Augury

The Augury is an imperial force run out of Saint's Maar, expanding from the northern barony of Fjordstrond to the southern marsh territory of Vhan Kath. In recent years (ca. 1947 NG), the barony known as Caripreet is attempting to assimilate Ghei Wyl: a surprising maneuver, following the tenuous assimilation of several Mot D'nir territories.  

Rise to Power

The Augury is hardly the first empire to exist in Laminarum, nor the beginning of humanity's colonial mindset. The empire is run out of Saint's Maar, which was once the seat of the Saltkrigere Empire: predecessor to the Augury. The Saltkrigere Empire, inspired by its robust military and the just word of Bailum, ruled for nearly three hundred years before toppling in the chaos of a political mutiny in the year 1478 HN.   Arguably, the Augury's rise began long before a mutiny was planned; for example, under emperor Sahra Abdul IV, Saint's Maar erected his own military. Given the Saltkrigere had previously defended the emperor's interest, Sahra's actions were the first seeds of removing Shellbay's central authority over Trinen.   It wasn't until the death of the final emperor, Avernus "Köttur" Sandhar, that a rebellion was finally sprung. While the plan was meant to take 15 years before finally occurring, a sudden earthquake made the rebels agree to spring their plans early. The most substantial contributors to the rebellion were indentured servants to the Saltkrigere military (each of whom was either a member or descendant of the private Saint's Maar military families), members of the court who craved imperial power, and nobility whose interest aligned with the removal of Shellbay from power. Eight years of secret plotting, assassinations, and combined military maneuvers between baronies saw the Saltkrigere isolated in Shellbay, where not even their own brothers could be trusted as allies. When the barony finally decided to relinquish authority, many of its highest-ranking officials fled to the Snow Rock Isles, where they felt their ideals wouldn't be compromised.  

Organization

by smokingbat7906 in Midjourney
The Augury took organizational inspiration from the Saltkrigere Empire while also changing what they perceived as core flaws. For example, rather than one emperor with full authority, they decided to split authority between five individuals: three divine Augurs and two consuls.   The Augurs serve as spiritual guides for the consuls, providing clairvoyant knowledge from the god Chaimut to the consuls. With their divine guidance, the consuls confront the senate (now held in the same room as the old Saltkrigere court). The senate is composed of nobility across each of the 5 baronies (including Saint's Maar itself), allowing equal representation of each territory's interests.   In the past, Augurs held more political authority, but it now dominantly rests with consuls. Whenever a consul plans a political maneuver, both the other consul and the senate can motion for a vote on the matter. Such distribution of power means that action can be slowed down. If quick action is required in tumultuous times, then a majority vote from the senate can invoke Hallitus, in which a single leader takes temporary authority over the augury. Such action has only occurred once, following the assassination of the three standing Augurs during The Silence  .   Within the capital city of Saint's Maar is a private military loyal to the augurs and consuls: its ranks follow the standard organization of the Saltkrigere military before it. Separate from the standard military, loyal guards are anointed to each consul and augur.

Baronies

The Augury spans across most of Trinen, Mot D'nir, Kazbur, and portions of Silse. However, before the era of empires, humans across Trinen organized themselves in "baronies," inspired by the title of legendary Snow Rock rulers. As new baronies spread across the land, it grew to be an honorary title, rather than a strict definition of roles and responsibilities. For example, the baron of Eldurgrund was historically a feudal authority while the baron of Caripreet was comparable to an oligarch.   Five baronies are recognized across Trinen: Saint's Maar, Shellbay, Fjordstrond, Caripreet, and Eldurgrund territories. Due to a rebellion following The Silence  , however, Eldurgrund is formally referred to as a "governy," representing the extra oversight it now receives from the Augury (ca. 1960 NG).  

Colonies

Outside of its notable baronies are "colonies," often declared as extensions of Saint's Maar territory. The most notable colonies would be the swathes of marshland across Mot D'nir, the sandy continent known as Kazbur, and the eastern coast of Silse. Colonies get a varying degree of autonomy based on historical, geographic, and political factors. For example, Mot D'nir territory is supposedly claimed by the Augury, yet maintaining a presence is a daunting task; as such, imperials rarely find themselves in the deeper cities or rely on sympathetic natives for representation. The empire also provides little in the way of infrastructure or resources.   Kazbur on the other hand is almost entirely autonomous, allowing extensive Augury access due to the protection and resource exchange that occurs. In particular, the Kaban residents fear attacks from the western Mot D'nir folk. At the same time, the Augury wants a presence in Kazbur so they can have the free-marsh territories surrounded. Silse territory has yet to be formally claimed, as an ongoing war of attrition has seen forces of Caripreet successfully kept at bay.

Philosophy, Faith, Laws, and Services

Humble founding

The philosophy of the Augury was born in contrast to the ideals of the Saltkrigere Empire. While the predecessors had a single ruler representing the "objective justice" of Bailum, the rebels of Saint's Maar felt that objective justice was unachievable by mortal races. Instead, they pushed ideals of democracy, allowing several groups to vote in their own interest and relying on divination magic to guide decisions. While agreeing on objective justice was impossible, they felt that utilizing visions of the future could help ensure the best outcome for the most people.  

Gradual Changes

The Augury religion began with the same texts and tales as its predecessor, represented by the Books of Bailum. Over time, their faith gradually changed to that of Taopinism, in which all three Ohfjuren brothers are revered equally. Such a dramatic change was required, as their divination came from Chaimut and the ordination of new Augurs relied on beliefs surrounding Taopin's domain of reincarnation.   Taopinism was fully accepted and formalized by the year 1600 MD. Upon the change, the Augury required every barony to accept the three Ohfjuren brothers as the authority over all things. While other laws regarding the worship of devils have arisen, most faiths are left untouched and freedom of religion is widely accepted. Shellbay, as a way to relieve tensions following the mutiny, has always been allowed to forgo such faith requirements and dominantly practices Bailumism to this day. Other laws include the payment of taxes, adherence to international legal proceedings, loyalty when Hallitus is invoked, and adherence to senate proclamations.  

Benefits of Joining the Augury

Along with joining the empire comes access to services. The Augury notably created guarded roads that connect the baronies for trade while also allowing substantial exchange of culture and knowledge. Saint's Maar will also send military forces to maintain established borders, should disputes develop between baronies. the Kaban of Kazbur receive protection against their eastern aggressors and those with citizenship receive certain rights under the government.  

Major Expansions

Caripreet
Gullivegur
Greylends
The Silence
The Incursions
Overview
   

1613 MD

During the collapse of the Saltkrigere Empire, Caripreet had declared independence on behalf of itself and associated territories. However, their desire to declare independence sprung from their experience under the Saltkrigere Empire, which largely fulfilled the interest of Saint's Maar and Shellbay. It took years of development for the differences to appear, but the Augury proved that it would sate the interests of its baronies.   Caripreet took particular notice of the Saint Roads: a series of international trade routes guarded by the Augury. The capital paid for the roads but had begun profiting due to the quicker exchange of goods, and the free construction of trade routes would particularly benefit Caripreet as it was the most substantial trading city across Trinen. Luckily for Caripreet, the Augurs had received visions of damnation regarding the southern continent of Mot D'nir. The Augurs wished to gain any territory to increase their authority over the marsh, and Caripreet would be their first step. In the years following The Silence  , Caripreet would also be used as a launching point for the invasions of Ghei Wyl; while the Augury initially desired Caripreet for its trade position, they certainly managed to utilize its strategic military placement as well.   the Augury fully assimilated Caripreet in the year 1613 MD, though some caveats led to more tensions. For example, Eldurgrund convinced the Augury to build Caripreet's central trade road as a protruding branch from their own. This meant that any goods making their way inland would be forced to go through Eldurgrund, where traders would sell goods and make use of hospitality services. Ironically, the J'barri traders of Renad hated Eldurgrund, yet this political maneuver meant that any Renadi goods sold in Caripreet could eventually make their way to the Elduri government.  
   

1706 MD

After acquiring Caripreet, the Augury had slowed its assimilation of marsh territories; the three standing Augurs felt that the consuls were twisting their words, pushing for their benefit rather than trying to prevent a potential future cataclysm. As a matter of national security, the Augurs assumed authority over the empire until the free city of Gullivegur was conquered, ensuring that the purpose for their visions wasn't squandered. While initially an altruistic attempt to prevent future catastrophe, discourse quickly delved into politicism, with many believing the Augurs were lying about visions to justify imperial expansion. Such views were shared by platoons sent in the first two years of siege, each of whom became traumatized by the natural horrors of marsh territory; the harsh conditions led to the regular exchange of soldiers taking part in the siege.   During the slow capture of the city, a Tara-Jhen mutineer named Dedino would kill the Gidofem and open the gates, allowing Augury forces to enter. Bearing the fruits of betrayal, Dedino was placed as the new Gidofem of the new city, Goldwalk. The motion to promote Dedino was lucrative, leading to generations of rulers loyal to the empire, something starkly lacking in other marsh territories during The Silence.   While serving as an important port during future conflicts, Goldwalk proved a lucrative trade city for the Augury, uniquely capable of trading wither inner-marsh territories. Goldwalk served an essential role during The Silence  while also serving as an essential site for expansion shortly after the disaster.   Today, Goldwalk maintains its loyalty to the Augurs, disgracing the strange gods of its history and aligning with the wisdom of the Ohdaufeen. Such shifts were also seen in Newmot following The Silence  , though Newmot shares a stronger connection to the faith of Shellbay than the greater Augury.
   

1772 MD

Throughout the history of Eldurgrund, migrating Orcs proved a substantial threat. As Eldurgrund had eventually settled into a feudal society, the threatening presence of orcs became a popular source of discussion, especially with many northwestern lordships being raided. As raids grew in number and boldness, Eldurgrund put mounting responsibility on Saint's Maar to resolve the conflict. While the responsibility to resolve the conflict is disputable, the consuls agreed to give a large portion of the scheming nation to the invading orc tribes. Today, the land is known as the Greylends.   Eldurgrund was always a nation of malcontents under the Saltkrigere Empire and Augury. Revolts and schemes were common, yet their perceived boldness stood in contrast to the benefits they hoped to gain from imperialization. The selling of the Greylends is one such example; the Elduri often feigned a desire to be independent, yet desired for the Augury to save them from the orc plight.   Giving the lands to the orcs was a substantial benefit to the Augury. The territory would now be directly subservient to Saint's Maar as opposed to a lordship who owed fielty to Euvurcrest. To Eldurgrund, the land transfer was a substantial slight and only fueled an eventual rebellion in the year 1801 NG. The orcish land is arguably less keen on the empire than Eldurgrund but no conflicts have occurred yet.   While selling the land may have been controversial, it certainly came with benefits for Eldurgrund. Not only did the orcs cease to raid nearby lordships, but it also put the orcs between the Elduri people and other roving bandits further north. Following the Greylend Pact, the Gadders, Rimetusks, and Osmans all reported a drastic decline in raids of both orc and human bands. Of course, such benefits are often discredited by Elduri nationalists.
   

1793 MD

       
It was the goal of my life to save my home; a home I eventually saved. From the dictatorial roots of Jerborg I built the safe haven we all knew as Augur's End, though it took plenty of time for me to see its full potential. I fought in the name of my people, hoping only for goodness to find our doorstep. Before long, I was uniquely blessed with a revelation from Thiff, which caused me to fight on behalf of the marsh. It was in the marsh's name that I bore my feet in the dirt and braced against the empire's charge; I was We were the Augur's End.   My goal was always in harmony with my people; I replicated the courts of Kala and gave rights to the peasantry, all in the interest of ensuring my people's prosperity. It was perhaps my desire for fairness that was my undoing. In such refusal to replicate my dictatorial predecessors, I refused to align with the wartime recommendations of Nostula Turases and Augury representatives. It need not be mentioned that the Company of Fools walked free by the whims of my own court. I have no doubt that Nostula and the Turases boy will be those vying for my death if not the whole Company.
My death will come in five days time, I'm told. Should anyone care to read my traitor's letter, may they see my predictions true. I now know the whims of both Nostula and his nephew. I fear that in their wake, Augur's End will cease to exist and imperial forces will march past our borders. They put their own as Gidofem of Goldwalk and control the prison. I made the unfortunate decision of making Turases my head of guard, which shall put him with the final choice of my city's fate.   Augur's End and Goldwalk will continue their servitude to the empire, though with a reverence for expansion. Vhan Kath will soon fall to imperial desire, requiring only Tara-Jhen who may return to the Quai after Kane's fall, should he fall. I think not that Krakan Bower nor Thiff shall bend the knee, given their history and pride.   I think that, in spite of my dour predictions, the marsh shan't be held forever. No forces of man shall be capable of upholding control over the marsh. I have seen its horrors firsthand. There is an aura to the marsh, beyond the horrid beasts which inhabit it. Its mere air is inhospitable to civilization. Mot D'nir is the darkness where land breaks roads, plants consume animals, and platoons disappear in the night. The land may be claimed by the Augury, yet no force of man will allow them to truly possess it.
  Above is a quote from Archduke of the marsh, Ongar Stonegrower. Damned to death for betraying his people, Ongar wrote a series of letters and confessions in the days before his execution. As with most events during The Silence  , Ongar's death was shrouded in deceit and manipulation. While Ongar had allowed the international threat, Arniel Kane, to capture his city and control the marsh, it was only allowed by an ultimate threat from Arniel himself. Every citizen in Augur's End had become infected with Arniel's mutagen, meaning every citizen was at risk of joining Kane's eldritch ranks. Ongar had lied to greater authorities for months to save his own citizens from a fate worse than death while hoping he could achieve a solution in private. Unfortunately, he was too late, as the Company of Foolhardy Heroes realized his manipulation and took matters into their own hands. Ongar's story was truly a tragedy; his actions merited only death, yet he was never truly in control of his actions.   Unfortunate as his death may have been, the predictions in his letter proved the same for the marsh. His city became ruled by Efan Turases while Goldwalk became ruled by Hagas turases, both Augury loyalists. Nostula Turases had served as the warden of Jadethorn prison prior to his stint in Augur's End, allowing for friends of the family to dominate the prison and nearby city. Loyal imperial forces eventually dominated Vhan Kath at the command of Shellbay soldiers, all in the name of the Augury's spread. Today, all territories that Ongar predicted aligning with the Augury fell true, along with those he claimed would resist its ire. Assimilating marsh territories increased the Augury's size by a quarter, making it the largest acquisition in its history.  
   

1813-1953 NG

  Across two conflicts, different parties within the Augury have attempted to assimilate the elvish nation of Ghei Wyl. First was a military force under Efan Turases; three separate invasions were attempted in what was eventually named "The Ghei Wyl Campaigns  . The conflict eventually led to the death of Commander Turases, prompting a full retreat by his forces. The conflict was suppressed for nearly a century before Caripreet rose to the occasion themselves.   Still ongoing, ca. 1947 NG, The Ghei Wyl Incursions  have proven more successful. Stretches of eastern coasts are home to Caripreetian military camps, most of which have enslaved the prior natives. At present, the conflict has proved the bloodiest attempt to assimilate new territory. Prior, most of the Augury's expansions were achieved through diplomacy. Whether when Caripreet wished to join roads or the marsh required military support, deaths were often limited.   The elves of Ghei Wyl firmly reject the concept of imperialism, nor are they keen on general human lifestyles. However, with human superiority over the Caripreet Sea and associated trade routes, onlookers believe that the elves will soon join the ranks of the Augury.    
      The Augury natural assimilated several territories upon usurping the Saltkrigere Empire: Shellbay, Saint's Maar, Fjordstrond, Eldurgrund, and several smaller island settlements. While their initial territory was robust, major historical events have seen the Augury expand to become the largest imperial force in history. Attempts to spread are still ongoing, often championed by baronies within the empire, rather than at the direct orders of the Consuls. After all, each barony retains the right to settle "new lands" for its own benefit.  
      The Augury natural assimilated several territories upon usurping the Saltkrigere Empire: Shellbay, Saint's Maar, Fjordstrond, Eldurgrund, and several smaller island settlements. While their initial territory was robust, major historical events have seen the Augury expand to become the largest imperial force in history. Attempts to spread are still ongoing, often championed by baronies within the empire, rather than at the direct orders of the Consuls. After all, each barony retains the right to settle "new lands" for its own benefit.  
 

Wielding Divination

  The Augury maintains its authority through divination, a field of magic concerned with clairvoyance, prophecy, or other forms of ordained knowledge. At present (ca. 1960 NG), the Augury has not banned the use of divination among its population, but one could be forgiven for assuming such. The empire spends exorbitant amounts of gold to purchase supposedly divine artifacts to study the field, so much so that acquiring divine magic items as an individual is near impossible. Most organizations outside the Augury concerned with divination magic have their own methods, though results on efficacy are inconclusive.   While the Augurs originally predicted the future by observing natural omens, predominately through observing birds (now called Ornation). By the year 1960 NG, the Augurs have dozens of artifacts and twice as many spells, each requiring its own niche circumstances and goals. The greatest sources of revelation, however, are said to come directly from the gods. It's not uncommon for individuals to equate their dreams with premonitions, but the scholarly opinion of the Augury states that dreams only become focused into premonitions if the subject's mind is already attuned to the ways of divination.    
Perhaps the most popular example of a divine artifact is Anyit Intent, a cauldron capable of divining an item's entire history and future. The associated spell comes with several restrictions, perhaps the most troublesome being an inability to change the item's future. A divined item (a crown, for example) may prove useless, falling off a ship and to the ocean's depths before being delivered overseas. The natural response would be to accompany the crown and prevent its loss, but with its future already divined, the crown will always settle directly in its set path.   Another powerful item was crafted by an Ohdaufehl by the name "Echelon," which allows the caster to see an assortment of visions from their physical location's future. The spell is highly local, extending five feet in each direction, though other conditions apply. For one, the caster is unable to move for the spell's duration and may become overwhelmed by the series of visions. Some techniques allow the user to focus on a specific range of time, but the premonitions may overlap in physical space, making some information indecipherable.
Lesser spells may imbue the Augurs with certain emotional responses to information, guiding decision-making. With certain pieces of already available information, the Augurs can identify individuals they are searching for (unknown criminal entities, unknown foreign invaders, traitors in their ranks, etc.).   While the populace is aware of a wide assortment of Augur spells (perhaps not the methods behind them), the greatest intrigue arises from what they hide. The Augury claims that it has disclosed details on all of its spells in the past, yet commoners still muse while nobles theorize behind closed doors. A nonvocal few believe that the Augurs control the entirety of society from their caste; calculating every loss, victory, disaster event, and potentially causing cataclysms to achieve a mysterious end. These individuals are considered mad, though few are ignorant enough to believe the Augury isn't potentially capable of such a feat. With a combination of preventative action and divinely informed decision-making, getting an upper hand on the empire is an insurmountable task.

Other Achievements

The Augury has both achieved and facilitated achievement throughout its reign. Before his disappearance in the year 1690 MD, Everis Dumont assisted members of the Taopinist faith by developing a new calendar, which would be swiftly adopted by many nations around the world, even outside of the Augury.   The Saint Roads stretch across all of Trinen (with a limited presence in Mot D'nir), allowing trade and quick movement of troops between baronies. The roads also allow the Augury to control trade between the Snow Rock Isles and the rest of the world. As the Snow Rocks have modernized and come to expect goods from abroad, the arduous path through or around the marsh is no longer feasible compared to the Saint Roads.   The Augury also assisted the Company of Foolhardy Heroes in removing Laminarum from the Planescape, saving the world from potentially unending interplanar invasions. Now, many hope that the Augury will navigate Laminaurm back into the Ohkinate Web, putting it back in its rightful cosmic place.

The Assassination
In the year 1971 MD, the tragedy known as The Silence  began. The event was broad and storied, now considered an entertaining tale of good conquering evil. The horrors of Arniel Kane commandeering the Quai, creating abominations, and threatening the races of Laminarum have been long put to rest and its heroes have disappeared. With the popular stories occupying most discussions on the topic, many fail to consider why the Augurs hadn't predicted their assassination.   Primarily, the Augurs spend most of their time ordaining the futures of those around them, hoping to further their establishment, rather than their own lives. Still, the Silence was an event that different augurs had predicted for centuries, but each augur that had predicted the event had varying estimates of its distance in the future. The explanation comes from the focus of the augurs' visions. All divination had put the conflict in the heart of Mot D'nir, far from the capital of Saint's Maar. The Augurs hadn't accounted that the conflict would spring from their deaths, much less at the hands of their own bribed defenders.   Augurs tend to predict their future replacements with divination, upon which the successor begins training to replace their observing Augur. By the time the Griarvarsi had killed the augurs, none had determined their replacements. Some believe the spell relies on a spiritual "successor" to be discovered, while the Augurs eventually found were the beginning of a "different" reign, brought on by the sudden death of their predecessors; such a theory lends itself to a diviner's deterministic view of time.   The assassination was recquisitioned by Arniel Kane, put to action by Remr Taft (Kane's funder), and performed by the Griarvarsi (the royal guard). For the first time in its history, the Augury had no divination on its side for the coming conflict; by contrast, Arniel Kane was proficient in the ways of divination. The two consuls sprung to action in response to the event, closing ports and borders across the Augury to prevent the perpetrators from fleeing; unfortunately, the true conspirators were a continent away. Closing the borders slowed the effort to learn of Kane's location while permanently damaging the economy and imperial morale. Blockades caused tensions with other nations while the search for Kane caused border disputes with communities in Mot D'nir. Along with disconnecting Tara-Jhen from the Quai, Kane's actions represented a world-changing event. Ultimately, it worked in the empire's best interest for expansion, though with their ancient cataclysm come and gone, to what end do they grow? Some believe and pray against the possibility that another cataclysm is on the horizon.

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