Empire States


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North
Muir
.
Pearlcaps
Dun-Abo Isles Morgalantis
Mordain Fesh Werith Ai Sil Rhinil
Brus Crescent Isles
West Etrinicus Sun Kings Emerald Timbers
Darrheabarr
Vale of Mists Al Khur Dun Halla Hara East
Sweethaven High Reaches of Tell
Kahmet Sahmarkandes Fey Mith
Al Dev-Qa Attolia Isles
T' Kalos
.
Arcanum Archipelago
South



Muir
Shadow: Empire

Treaty Status: Full State

Inhabitants: Human, Sidhe

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. The Well of Knowledge, on the main isle of Mu, is a major center of magical learning.

Culture and government: Oligarchy. The most power, influence and leadership gains the position of Highest. House Valintil was founded here.

Biome: Cool Temperate Islands.

Import/Exports: Fabricariums of Muir make the finest crafts outside of Darrheabarr. Muir imports spices, raw materials, and gems.

Muir was one of the long standing enemies of the Empire some nine thousand years ago. Today it is a matter of some national pride, that the Empire has never known similar resistance from any absorbed state. Muir is the northern opening to the Empire. The border is patrolled here by the Air Legion, using Arcanum air vessels, such as the 'Swallow'. Swallow type craft are 70 feet long, resembling a twin-tailed bird, with two pilots and room for either 8 passengers, or a modest cargo load.
Muir is extremely adapted and loyal to the Empire.

Current Ruler: Highest Rolin

Pearlcaps
Shadow: Empire

Treaty Status: Full State

Inhabitants: Pix, Sidhe

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Arcane Elemental. Magickally inventive thinkers, the Cappians like to take on arcane puzzles.

Culture and government: Familial. Close knit hereditary Families hold power here.

Biome: Undersea.

Import/Exports: Few imports. Rare metals and gems of the sea are exported.

Pearlcaps is a strong link in the chain of Shadows leading to the Imperial Seat. One of the few nations to surrender without a struggle to the growing power of the Empire. Disregarded by most observers as weak willed dilettantes. Still the beauty and kindness of the people make it a place often visited by travelers.

Current Ruler: King Giis and Queen Frell

Dun-Abo Isles
Shadow: Empire

Treaty Status: Full State

Inhabitants: Weir, Humans

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: House Monre was founded here. *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Morgalantis
Shadow: Empire

Treaty Status: Full State

Inhabitants: Humans

Technology: High Sorcery

Magic: High Sorcery, Trump. High sorcery combines all elements of Sorcery, Conjuration, and Arcane Elemental work. Magick overrides physics and mechanics in this Shadow.

Culture and government: Single extended family. This Shadow's history is fascinating. Refugees from a cosmic disaster that destroyed their former home, the Morgalantis family finally settled in this Shadow. For the last millenium, they have expanded and perfected Caer Heart, the fortified estates of the family. The Senior, the oldest living member of the Family, is the final word on matters that cannot be settled otherwise.

Biome: Cool temperate weather is the norm. Storms are beautiful. This Shadow is not a planetary body. Area is approximately a thousand square kilometers. Weather is controlled by the family.

Import/Exports: The Morgalantis Family has no known economy. They import or export nothing.

One of the more unusual Imperial States. This Shadow had long relations with Ai Sil Rhinil and Pearlcaps before it was considered for entry to the Empire. Independant of Imperial connections until the reign of Emperor Rollus, its annexation was one of the Emperor's last acts. Empress Lora's welcome of the Morgalantis Senators was one of the first official functions of the young Empress.
Literate and Artistic, the Family Morgalantis is known to travel to Darrheabarr and other high points of the Empire. Their artwork in several fields is highly sought. A peculiar aspect of trade with the Family is their system of barter. Like the Courts of Chaos, the Morgalantis do not believe in symbolic or rarified economic exchange. Instead they take service for service, or goods for service, or gifts in exchange for their Art.
Travel to Morgalantis is by invitation only without Imperial documents.

Current Ruler: The Senior

Mordain
Shadow: Empire

Treaty Status: Full State

Inhabitants: Grue, Humans

Technology: Medival

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: House Seton was founded here. *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Fesh Werith
Shadow: Empire

Treaty Status: Full State

Inhabitants: *info forthcoming*

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Ai Sil Rhinil
Shadow: Empire

Treaty Status: Full State

Inhabitants: Sidhe

Technology: High Sorcery

Magic: High Sorcery, Trump.

Culture and government: Matriarchy. Females of the Sidhe here live to twice the normal expected lifespan due to local environmental conditions. Records show a Queen who lived for 2,136 years, converted to Imperial calendar. The local culture is a blend of monarchy and extended family, with everyone tracing their lineage to the same mythic male/female couple.

Biome: Forested roughlands with rugged mountains. Breathtaking vistas of argent based vegetation. Plant life does not survive outside of Shadow. Visitors to Ai Sil Rhinil must have medical inspection documents, as severe allergic reactions to the local flora and fauna are common.

Import/Exports: Music compositions and musicians are the largest export. Arcane toys are the largest import.

Deeply religious in unconventional ways, the sidhe none-the-less encourage Imperial visitors and trade. These people believe that their world is alive, having gained psyche from all the previous sidhe to have lived there. This belief, and the perception of the Empire's lack of "philosophical maturity", made the people entirely resistant to annexation by the Empire. About 1500 years ago, Emperor Axius reached agreement with Queen Yivil on a provisional treaty. After the treaty period demonstrated many common and beneficial commonalities, formal annexation was approved.
These are the famous silver haired fey of many paintings and songs. The Senators of Ai Sil Rhinil are certainly the most sought after invitees of social affairs in Darrheabarr.

Current Ruler: Queen Sy Yinis Ai Sil Rhinil

Brus
Shadow: Empire

Treaty Status: Full State

Inhabitants: *info forthcoming*

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Crescent Isles
Shadow: Empire

Treaty Status: Full State

Inhabitants: *info forthcoming*

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Etrinicus
Shadow: Empire

Treaty Status: Imperial State

Inhabitants: Human

Technology: Medival

Magic: Modest magicks, Trump.

Culture and government: Agrigarchy. The fertile lands of this country are little states within the larger whole. The ten largest hold Council seats.

Biome: Rolling hills and verdant valleys. Temperate climate. Grazing animals are plentiful. Hunting for large game is excellent.

Import/Exports: Food of all kinds exported. Furs and animal byproducts. Few imports except luxuries and arcane technologies.

Etrinicus is the western opening to the Empire. The border is patrolled here, and legions receive regular rotation and good support. The Imperial Sunset Highway starts here. Loyal to the Empire.

Current Ruler: Council Chair Destry

Land of the Sun Kings
Shadow: Empire

Treaty Status: Imperial State

Inhabitants: Human, Felinoid

Technology: Medival

Magic: Blood magicks, Trump.

Culture and government: Divine Oligarchy. Absolute divine descent. This government has a traditional religious servant class and a militant sect that is more loyal to national interests than the Empire. Most of the population is becoming more pro-Empire.

Biome: Rolling dunes and micro verdant valleys. Temperate to tropical climate. Fertile valleys are quite populated but there are large stretches of sparsely inhabited land.

Import/Exports: Poor economy and few exports. Exports of Sun King Hounds, massive hardy dogs which are valued for the Imperial Cavalry. Very dependant on the Imperial Highway. Benefits from mercantile traffic through to Imperial seat.

The Land of the Sun Kings was once a strong but tyrannical state. Now, social reform seems to be taking hold. While loyal to the Empire, conservative elements are still present.

Current Ruler: King Imtal XVII

EmeraldTimbers
Shadow: Empire

Treaty Status: Full State

Inhabitants: Humans, Sidhe

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. The native Sidhe's Sorcery tends toward the more familiar kinds, and Faerie-like, rather than modern Elemental. Trump is only used by the human inhabitants, predominantly the upper class.

Culture and government: The Sidhe have a Court at their holding at Maruipol. Unlike the Sidhe of the eastern states, these natives seem to be much more amenable and intrigued by Imperial ways. Also, and more importantly, many well-to-do families, especially the Imperial ones, have estates here. Much of the developed countryside, mainly along the Imperial Sunset Highway, is parceled out like fiefs by the Imperial Seat. The population overall is low since these estates act more like vacation spots than places to live year round.
Typically, the permanent dwellers of the Shadow live in the several city states, which have governors appointed by the Imperial Court. These cities are scattered like beads on a string along the Sunset Highway, usually at river crossings and so forth.
There are rumored to be illegal habitations outside of these cities, but the Empire is seems unconcerned about their (still unproven) existance. If the time comes for an area to be parceled out that is discovered to have prior unknown inhabitants, the squatters may have their say. Perhaps they may even be granted custodianship, as there is legal precedent. The Empress is wise as well as fair.

Biome: A single continent, Northern Temperate Forest. Interestingly, the dominance of conifers, usually the dominant large plant only in conditions colder than at present leads to some speculation that the whole world suffered a recent glaciation period. The soil is not suitable, however, for intensive agriculture beyond crops such as winter wheat, barley, and rye.

Import/Exports: Basic imports. Exports of lumber, fine building stone, raw gems, and spring water. Besides lumber, some species of mushrooms grown here find their ways to the tables of fine restaurants throughout the Empire. It is also rumored that some secret hallucinogenic mushrooms are grown on estates of certain of the nobles.

EmeraldTimbers is lightly garrisoned by the Legion. The units stationed here are at half strength, with a portion of their roster used elsewhere. Hunting and game taking are limited to the estates and city states, or the Imperial lands with permit. Specific reserves have been set aside by treaty with the Sidhe, but visitors to these reserves are welcome.
EmeraldTimbers is what you would call a stroke of enormous luck for the Empire. When the Empire began pushing Westward in the beginning of the Third Cycle, it encountered, first, this depopulated land, almost completely virgin save for the modest enclave of Sidhe. The Empire quickly parceled out much of the land along the highway, and has used the Shadow since as fresh material for Imperial favor. Legally, the entire continent, save for those areas possessed by the Sidhe, is under the control of the Imperial Family unless and until deeded otherwise.

Current Ruler: Lord Eterian is the head of the Sidhe enclave.

. . prose laureate, Paul Weimer


Vale of Mists
Shadow: Empire

Treaty Status: Full State

Inhabitants: Humans

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump.

Culture and government: Extension of the Imperial Seat. The Vale is governed in a manner very much like the Empire. Native culture is long vanished.

Biome: an amazing variety of flora is present in the Vale. Due to the northern and southern Range Peaks, elevation changes create an extraordinary range of climate changes. The Vale itself is a pleasant tropical valley running east west 600 kilometers wide and 2000 kilometers long. But the Range Peaks hem in the Vale to the north and south, rising rapidly and making passage impossible. This causes biome changes every day's travel north or south off the valley floor.

Import/Exports: standard trade passes through the Vale headed east. Due to proximity to Darrheabarr, there are free flowing trade arrangements.

Farming in all ranges takes place in the Vale. The unusual Peaks also allow some minor argriculture not possible in more mundane topographies.
The settlement here is as old as the Empire itself, and records of Second Cycle fortifications can be found at the archeological digs along the eastern-most parts of the Sunrise Highway.

Current Ruler: no native rule. Imperial Senators are the highest authority.

Al Khur Dun
Shadow: Empire

Treaty Status: Imperial State

Inhabitants: Human, Sidhe, Kith

Technology: Medival

Magic: Elemental magicks, Trump.

Culture and government: Oligarchy. The ten Familes keep their own territories. Religious Caliph acts as an Advocate among the Familes.

Biome: Climate can be harsh. Storms are the rule of weather here. Normally hot and dry.

Import/Exports: Exports of delicate fruits and impressive spices. Small food of all kinds exported. Few imports except luxuries and arcane technologies.

Al Khur Dun is the eastern opening to the Empire. The border is patrolled here, and legions receive regular rotation and good support. The Imperial Sunrise Highway starts in Halla Hara, but the first border point is here. Loyal to the Empire.

Current Ruler: no single leader

Halla Hara
Shadow: Empire

Treaty Status: Imperial State

Inhabitants: Sidhe

Technology: Arcane Elemental

Magic: Elemental magicks, Sorcery, Conjuration, Trump.

Culture and government: No government. The Halla Harans are extremely arrogant individuals with mighty arcane powers. Their lack of cooperation in most matters, led to the easy absorbtion of this land by the Empire. Halla Haran Senators rarely attend at the Imperial Seat.

Biome: Dark. Storm laden. Rain. The land is wild steppe and flora is exotic. The people live in ancient sky fortresses and rarely use the ground.

Import/Exports: Minimal. Exports of arcane technologies.

Halla Hara is the easternmost edge of the Empire. The border is not patrolled here. The Imperial Sunrise Highway starts here, but the first border point is in Al Khur Dun. Not considered loyal to the Empire.

Current Ruler: no single leader. Imperial Senators are the highest authority.

Sweethaven
Shadow: Empire

Treaty Status: Full State

Inhabitants: *info forthcoming*

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

High Reaches of Tell
Shadow: Empire

Treaty Status: Full State

Inhabitants: Humans

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump.

Culture and government: Pragmatic and hardy people, the inhabitants of Tell are an independant lot. They pride themselves on the decidedly different climate and topography of their country. Skiing is THE state sport. They have a High Council that reports back to the Empire on local affairs.

Biome: Alpine characteristics to the entire habitable area. Limited zone of treeline. Habitants are nestled in the valleys high up in the mountains. Lowland expeditions find too heavy a concentration of poor air quality.

Import/Exports: Exports wood, metals, and animal products. Imports arcane items and magical construction experts to ease land use.

Tell is one of the areas the Empire was acquired because of its proximity, rather than for its own properties. Still, the country, for those willing to brave the elements, is a zestful experience. Hot cocoa is prepared nowhere in the Empire as well as here.
As swimming is to Darrheabarr, so skiing and winter sports are to The High Reaches of Tell. Here are the sports kings of the ice and snow.
Unusual hunting game means many guided expeditions in the various ranges near valley settlements.

Current Ruler: equal power to High Council, nine members.

Kahmet
Shadow: Empire

Treaty Status: Full State

Inhabitants: Felinoid, Humans

Technology: High Sorcery

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: House Flonna was founded here. *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Sahmarkandes
Shadow: Empire

Treaty Status: Full State

Inhabitants: Humans

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. Vibratory wells of magic that act as portals to distant realms.

Culture and government: One of the older acquisitions of the Empire. Completely adapted. No differences from Darrheabarr.

Biome: Large continental land mass. Extreme ranges of seasonal affects. Global extremes of geography and climate, from frozen tundra (south) to equatorial jungles (north).

Import/Exports: Wedded to the trade with Darrheabarr. Has exactly the same needs and uses.

Sometimes referred to as Southern Darrheabarr, or the Southern Crescent, because of the shape of the land mass and the very close emulation of the central seat of the Empire. The largest ports of call are on the temperate outer crescent coast, slightly west and east of the closest shores to the Empire. The crescent shape points its horns southward, away from Darrheabarr, to the frozen lands called the Raw Glaciers of the Southern Crescent.
Sahmarkandes is a wild savanna in its narrow interior. One which supports a wonderful diversity of wildlife. Hunting enthusiasts need travel no further than Sahmarkandes for a wonderful adventure.

Current Ruler: Governor Haimus

Fey Mith
Shadow: Empire

Treaty Status: Full State

Inhabitants: Pix

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: House Eanernil was founded here. *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Al Dev-Qa
Shadow: Empire

Treaty Status: Full State

Inhabitants: *info forthcoming*

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. *info forthcoming*

Culture and government: *info forthcoming*

Biome: *info forthcoming*

Import/Exports: *info forthcoming*

*info forthcoming*
*info forthcoming*

Current Ruler: *info forthcoming*

Attolia Isles
Shadow: Empire

Treaty Status: Full State

Inhabitants: Djinni, Humans, Pix

Technology: Arcane Elemental

Magic: Sorcery, Conjuration, Trump. Polarized magic environment. Only traditional four elemental sources can be tapped. Some magics here do not work in other Shadows because of the rigid magical environment.

Culture and government: House Attolia was founded here. Long the privileged domain of the Attolia dynasty, this country has adapted to Empire rule. A council advises the Shah Attolia. The culture is vigorous and centered around the Djinni majority. These people are an old race, and their love of magic and magical crafts permeates their civilization.

Biome: From coastal waters where the largest city centers have rested for centuries, to the deep desert, where only the heavily adapted creatures live. Highest temperatures recorded in the deep desert reach 193 degrees.

Import/Exports: Luxury items are good trade. Wines and jewels are at the top of the list. Export are very modest. Clothing, metalwork, and herbals are typical exports.

Attolia is not to everyone's tastes. Seasons are slanted to desert conditions. Heat can top 120 degrees inland during normal weather. High summer can kill a foreigner who exposes themselves to the outdoors for an hour without local guidance.
Something of the noble and serene ancient kingdom of Attolia remains in the exotic locale. The people are quite vivacious and outgoing. The Imperial traveler is welcome there. Ancient tradition is patriarchal, but modern Imperial codes hold sway.

Current Ruler: Shah Attolia

T' Kalos
Shadow: Empire

Treaty Status: Imperial State

Inhabitants: Human, foreign females of all species.

Technology: Arcane Elemental

Magic: Most magicks, Trump.

Culture and government: Philosocracy

Biome: Temperate to tropic. Single island continent. Low population. No females are born here.

Import/Exports: Exports of trained animals, luxuries, great Art and arcane technologies. Imports of raw materials and women.

T' Kalos may be one of the strangest nations in the Empire. Once an extremely xenophobic state, they were invaded five thousand years ago by an alien race that possessed local females specifically. Civil war ensued. A great Arcane working expelled the invaders, but ever since, no female is born here.
As a result, the nation has occasionally destabilized for want of population. The ratio of men to women is still ten to one, and they still marry women from other lands to gain sons. The culture has adapted to this by revolving around the foreign women in their midsts. Many cultures are blended here. Many standards of beauty are recognized. Art is all forms is celebrated.
Dependant on trade. Loyal to the Empire.

Current Ruler: Madame President Allea

Arcanum Archipelago
Shadow: Empire

Treaty Status: Imperial State

Inhabitants: Human, Sidhe, Kith, Djinni, Felinoid

Technology: Arcane Elemental

Magic: Most magicks, Trump.

Culture and government: Magocracy.

Biome: Temperate to tropic. Idyllic small island chains. Low population.

Import/Exports: Exports of luxuries and arcane technologies. Imports of raw materials and people for middle class positions.

The Arcanum Archipelago is much like a esoteric retreat. Many of the senior officers of the Library of All Things Wonderous do work here. The archipelago is the southern opening to the Empire.
The border is patrolled here by the Air Legion, using Arcanum air vessels, such as the 'Swallow'. The air vessels of Arcanum are fire polarized arcane constructs. Tempermental and tricky to control, but using no constrained elemental magicks.
Loyal to the Empire.

Current Ruler: Archmagi Hen Jumos



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