The Exiled Imperium
Heirs of Rome, Rulers of the Riftlands
“Though Terra is lost to us, we have not lost Rome. The stars themselves shall learn Latin.”
The Exiled Imperium is the primary governing body of human civilization in the post-Rift world, established in the wake of the translocation event that transported a Roman settlement and its military garrison to an uncharted, magical realm. Built upon the principles of Roman law and discipline, tempered by five centuries of adaptation to foreign races, arcane forces, and planar phenomena, the Imperium governs through a fusion of ancient authority and arcane bureaucracy.
It is both a symbol of survival and a mechanism of domination — a state forged in exile and sanctified by order.
Culture
Imperial culture is forged from discipline, pride, and the ever-echoing question: What would have become of us without the Rift?
Citizens uphold order as virtue. Glory is not found in conquest alone, but in duty fulfilled — a forum debated, a ritual upheld, a legionary’s oath unbroken. Mageborn are respected, feared, and envied. To be touched by the Rift and remain loyal is considered divine.
And always, the past is honored — not as chains, but as the foundation upon which humanity stands.
Public Agenda
It is the declared mission of the Exiled Imperium to civilize a world born of chaos. As written in the preamble to the Codex Exilia, mankind did not flee, it was chosen — cast through the Rift not as punishment, but as Providence.
To the peoples of Exilum, the Imperium offers law, language, and order. To those who resist, it bears the standard of civilization and the sword of inevitability.
The Imperium presents itself as the beacon of structure amidst entropy, proclaiming these sacred aims:
- Unity Through Law – One tongue, one writ, one people under Imperial doctrine.
- Mastery of Magic – The arcane shall not be free — it shall be regulated, licensed, and made to serve the good of the many.
- Peace by Strength – While peace is offered, the legions remain ready. Pax Riftalis is forged in discipline, not softness.
- The Burden of Light – The Imperium bears the divine weight of enlightening native and Riftborn peoples alike. Those who bend the knee shall share its protection. Those who do not shall be remembered as obstacles to destiny.
Thus speaks the Imperium — not merely in edict, but in action, expansion, and enduring flame.
Assets
Across its domain, the Imperium hoards relics, raw materials, and arcane reserves with the precision of a dragon counting coins.
In Magirion Valley, Riftsteel is mined in veins that hum with latent energy. In Vindictum, wyverns are bred with painstaking care and imperial oversight. Beneath Nova Roma lie vaults that whisper — prophecy bound in chain and ink. The Obscurum Sea, patrolled and possessed, ensures no trade nor threat approaches unseen.
These are not mere resources. They are the sinews of dominion.
History
- 0 AR – The Rift and Founding of the Imperium
- 17 Magirion 0 AR – Arcanii Manifestation (first confirmed mageborn)
- 101 AR – War of the Wild Horns (integration of beastkin clans)
- 202 AR – Wyrmblight Plague and the Pax Vindictum
- 419 AR – Succession Reforms allow mageborn governors
- 484 AR – Siege of Tharaxis Crater (repelled Rift aberrations)
Demography and Population
Estimated population: 12–15 million citizens, with substantial rural and non-citizen populations uncounted
- Humans: ~78% (divided between citizen bloodlines, legionary descendants, and colonists)
- Mageborn Humans: ~2% (legally registered; form the arcane nobility and Arcanii)
- Riftkin: ~15% (includes elves, dwarves, tieflings, dragonborn, etc.) — varies by region and integration status
- Other: ~5% (includes beastkin, half-bloods, arcane constructs, and foreign emissaries)
Citizenship is earned through birth, service, or imperial decree. Non-human residents are often under provincial law unless granted partial citizenship through treaty or merit.
Territories
The dominion of the Exiled Imperium stretches outward from Nova Roma like a spider’s web of command, roads, and runes. Its heart beats in the Riftlands — fertile, unstable, and arcane — where imperial banners rise atop cities carved from stone and starlight.
Beyond the core provinces lie vassal territories, protectorates, and zones of “civilizing reclamation.” Some were welcomed. Most were conquered. All are expected to kneel.
But not all frontiers are stable. The Wyldfront teems with chaos-born tribes. The Shatterlands resist mapping. And always, the Rift whispers.
Military
The military arm of the Imperium, revered as The Legions Eternal, is not simply an army — it is an instrument of divine will and imperial order. Structured in the likeness of ancient Rome’s legions, they have evolved into arcane war machines: rank upon rank of disciplined soldiers supported by spellcasters, wyvern-mounted scouts, and Riftforged constructs.
Each legion carries both steel and spell, guided by doctrine etched into their very armor. From the Draconarii Tharaxis, who ride winged beasts into battle, to Legio XIII Arcanii, famed for their null-magic phalanx, the Legions remain both the shield and spear of the Imperium.
Victory is not glory — it is obligation.
Religion
The Imperium’s sanctioned faith, known as the Cultus Aeternum, emerged from the ashes of forgotten gods and the chaos of the Rift. It is not a mere continuation of Old Rome’s pantheon, but a sanctified synthesis — honoring Sol Invicta as the enduring light, Tharaxis as the arcane herald of transformation, and the deified Emperors as divine stewards of mankind’s destiny.
Worship is ritualized and state-monitored. Temples double as administrative centers and arcane sanctums. Doctrine emphasizes obedience, duty, and the sanctity of exile. To question the Cultus is to question the divine mandate of Rome itself.
Foreign Relations
The Imperium speaks softly only when its legions are visible on the horizon. Its diplomacy is wrapped in the velvet of civility and the iron of inevitability.
Treaties bind ancient elven courts and cautious dwarrow clans. Trade flows beneath banners of gold and crimson. Yet even as alliances form, so too do blades sharpen — for the Free Concord resists integration, the Wyrmkin stir with ancestral vengeance, and the Shattered Star plots in shadow.
Peace is a mask. Beneath it, strategy breathes.
Laws
The Imperium’s laws are born of the Codex Exilia — a scripture of survival forged in exile. Every tablet carved, every decree inked, reinforces the idea that civilization must be preserved at all costs.
Citizenship is sacred, earned by bloodline or service. Magic is a gift only when bound by law; unlicensed sorcery is treasonous. Interplanar tampering, necromantic rites, and summoning beyond sanctioned thresholds are punishable by death or spiritual severance.
Justice is swift. Mercy is rarely codified.
Agriculture & Industry
To feed millions and sustain dominion, the Imperium’s fields are as ordered as its laws. Arcane aqueducts hum with ritual motion, guiding water through scorched Riftland soil. Glowgrain and Riftcorn — crops born of human toil and magical grafting — grow in perfect terraces carved by conjured earth.
Herds of Riftboars and dire cattle march through pastures watched by levitating sentries. Beasts bred for labor, battle, and banquet. From scaled fowl to wyvern foals, nothing lives within the Imperium’s borders without purpose.
But it is in industry that the Imperium’s true might sings. Forges burn with everheat runes. Leycraft refineries draw raw power from beneath the surface and twist it into bottled miracles. Artificers craft constructs in echoing workshops, while magewrights chant sigils into iron and glass.
This is no rustic empire. This is civilization engineered.
Trade & Transport
Commerce in the Imperium is both sacred engine and strategic blade. Where its goods travel, so too spreads its law. Riftroads, pulsing with protective glyphs, connect far-flung provinces to Nova Roma. Sky-caravans sail on wyvern wings and enchantment currents. Naval dominion over the Obscurum ensures no ship sails uninspected.
Ports bustle with tongues and tithes — elf-gold weighed beside Riftgrain. And between it all, Magus Relays blink messages faster than thought, carrying imperial will across leagues in a heartbeat.
To trade with the Imperium is to prosper. To interrupt its routes is to disappear.
Education
To be born in the Imperium is to be indoctrinated into its eternal truth. From early childhood, citizens recite Riftdates, memorize the Codex, and study the fall of Terra as both history and warning.
The gifted — particularly those who show arcane aptitude — are claimed early by the Scholae Arcanii. Others serve in civic halls or the Ludus Legionarii, where discipline and rhetoric are taught beside swordplay and silence.
Knowledge is power, and power is responsibility. Or punishment.
Infrastructure
The Imperium’s bones are carved in Riftstone and sinewed with leyline bronze. Roads blaze faintly under moonlight, pulsing with the breath of arcane circuits. Aqueducts chant with ever-flowing incantations, drawing water from mountains and veils alike.
Walled citadels ring province capitals, their spires etched with runes against dragonfire. And ever-watchful towers — Riftwatchers — scan for magical anomalies, Rift tears, or intrusions from realms best left unvisited.
It is not just infrastructure — it is proof that order has teeth, and reach.

"Exilium Vincimus"
Denarii Novum, infused with arcane sigils to prevent forgery
- Riftsteel weapons and armor
- Arcane constructs and enchantments
- Agricultural surplus (Riftgrain, beast-livestock)
- Rare woods and herbal reagents from elven protectorates
- Metallurgical supplies from dwarven allies
- Exotic fauna and arcane reagents from Riftkin jungles
Senatus Exilum: The evolved Roman Senate, now comprising patrician lines, mageborn elites, military tribunes, and Riftkin delegates (non-voting). Holds limited lawmaking power unless granted Vox Suprema status during crises.
Praetorium Aeternum: The Eternal Court of the Imperium, ruled by Praetors Arcanii and arcane constructs. Interprets the Codex Exilia and oversees trials of both civic and magical nature.
Imperator Arcanii & High Magistrum: The Imperator holds supreme command; the Magistrum executes administration. The Magistrum is appointed by the Imperator and confirmed by the Senate.
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