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Sunfire Council

The Sunfire Council is the supreme deliberative and legislative body of the Holy Solarian Empire. Charged with upholding imperial law, electing Emperors, managing war and peace, and preserving the unity of Solenara’s realm, it is both the engine and conscience of imperial governance. Its decisions shape the destiny of provinces, peoples, and the Church itself.

While each house swears loyalty to the Empire and the Sun Goddess Solenara, their visions for its future often differ wildly. These differences birth alliances, betrayals, and shifting coalitions that can tip the scales of war or peace. Though they claim to serve the will of Solenara, many among them seek power, wealth, and influence just as much as religious righteousness.

To the common people, they are noble rulers and protectors. To their enemies, they are scheming overlords, just as dangerous as any crusading knight or inquisitor.

Composition

The Council is composed of:

  • The Seven Elector Houses: Each Elector sends a representative — typically the head of house or an appointed heir.
  • The High Cleric of Solenara: Spiritual leader of the Empire, guardian of religious doctrine, and voice of divine law.
  • Representatives of the Free Imperial Cities: One delegate from each city (currently Dawnhold, Brightgate, and Gildenreach), chosen by civic election or council.
  • Imperial Chancellor (non-voting): Oversees Council procedure, records, and agenda. Traditionally drawn from House Aurellis or a neutral ecclesiastical order.

Core Functions

Imperial Elections

  • When the throne is vacant, the Sunfire Council convenes in Solinthar to elect the next Emperor.
  • Each elector (noble houses, and church electors) casts one vote.
  • A majority is required; in cases of deadlock, the High Cleric may invoke a divine rite to break the tie — a rare and controversial measure.

Law and Edict

  • The Council drafts and passes imperial edicts, reforms, and legal codices.
  • These must be ratified by a two-thirds vote.
  • Religious matters require the High Cleric’s blessing; economic reforms must not violate the Charter of Imperial Privilege.

3. War and Diplomacy

  • Only the Council may declare imperial war, sign peace accords, or enact trade sanctions.
  • Electors must approve the raising of imperial levies or redistribution of military resources.
  • The Phoenix Guard, as the Emperor’s shield, answers only to the throne and the Council's unified command in times of crisis.

4. Oversight and Balance

  • The Council investigates accusations of treason, heresy, or overreach — even among its own.
  • It may censure an Elector House, revoke privileges, or dispatch Solari Legates to enforce compliance.
  • The balance of noble ambition, civic independence, and religious authority keeps governance intricate and often tense.

Procedure of the Sunfire Council

The Sunfire Council operates according to traditions established centuries ago by Saint Aureth, blending structured formality, religious ritual, and careful political strategy. Meetings follow strict procedural order designed to maintain dignity, clarity, and adherence to divine and imperial law.

Council Proceedings

  • Invocation of Light
    Every session begins at dawn, initiated by the High Cleric, who invokes Solenara’s blessing upon the proceedings. Members are expected to show devotion and reverence during this rite, symbolizing the unity of Church and State.
  • Presentation of Matters
    Agenda items are formally presented by the Imperial Chancellor, who manages the council’s schedule. Proposals or issues requiring discussion must be submitted in writing ahead of time, allowing members to prepare or lobby privately.
  • Debate and Discussion
    Each matter is presented formally, after which members debate according to strict protocol. Speakers are recognized in order of rank—Electors, followed by senior nobility and clergy, and then representatives of imperial cities and institutions. Interruptions are discouraged, and decorum strictly enforced.
  • Voting and Resolutions
    Decisions are reached through open voting. Elector Houses wield the greatest influence, their votes often deciding outcomes. Major decisions, such as declarations of war or succession disputes, require a two-thirds majority. Lesser matters need only a simple majority.
  • Ratification and Decree
    After voting, resolutions are formally documented and presented to the Emperor for final approval. Although the Emperor holds veto power, exercising it against the council’s overwhelming decision is politically dangerous and rare.

Major Political Blocs

The Zealot BlocFaith Above All

Members: House Carathen, House Drakonis, Inqusitorial Delegates
Ideology: The Empire must purge heresy, enforce doctrinal purity, and expand Solenara’s dominion through holy conquest.
Shared Interests:

  • Close alignment with the Inquisition
  • Advocacy for new crusades, especially against the Moonborne Clans
  • Religious orthodoxy and anti-magic sentiment (except sanctioned divine magic)
  • Rivalries: Velmaris (economic pragmatism), Solthar (arcane tolerance), Free Cities (independence)

The Militarist CoalitionStrength Secures Order

Members: House Caelanor, House Valenhurst, House Solthar
Ideology: Emphasizes defense, military reform, and strategic pragmatism. While pious, they value structure and survival over religious fervor.
Shared Interests:

  • Strong border defenses
  • Tactical restraint in warfare rather than reckless zeal
  • Balancing Church power to prevent inquisitorial overreach
  • Rivalries: Carathen and Drakonis (zealotry), Velmaris (economic meddling), Aurellis (centralization)

The Moderates and MediatorsBalance Through Light

Members: House Aurellis, occasionally Valenhurst or Velmaris
Ideology: Advocates balance between faith, commerce, and diplomacy. Supports stability, imperial continuity, and curbing extremism.
Shared Interests:

  • Maintaining imperial unity
  • Limiting external wars unless justified
  • Strengthening bureaucracy and imperial institutions
  • Rivalries: Drakonis and Carathen (radicals), Velmaris (economic dominance)

The Mercantile BlocProfit as Providence

Members: House Velmaris, often allied with Free Cities (esp. Gildenreach)
Ideology: Believes prosperity is proof of Solenara’s favor. Seeks to preserve trade autonomy, expand maritime influence, and protect economic interests.
Shared Interests:

  • Free trade across borders
  • Resistance to increased tithes or military levies
  • Promotion of diplomatic solutions over crusades
  • Rivalries: Zealots (anti-commerce policies), Solthar (trade tariffs), the Church (taxation of Free Cities)

Inter-House Relationships and Rivalries

House Aurellis & House CaelanorCrown and Shield
  • Close allies due to proximity and complementary roles.
  • Aurellis relies on Caelanor’s border vigilance; Caelanor respects Aurellis’s stewardship of the Empire.
House Valenhurst & House SoltharSteel and Strategy
  • Frequent collaborators on defense policy, knightly orders, and border skirmish responses.
  • Occasionally differ on magic policy, but united against zealot overreach.
House Carathen & House DrakonisFlame and Shadow
  • Share an aggressive, inquisitorial mindset.
  • While allies in council, their competition for control over faith-based military assets is fierce.
House Velmaris vs House CarathenCoin vs Creed
  • Velmaris resents Carathen’s attempts to tax trade routes and impose ecclesiastical tariffs.
  • Carathen denounces Velmaris’s tolerance for heretical cultures and economic manipulation.
Free Cities vs Noble HousesThe Wildcards
  • Cities like Brightgate and Gildenreach wield disproportionate influence via wealth and council votes.
  • Nobles resent their independence, yet rely on their commerce, innovation, and arcane institutions.
  • Aurellis and Velmaris tend to defend them, while Carathen and Drakonis seek greater control.

Political Leverage and Manipulation

  • Marriage Alliances: Often used to tie junior nobles across houses. Velmaris frequently offers dowries to secure trading rights.
  • Ecclesiastical Appointments: House Carathen lobbies to place its kin in powerful Church positions.
  • Mercenary Diplomacy: Gildenreach often funds border defense or imperial campaigns in exchange for trade privileges.
  • Crusade Sponsorship: The Zealot Bloc proposes “sponsored” holy wars to gain favor, loot, or spiritual authority.

"The Sun Does Not Bow, It Commands."

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