that state, who has currently served or previously served as a Senator, is eligible to run for the position. During Gubernatorial Elections, the Senators are confined and cannot participate in any other senate business until a two-thirds majority vote of the Senators from their state elects a governor. The Governors act as heads of the Executive Branch for their state and appoint magistrates to oversee the various towns and villages. The Governors come together in the Governors Assembly to select a Governor General, who serves as a representative for all the Governors in the High Council for a term of 50 years. The Governor General is chosen from among the Governors and acts as a first among equals. Currently, Esteban Tocco, the Governor of Yarmouth, holds the position of Governor-General.

Population

  The Empire is home to 19.7 million people as of the census for 2700, with the largest ethnicity being the High Elves which founded the nation. In recent years the human population has swelled due to the devil crisis in the human nation of Flamel. The population is centered around major cities, with most towns and villages within two weeks travel of a city, towns beyond that are rare and primarily exist as company towns dedicated to exploiting a valuable resource.     In addition to its diverse population and concentration of settlements around major cities, the Empire is also known for its Gate Network. This network connects the major cities through enormous permanent magical portals, allowing for instantaneous travel between them. The effects of this technology on trade have been significant, as it allows for goods to be transported quickly and easily across large distances.     The Gate Network has also had a significant impact on the culture and economy of the Empire. With travel times greatly reduced, people are able to move around more freely and are exposed to a wider variety of cultures and ideas. This has led to a more cosmopolitan society, with a greater appreciation for diversity and a more open-minded approach to different ways of life. However, the Gate Network has also had its downsides. The rapid movement of people and goods has led to a homogenization of culture in some areas, as regional differences are eroded by the constant exchange of ideas and goods. In addition, the ease of travel has made it easier for criminal elements to move about undetected, leading to an increase in organized crime.  

Regions

There are ten administrative regions in Stragesia, with regions being called a "Canton," and each region, baring Magia, bearing the name of its capital city.

Alfreton

Alfre

Foreign Relations

  The Stragesian Empire, despite being a powerful and influential nation, has managed to maintain good or neutral relations with most of the countries near it. One of its strongest trade partners is the Floating Isles of Achehgdo, with whom they have a mutually beneficial relationship. The two nations enjoy a thriving trade partnership, with Achehgdo providing the Empire with a variety of exotic goods and resources, while the Empire in turn supplies Achehgdo with manufactured goods and other necessities.   Another country that enjoys a positive relationship with Stragesia is the Republic of Quillshire. The two nations have a long-standing history of trade and diplomacy, with Quillshire often acting as a mediator between the Empire and other nations in the region. The Empire values this relationship greatly, as it allows them to maintain a strong presence in the region without having to resort to military force.     The Empire is allied with Clan Atsushi of Goishutar, a neighboring country that has been embroiled in a long-standing power struggle between the five clans. Stragesia's military aid to Clan Atsushi in their bid to unify the five clans has led to tense relations with Clans Bakutan and Nakatari, who view the Empire's intervention as an unwelcome intrusion into their affairs.     Before Alexandre's Folly, the Empire was allied with the Kingdom of Flamel, another neighboring country. The two nations enjoyed a close relationship, with Flamel often acting as a buffer between the Empire and other potential aggressors. However, the devil incursion that led to Alexandre's Folly destroyed the Kingdom of Flamel and forced its citizens to flee. The Empire has been providing aid and support to the refugees, but their relationship with the Kingdom of Flamel is no more.     The Empire has a long-standing rivalry with Königreiche Eisenovia, the other Kortesian successor state. The two nations have wildly differing responses to the Cataclysm, with Stragesia embracing technology and progress, while Königreiche Eisenovia clings to traditional values and religious beliefs. This, coupled with nearly three millennia of bad blood, has led to a deep-seated animosity between the two nations.     The Empire's relationship with its nearby neighbor, Helduun Theocracy, is frosty at best. The Theocracy openly accepts Stragesian dissidents, and this has led to tensions between the two nations. The Empire views the Theocracy's actions as an affront to its sovereignty and has taken steps to limit its influence in the region.  

Travel and Technology

Stragesias largest and most expensive project is the Gate Network, a series of hundred-foot tall, twenty-foot wide megalithic portals, that all link to a central building near the Mage's College. This allows for people and cargo to cross the nation in a matter of minutes, which has lead to villages and towns to exclusively be around cities with Gates, and the road networks that once linked the cities to fall into disrepair.

Notable Laws and Policies

Free Education

The Stragesian Government will pay for an individual to receive an education in magic, or any other skill it considers useful in return for a period of service where the individual works for the government after completing said education.

Restriction of Knowledge and Reagents

Spell Books of Third Level and above are restricted to the public, and cannot be sold, read, or possessed by anyone who does not have the proper license. Many reagents for potions, magic item crafting, and spellcasting likewise cannot be possessed above certain quantities or sold to anyone without a license. Licenses are given out by the Congress of Mages and tend to be expensive, but fees are waived for Mages working for the government either in the military or as a magical researcher, and Mage Guilds often pay for their member's licenses.

Sorcery Control Schools

Anyone found to be a sorcerer is sent to a Sorcery Control School funded by the government, where they are taught to control their powers. After a series of accidents where sorcerers accidentally injured people that were highly publicized by the Congress of Mages, many fear that an untrained sorcerer could injure or kill someone at any moment. Some individuals find these schools reprehensible as sorcerers are taken from their family, often as children or teenagers, and put in a "school" that they are not allowed to leave, and if they are found to be particularly rebellious or unable to control their emotions, a magic ritual to disrupt and damage their innate connection to the weave is performed, which removes their ability to cast magic, but also frequently causes damage to an individuals soul, leaving them unable to feel emotions, or sends them into a deep depression.

Human Experimentation

Prisoners who have been given life sentences or have been sentenced to death can legally be experimented on by government researchers, provided they fill out the necessary forms and can provide adequate justification for their research.

Slavery

If an individual commits a crime against someone that leaves that person unable to work or take care of themselves and/or their family, generally assault or murder, then that individual may be sentenced to be a slave of the victim's family. Stragesian Slaves are enslaved for life, but slavery is a legal punishment and a way to mitigate the damage you caused the victim and their family for the rest of their lives, and outside of this context is completely illegal. No individual may be born into slavery, and there are strict limits on how slaves may be treated.  

Religion and Faith

Like in almost every nation, Stragesians worship the gods of the Seven Pantheons. Generally speaking, they place particular significance on Tal'vira, Goddess of Magic and Chaos, and Seltvas, Goddess of the Sea, Weather, and Change.   Worship in Stragesia is a personal thing, and religion and worship is not very organized. Worshipping a god is primarily about following their tenets and practices rather than going to and following a church. In Stragesia, priests and clerics are those who have dedicated their life in service of a particular god, it is a personal decision and each one preaches their interpretation, rather than the dogma of a particular institution.  

Economy

  The Stragesian economy thrives on the efficient transportation and trade facilitated by the gate network. With reduced travel times between cities, the gate cities have emerged as bustling market hubs for their respective Cantons. These gate cities attract traders, merchants, and artisans from far and wide, creating a vibrant marketplace where goods from various villages and towns converge. The city markets serve as a central point for buying and selling a wide range of products, from agricultural produce and artisanal crafts to luxury items and imported goods. In this economic system, villages play a vital role as suppliers of goods to the gate cities. Local artisans and farmers bring their products to the gate cities' markets to sell, taking advantage of the increased access to customers and opportunities for trade. The gate cities act as important distribution centers, connecting the villages to a larger network of commerce and facilitating the exchange of goods between different regions. Additionally, the gate cities provide a platform for villages to acquire the products and resources they need, fostering interdependence and supporting the overall stability of the Stragesian economy.   The gate network's influence on the Stragesian economy extends beyond mere trade. It encourages specialization and efficiency in production, as villages focus on cultivating their strengths and producing goods for which they have a comparative advantage. This specialization fosters economic growth and diversity, creating a dynamic system where different regions can excel in their respective industries. The gate cities, with their accessibility and market demand, play a crucial role in driving this process by connecting the villages and facilitating the exchange of specialized goods, fostering economic interdependence and mutual prosperity within the Stragesian Empire.

Currency

Currency in Stragesia is made from small gemstones that are cut into small discs, which then have a series of runes carved into them, which must be done with precision as if done incorrectly a variety of negative outcomes can occur, including the magic fading or too much magic being drawn in, leading to the gem shattering. After being carved, magic is cast on the gem that is kept active by the rune matrix which draws in small amounts of magic to keep the spell permanently powered. Any genuine coin can easily be determined by holding a Veritas Rod against the coin, which will cause the coin to glow softly with light corresponding to the coin's value.
Name Standard Equivalent Exchange Rate
Opal Sceptre 20PP N/A
Amber Lion 4PP 5 Lions to 1 Sceptre
Jade Piwet 2GP 20 Piwets to 1 Lion
Quartz Cross 5SP 4 Crosses to 1 Piwet
Jade Bit 1SP 5 Jade Bits to 1 Cross
Quartz Bit 1CP 10 Quarts Bits to 1 Jade Bit
Opal Sceptre: The Opal Sceptre is the most valuable and prestigious coin in the Stragesian Empire. It is crafted from a flawless opal gemstone, intricately carved with powerful runes that enhance its magical properties. Under a Veritas Rod the Opal Sceptre emits a radiant glow, shimmering with ethereal colors, symbolizing the empire's wealth and influence. Its intricate design and mystical aura make it a coveted collector's item and a preferred currency for significant transactions, such as acquiring rare artifacts, commissioning powerful spells, or securing the services of renowned mages. Amber Lion: The Amber Lion is a highly prized coin in the Stragesian Empire, fashioned from a lustrous amber gemstone. Carved with intricate runes representing strength and courage, the coin exudes a warm, golden glow when tested. The Amber Lion serves as a symbol of power and nobility, and it holds substantial value in the empire's economy. It is commonly used for transactions involving luxury goods, fine craftsmanship, or securing the loyalty of skilled warriors. Owning an Amber Lion signifies prosperity and a connection to the empire's regal heritage.   Jade Piwet: The Jade Piwet is a medium-value coin in the Stragesian currency system. It is created from a smooth jade gemstone, skillfully engraved with delicate runes symbolizing balance and harmony. The coin's vibrant green color reflects the empire's affinity for nature and magical equilibrium. The Jade Piwet is widely used for everyday commerce, including purchasing goods, paying wages, or engaging in local trade. Its balanced design and practical value make it a popular choice among merchants, artisans, and common citizens. It exudes a soft green glow and the smell of pine trees when tested.   Quartz Cross: The Quartz Cross is a modest-value coin in the Stragesian Empire, meticulously crafted from a translucent quartz gemstone. Adorned with precise rune carvings resembling intersecting paths, the coin represents journeys and connections. The Quartz Cross is a versatile currency, suitable for various transactions, from small purchases to service fees. It is widely accepted in the empire's bustling marketplaces and serves as a reliable medium of exchange for everyday needs.   Jade Bit: The Jade Bit is a small denomination coin in the Stragesian currency system, made from a petite jade gemstone. Though physically smaller in size, its intricate runes reflect the empire's attention to detail and magical craftsmanship. Jade Bits are commonly used for minor expenses, such as purchasing food, small services, or simple commodities. While their individual value may be modest, their cumulative usage in daily transactions supports the vitality of local economies and fosters economic connectivity.   Quartz Bit: The Quartz Bit is the smallest denomination coin in the Stragesian Empire, composed of a tiny, clear quartz gemstone. With precision-carved runes symbolizing small endeavors and humble contributions, the coin represents the foundation of the empire's economic system. Quartz Bits are widely circulated for minor transactions, such as pocket change, tips, or minor gratuities. While individually inconspicuous, they play an essential role in facilitating everyday commerce and sustaining the smooth flow of economic activities within the empire.
Founding Date
76 AC
Type
Geopolitical, Country
Capital
Leader Title
Head of State
Head of Government
Government System
Oligarchy
Power Structure
Unitary state
Economic System
Market economy
Related Species

Articles under Stragesian Empire