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Lore West Empire

Novama

One Thousand Club
The Western Empire, also known as the Ororoot Empire, stands as a majestic realm on the western coast of the 2nd continent. Governed by a strict class system with the Emperor at its pinnacle slaves as its base, this nation thrives on a complex economy driven by trade, magical innovations, and a unique synergy with both monsters and beastmen. Its capital, Quang, a bustling port city, serves as the heart of commerce, benefiting from strategic geographic advantages and a diverse cultural fabric. The empire's economy is bolstered by the Adventurer's and Merchant's Guilds, which navigate the challenges and opportunities presented by the realm's magical landscapes and creatures. With slavery and monster Taming, regulated by rituals under the Church Faction's watch, the Western Empire remains a beacon of power, tradition, and magical prowess, standing resilient against both internal and external forces seeking to disrupt its celestial harmony.

 
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Country - West Empire

1710615153841.pngAt the zenith of the Western Empire's intricate hierarchy sits the Emperor, embodying the nation's supreme authority. The title of Emperor, inherited through the bloodline of the ruling family, signifies not just political dominion but also spiritual leadership, cementing the Emperor's status as the axis around which the empire revolves. This empire mirrors a complex yet rigidly structured governance system, emphasizing stability, hierarchy, and the sanctity of the imperial lineage which has lasted for centuries.

Directly beneath the Emperor are the High Counselors, a small, elite group of advisers and officials handpicked by the Emperor himself. These individuals typically hail from prestigious noble families or have demonstrated exceptional loyalty or skill. The positions within the High Counselors are not hereditary but are granted by the Emperor, who considers the candidate's merit, loyalty, and potential to contribute to the empire's governance. The families of the high counselors are all of previous or possibly future ruling family bloodlines.

Following the High Counselors are the Lords of the Provinces, who govern the empire's vast territories. The title of a Lord is often hereditary, passed down through noble families that have sworn fealty to the Emperor. However, in cases of extraordinary merit or necessity, the Emperor can bestow lordship on a deserving individual outside the hereditary nobility. These Lords are tasked with managing their provinces, collecting taxes, and ensuring the local populace adheres to the laws and edicts of the empire.

The fourth tier of leadership comprises the Imperial Magistrates, appointed officials responsible for the empire's judicial and bureaucratic functions. These positions are earned through rigorous examinations and proof of loyalty to the empire. The Imperial Magistrates are crucial in implementing the laws, overseeing public projects, and maintaining order within the empire. Their role, while not as prestigious as the Lords or High Counselors, is vital in ensuring the smooth operation of the empire's vast administrative machine.

The country's leadership governs a vast land filled with a variety of peoples. Some dwell in the deserts of the east, others from the frozen forests of the south, many to the northern grasslands, and the most in the central and western marshlands and temperate forests. Aside from native borns, they also govern over an extensive slave and tamed monster population.



Population - 5.8 million
The population is mostly made of Beastmen but there are several humans as well. More than the East Empire before the war, several Fae have found the west empire to be to their liking of those that strayed from the teachings and magical forests of the Fae See. Constructs also have some presence but barely due to their treatment being little better than what they would find in East Empire. At least in West Empire they are not immediately put in chains. West Empire also has one of the largest Monster populations in the 2nd Continent due to their ability to tame monsters. Their society follows a strict Caste System:

1. Imperial Family - they are the rulers of the nation and the heads of the noble faction. - always beastmen with no recorded exceptions
2. High Nobility - they are mainly the Counselors, Lords, and Courtiers
3. Lesser Nobility - They are the Magistrates and those allowed to own lands - 2nd and 3rd class are rarely creatures other than beastmen with a few humans in their number
4. Clergy and Mages - Magic users and Church faction leadership
5. Guild Members - these are members of Adventure or Merchant guilds. - 4th and 5th class are the first to see some fae among their number and more humans
6. Commoners - most of the populace consisting of unskilled laborers and farmers - highest class possible for Constructs
7. Slaves/Criminals - all slaves consisting of all races. they do not count as creatures that can have crimes committed against them - most slaves are of human, fae, and construct races

Despite being tamed, animals and monsters in the possession of tamers are not considered part of the population and are not even protected like property in the same way slaves are.

The higher classes live lives of indulgence and decadence embracing the 'truths' of being a beastman and part of nature (in stark contrast to the restrained and simple lives of Republic beastmen) while the lower classes live lives of hardship and thanklessness. Public disrespect against someone of an upper class can lead to severe consequences.

Slavery

In the Western Empire, the institution of slavery is deeply entwined with both magical practices and divine edicts, creating a system where individuals may be bound to servitude through means that go beyond mere physical constraints. This system, sanctioned by ancient pacts with the gods, involves a ceremonial rite that imbues the process of enslavement with both a legal and a spiritual dimension.

The Binding Ceremony
The initiation of an individual into slavery within the Western Empire is marked by the Binding Ceremony, a ritual that involves the invocation of specific deities worshipped within the empire, who oversee the realms of loyalty, servitude, and bondage. During the ceremony, a magical contract is created between the slave and the master, which is then sealed by the gods' power. This contract is not only a written document but also a magical bond that inscribes itself upon the soul of the enslaved individual, manifesting as a visible magic mark. Those with supernatural sight may be able to see the terms of the binding within the mark.

This mark serves several purposes: it identifies the person as a slave, outlines the terms of their servitude (such as the duration, most are forever, and the nature of their service), and binds them to their master in a way that discourages disobedience through a series of built-in magical compulsion. The severity of these compulsions can range from mild discomfort when disobeying orders to severe physical torment for more grievous acts of defiance, such as attempting escape or harming their master.

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Pathways to Freedom
Despite the seemingly inescapable nature of this magical bondage, freedom is not always beyond one's grasp. Methods of escape include:

- Completion of Service: For those whose terms of servitude are defined by a specific duration (nearly non existent), the completion of this period automatically dissolves the magical contract, freeing the individual.
- Manumission: A master may choose to release a slave from service, a decision that must be ratified through a Releasing Ceremony, which invokes the gods once more to dissolve the bond. More common than completion of service and generally in exchange for incredible service and benevolence on both parts.
- Escape and Sanctuary: Running away, while risky due to the magical mark that can track an escaped slave, is possible. Certain temples and orders dedicated to gods of freedom and justice offer sanctuary to runaways. These sanctuaries are protected by powerful wards that obscure the magical mark, giving the escaped slave a chance to live free from immediate recapture. Additionally, there are rare rituals and artifacts capable of erasing or overriding the magical bond, though these are often guarded, hidden, or deemed illegal by the empire. Such sanctuaries are destroyed and their clergy put to death by impalement for public display whenever they are found.

- Trial by the Gods: In exceptional cases, a slave may appeal directly to the gods through a perilous ritual known as the Trial by the Gods, seeking to prove their worthiness for freedom. Success depends on the individual's virtue, strength, and the whims of the gods but can result in the instantaneous dissolution of the magical bond.

Capital - Quang
the capital of the Western Empire, stands as a bustling port city nestled in a strategic bay where a massive river meets the sea. Architecturally magnificent, it serves as the empire's economic heart, with trade routes stretching east to the Duchy and around the southern coast to the Fae See. The city's diverse districts, from the Imperial heartland of opulence to the vibrant Trade and Market District, showcase a rich tapestry of cultures and goods. Quang thrives as a cultural and commercial hub, its docks alive with international merchants and exotic wares. The city is well-protected by both its formidable walls and a unique defense system that incorporates tamed monsters, symbolizing the Western Empire's blend of tradition, power, and a touch of the magical, making it a pivotal player in the realm's geopolitics and economy.

Security
Within the Western Empire, the maintenance of peace and security is of paramount importance, and the empire has developed unique methods to enforce its laws and order, complementing the use of technology like the black orb.

The Sentinel Beasts
The Western Empire harnesses its unique relationship with monsters through the creation of Sentinel Beasts, a special breed of tamed monsters(primarily) trained specifically for law enforcement and public safety. These monsters are paired with skilled handlers, forming units that patrol the streets of cities like Quang and the broader empire. Sentinel Beasts possess innate abilities that allow them to sense malintent and track individuals marked as slaves or with titles of infamy, such as "Thief," "Murderer," or "Vandal." Their keen senses are augmented by magical enhancements, enabling them to detect concealed individuals or those attempting to mask their criminal titles through magic or subterfuge. While they cannot perceive a creatures actual titles, if they perceive the magic used to conceal them, that alone is a punishable offense in the empire.

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The Harmony Edicts
Leveraging the empire's rich magical heritage, the Western Empire has instituted the Harmony Edicts, a set of magical laws woven into the very fabric of society. These edicts are enforced through a network of enchanted structures and artifacts distributed throughout the empire, capable of emitting a subtle, harmonizing magic that influences the populace towards more peaceful behavior. While not strong enough to control minds or eradicate free will, the Harmony Edicts subtly reduce aggressive tendencies and enhance feelings of community and solidarity among the citizens.

This magical influence is particularly concentrated in areas prone to conflict, such as marketplaces, taverns, and the borders of the empire. Specialized magistrates, trained in both law and arcane arts, oversee the maintenance of these edicts, adjusting their intensity and reach as needed to preserve the delicate balance between peace and personal freedom. It was such magical prowess that enabled the Duchy to overcome the edicts and successfully rebel against the west empire several decades prior.

Travel
Aside from the portals that cover the 2nd continent, the Western Empire has additional unique modes of transportation to complement that network.

Sky Caravans
Sky Caravans are an awe-inspiring sight in the Western Empire, combining the ancient art of Monster taming with sophisticated magical engineering (although lacking compared to Duchy advances). These caravans consist of large, floating platforms that are tethered to and pulled by giant flying creatures, such as dragons, griffins, or specially merged magical monsters. The platforms are enchanted to carry significant weight, making them ideal for transporting goods, passengers, or even entire contingents of soldiers across the empire's expansive territories.

The magic that enables the Sky Caravans is the enchantments on the platforms themselves, which make them buoyant and capable of stable flight when lifted and propelled by comparably unstable creature flight.

Sky Caravans offer several advantages:
- Speed and Accessibility: While portals provide instant travel between fixed points, Sky Caravans can reach areas where portals are not present or accessible, offering flexibility in travel routes.
- Security: The presence of powerful creatures and the height at which Sky Caravans travel make them relatively safe from ground-based threats, including bandits and monstrous hordes.
- Cultural Significance: Travelling by Sky Caravan is a prestigious and revered tradition in the empire, often used for diplomatic missions, ceremonial journeys, or transporting important artifacts.

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Shadow Paths
Another distinct mode of transportation unique to the Western Empire is the use of Shadow Paths, secretive routes that utilize the empire's latent magical energies. Shadow Paths are magical trails that weave through the very fabric of reality, allowing travelers to move swiftly and unseen across short distances. Accessible only to those knowledgeable in the empire's ancient magics or those in possession of specific enchanted items, these paths offer a clandestine alternative to the more visible Sky Caravans or portals.

Shadow Paths are like an open secret: known by most but rarely used by the common populace due to the requirements and their locations typically being secret. The use of these paths is tightly regulated by the empire, requiring special permits or the sanction of high-ranking officials or magistrates to be used in a legal capacity.

Factions
In the complex tapestry of the Western Empire's society, various factions vie for influence, power, and survival. Each faction has its distinct role within the empire, contributing to the dynamic interplay of interests that shape the empire's politics, economy, and culture.

Nobles
The Noble Faction comprises the empire's hereditary aristocracy and those handpicked by its leadership, high-ranking military officers, and those with ancient titles. This faction holds significant power, rooted in land ownership, control over the empire's military forces, and close ties to the imperial family. They are key players in governance and often influence imperial policy through their advisory roles or by serving as High Counselors. The Nobles often find themselves in a delicate balance of cooperation and competition with the other factions, particularly in matters of trade and law. Their power is substantial and is a defining force in the empire's stability and direction.

Adventurer's Guild
A collective of explorers, monster hunters, and quest-seekers, holds a unique place within the Western Empire, particularly noted for comprising the majority of the nation's Monster tamers. This specialization not only enhances their role in the empire's defense against monsters but also cements their status as essential contributors to the empire's economy and cultural heritage. The ability to tame and bond with monsters adds a layer of respect and mystique to the guild, enabling its members to undertake missions that would be impossible for ordinary individuals.

Their beast-taming skills make them invaluable to the empire, providing a steady supply of tamed monsters for various purposes, ranging from labor to defense. This capability fosters a symbiotic relationship with the Noble Faction, as nobles often rely on adventurers for securing and training Monsters that can be used in their armies or as symbols of prestige. Meanwhile, their dealings with the Merchant's Guild involve the trade of rare creatures and magical beasts, adding a lucrative dimension to their ventures.

Adventurers with monster-taming prowess are also seen as natural allies of the Church Faction, given the Church's interest in maintaining the balance between the natural and supernatural realms. Their expertise is occasionally sought in rituals and ceremonies that require the presence or use of tamed magical creatures.

Despite the dangers associated with their profession, members of the Adventurer's Guild enjoy a status that blends respect, fear, and admiration from the general populace.

Merchant's Guild
The Merchant's Guild is the backbone of the empire's economy, controlling trade routes, markets, and the flow of goods both within and beyond the empire's borders. Their wealth grants them substantial influence, enabling them to sway economic policies and regulations. They are often in negotiation or competition with the Nobles, who control the lands through which their trade routes pass. Their relationship with the Adventurer's Guild is symbiotic, as adventurers provide them with rare goods and protection. The Merchants hold considerable power, especially in urban centers and trading hubs, and can be a persuasive force in political matters through their economic leverage.

Church
The Church in the West Empire wields its influence through spiritual authority and its central role in the administration of the empire's magical and divine practices, especially those surrounding slavery. As the custodians of the Binding Ceremony, the Church has a significant say in the initiation and regulation of slavery within the empire. This control over the slavery rituals places them at a critical junction of moral, ethical, and practical power, as they not only facilitate the creation of these bonds but also possess the knowledge and authority to dissolve them under certain conditions.

Their interactions with the Noble Faction are nuanced, given their shared interests in maintaining social order and stability, but also marked by tension due to the Church's unique powers over an institution that many nobles rely on. The Church's relationship with the other factions, such as the Merchant's and Adventurer's Guilds, involves a mix of cooperation and moral guidance, with the Church often advocating for the humane treatment of slaves and offering spiritual services to guild members.

Criminal Faction
The Criminal Faction, though operating outside the official law, plays a role in the empire's underbelly. This faction includes thieves' guilds, black market dealers, and other outlawed groups. They wield a different kind of power, rooted in the control of illegal trade, information brokerage, and the ability to influence through fear or bribery. Their relationship with the other factions is primarily adversarial, though they often engage in covert dealings with the Merchant's Guild and, occasionally, corrupt nobles. Their power is difficult to quantify, as it operates in the shadows, but they are capable of significant influence within certain domains and situations.

Religion
The Church Faction embodies several, mostly, beastmen gods. However, one particular religion stands above the others in West Empire.

Path of Celestial Harmony
Core Beliefs:
The Path of Celestial Harmony teaches that the universe is governed by a delicate balance between the celestial forces that embody the natural, the divine, and the magical realms. It posits that beastmen, humans, and all creatures play integral roles in maintaining this harmony, each possessing inherent value and a specific purpose within the cosmic order. The religion draws heavily on themes of unity, respect for nature, and the pursuit of balance in one's life and actions.

Deities: The pantheon consists of gods and goddesses representing various aspects of nature and life, closely mirroring five of the elements (Wood, Fire, Earth, Metal, Water) with added emphasis on celestial beings that symbolize key virtues and powers. Key figures include:

-Zhiyin, the Celestial Guardian: God of protection and justice, depicted as a mighty beastman warrior who safeguards the realms from chaos.
-Wenqi, the Harmonious Weaver: Goddess of peace and balance, portrayed as a serene figure who interlaces the threads of destiny, binding the universe in harmony.
-Yueliang, the Moon Spirit: A deity associated with wisdom and magic, often represented by a mystical beast that roams the night, guiding travelers and seekers.
-Shuixian, the Water Sage: Guardian of life and renewal, depicted as a creature of the water, embodying adaptability and the depth of knowledge.

Practices: Followers engage in rituals that emphasize harmony with the natural world, including offerings to the spirits of the land, meditation practices to align one's spirit with the celestial forces, and festivals that celebrate the cycles of the seasons and the moon. Monster tamers within the faith are highly respected, seen as embodying the sacred bond between the natural and spiritual realms.

Temples and Shrines: Architecturally, temples and shrines blend elements of ancient world with fantastical features befitting a world of magic and beastmen. They are often located in places of natural beauty or power, such as hilltops, ancient forests, or river confluences, serving as bridges between the physical and spiritual worlds.

Influence: The Path of Celestial Harmony influences the Western Empire's policies on nature conservation, treatment of magical creatures, and the empire's justice system, advocating for decisions that ensure the maintenance of balance and harmony within the realm. It was partially the church that led the way in the distant past to attempt taming monsters in the first place, but it wasn't so much taming as it was enslavement. Enslavement of creatures not being against the tenants of the faith as much as enforcing harmony with the natural world with the application of the divine and magical realms by adherents.

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Economy
At its core, the economy is driven by trade, both domestic and international, facilitated by the capital port city of Quang. Quang's advantageous position by a massive river and its access to the sea make it a hub for goods flowing from the interior to the wider world, including exotic spices, textiles, and magical artifacts salvaged or created within the empire.

A significant aspect of the economy is the Empire's relationship with monsters and beastmen, which not only defines its military prowess but also contributes to its economic activities. The Adventurer's Guild, consisting largely of skilled Monster tamers, plays a crucial role in managing the monster populations, turning potential threats into assets. These tamed monsters are utilized in various sectors, from agriculture to transportation, enhancing productivity and innovation.

The Merchant's Guild leverages the Empire's extensive trade networks, dealing in both mundane and magical goods. Their operations are vital for the economic well-being of the empire, ensuring a steady flow of wealth and resources. This guild often collaborates with adventurers to acquire rare items and materials from dangerous territories, further enriching the empire's markets.

The Noble Faction, with its control over vast tracts of land and resources, plays a significant role in agriculture and resource extraction, contributing to the economy's stability and growth. Their involvement in the slave trade, sanctioned and regulated by the Church through magical rituals, also impacts the labor market.

Despite the empire's strong economy, challenges remain, including tensions with neighboring territories, the ethical complexities of slavery, and the need to balance economic growth with the maintenance of harmony between the natural, magical, and beastman realms.

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Location
- A desert area on the border of the Kingdom and West Empire
 
gnollbone village.jpgLocation - Gnollbone Village

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A former village in the West Empire's north that was inhabited mostly by gnolls until it was burned down by a fire elemental. Some settlers have returned recently with hopes of rebuilding.
 
shikoba village.jpgLocation - Shikoba Village

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A village in the northeastern part of the West Empire ruled by a powerful and well-respected Matriarch. Inhabited almost exclusively by harpies of varying intellect--the most intelligent often serving as scouts in the West Empire military.

NPCs
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Desrosier estate.jpegFamily - Desrosiers

The Desrosiers form a large family of haregons/rabbitfolk that are heavily invested into the training and trading of slaves. The relation between the members of the family tends to be rather business-oriented and has little show of (unearned) family kindness. They would not hesitate to enslave one of their own, should they fail too badly.

The Desrosiers Estate is a large estate on the outskirts of Quang in the Ororoot Empire, owned by the mistress of the Desrosiers family. It has nearly exclusively beast staff (the free and proper kind) working on it, as the mistress is said to not even wish to look upon non-Beasts, despite trading in them as slaves.

NPCs
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Location - Simiyu Desert

Infamous for being a base of slaver operations, especially legally ambiguous trade.
 
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Location -
Rotem City

Located in the West Empire's central (Simiyu) desert, the city is particularly difficult to travel to without proper guides. Surrounded by hazards, both natural and otherwise, the city has been overlooked and neglected by governing bodies. In the resulting vacuum, Rotem developed its own autonomous system with which to rule its inhabitants. The West Empire tolerates Rotem's autonomy so long as it benefits the slave trade.
 

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