Valgarien Empire

The Valgarien Empire Lore and Land Overview

The Valgarien Empire is an authoritarian regime that combines religious fervor with political dominance. Led by the Emperor and Empress, the empire’s expansion is framed as a divine mission to unite and help other kingdoms, but in reality, it is driven by a quest for power and control. The rulers publicly claim to be benevolent protectors, while behind closed doors, they work to expand the empire’s borders and consolidate power.

Geography

Spans most of West Lavania, with a significant presence in East Lavania via its foothold on Esper Island

The empire is bordered by the Brakken Kingdom, the Republic of Sarnica, and the Dominion of Tepesh Forge in West Lavania.

East Lavania remains less explored and populated, serving as a resource hub and strategic extension of the empire.

Features a mix of fertile lowlands, dense forests, and arid plains, with key trade and military hubs.

Empire Colors

Green, brown, burnt orange, and white.

Governance

Centralized Power:

The Emperor of Valgarien holds absolute authority over the empire. All regions are directly accountable to the central government. Nobles or governors in the empire’s territories are appointed by the emperor and can be removed or reassigned at will. There are no hereditary titles, ensuring loyalty to the emperor rather than familial power.

Legalist Philosophy:

The empire enforces a strict legal code that emphasizes discipline and loyalty. Harsh punishments are used to maintain order, with an extensive spy network to root out dissent. All citizens, from peasants to governors, are subject to the same laws, creating a rigid but equal system in terms of justice.

Administrative Divisions:

The empire is divided into prefectures and districts, each governed by officials who report directly to the emperor. These governors are often chosen for their merit and loyalty, not their birthright. Prefectures are further subdivided into districts, ensuring granular control and the ability to respond quickly to unrest or inefficiencies.

Standardization:

The empire imposes uniformity across its territory, including:

  • A standardized currency for trade.
  • Unified measurements for weights, lengths, and goods.
  • A common language (both written and spoken), enforced through education and administrative reforms.
  • religious practices, such as worship in The Mother’s Covenant, are heavily standardized and monitored.

Infrastructure Projects

Massive infrastructure projects, such as roads, canals, and fortifications, unify the empire and facilitate trade, movement, and military logistics. The empire invests heavily in constructing border walls or fortresses to protect its territory and consolidate power.

Military Focus:

The empire maintains a professional standing army that is well-trained and equipped. Conquered territories, like parts of the Brakken Kingdom, are heavily garrisoned to suppress rebellion.

Taxation and Labor:

Citizens are required to pay high taxes and encouraged to contribute labor for public works projects. This system ensures a steady flow of resources but can cause unrest among the populace. In some cases, labor is also used as punishment for crimes, providing a continuous workforce for imperial projects.

Society in the Valgarien Empire

Social Classes:

  • Emperor and Imperial Family: Absolute rulers with divine authority.
  • Scholars and Administrators: Appointed officials who govern the prefectures and districts
  • Soldiers: A respected class, often rewarded with land and titles for loyalty.
  • Merchants and Craftspeople: Essential to the economy but tightly controlled by imperial regulations.
  • Peasants and Laborers: The majority of the population, responsible for farming and public works.
  • Criminals and Outcasts: Used as forced labor or exiled to dangerous regions.

Religion

The Mother’s Covenant is used as a tool of control, with the Verdant Conclave functioning as an arm of the empire to enforce religious unity and suppress dissent.

Effective Communication

Structure: The Empire employs a robust system of communication that ensures the Emperor’s directives are swiftly passed down through various levels of leadership. Local leaders are crucial to the empire's control, acting as intermediaries between the Emperor and the general populace. These leaders are not only politically loyal but also incentivized to maintain strict control over their regions in exchange for power and influence.

Current Ruler

Emperor Cedric Dimitri Valgar VI and Tahera Marie Valgar. The emperor presents himself as a benevolent ruler, someone who believes the empire’s expansion is a noble cause. Helping weaker kingdoms by providing food, resources, and stability. He preaches to his court and subjects that the empire’s imperialism is driven by compassion and a desire to uplift the downtrodden. The Empress, Tahera Marie Valgar, mirrors her husband’s ideals, promoting the idea that the empire’s actions are intended to provide security and prosperity to its people and those they absorb into their vast territories. She often speaks of the empire’s duty to care for others, particularly the weaker states, and presents the empire as a “benevolent empire of the world.”

Royal Family

  • Emperor: The current ruler, a pragmatic and calculating leader who publicly preaches ideals of compassion and unity but privately values control and obedience.
  • Empress: The emperor’s partner, equally devoted to the empire’s power, often working to influence internal politics.

Seven Children:

  • Heir Apparent (Prince): Charismatic and politically astute, groomed to inherit the throne.
  • Three Other Princes: Hold varying military, administrative, or diplomatic roles.
  • Three Princesses: One involved in religious matters, the youngest two living in the royal palace under heavy tutelage.

The Empire’s advisors

The empire's leadership is supported by a highly influential council, which plays a key role in advising the Emperor and ensuring the empire’s goals are pursued with efficiency.

Grand Vizier: The Emperor’s chief advisor, a highly strategic and calculated figure, who handles both political matters and state affairs. The Grand Vizier ensures the Emperor’s decisions align with the empire’s long-term goals and manages the diplomacy with conquered regions.

High Priest: The religious head of the empire, responsible for overseeing religious practices and ensuring the spiritual loyalty of the empire’s citizens. The High Priest also plays a significant role in shaping the empire’s public image, ensuring that the Emperor’s divine right is upheld.

Master of War: The Master of War is a key military strategist who advises the Emperor on all military matters. They are responsible for managing the empire’s vast military forces, strategizing conquests, and ensuring that the Emperor’s will is carried out on the battlefield.

Grand Chancellor: The head of the empire’s bureaucracy, ensuring that the empire’s laws are enforced and that all governmental operations run smoothly. The Grand Chancellor also manages the empire’s vast network of spies and informants, ensuring that dissent is quickly identified and dealt with.

Lord of Coin: Responsible for managing the empire’s vast wealth and ensuring economic stability. The Lord of Coin oversees trade, taxes, and resource allocation, ensuring that the empire’s economy supports its military and expansionist goals.

Empress’s Confidant: The Empress’s closest advisor, who focuses on matters of court politics and internal stability. This advisor is also responsible for advising the Empress on the education and upbringing of their children and maintaining the loyalty of the royal family.

Empire's Council Name: The Imperial Conclave

Supreme Commander of Arms

  • Name: Lord Aldrin Veyarch
  • Personality: Ruthless, efficient, and calculating, Aldrin views war as a tool for expansion and control. He is fiercely loyal to the emperor but harbors ambitions of glory.
  • Background: A seasoned general who rose to power after leading several successful campaigns in East Lavania. His strategic mind and ability to inspire loyalty make him indispensable.
  • Quirks: Keeps a ledger of every major battle he’s fought, with detailed notes on victories and losses.

Verdant Matriarch’s Representative

  • Name: High Priest Soren Cromwell
  • Personality: Pious and manipulative, he uses religion as a means of control. While he speaks of unity and faith, he’s deeply invested in maintaining the Verdant Conclave’s influence.
  • Background: Once a humble temple servant, he gained prominence through her charisma and ability to interpret sacred texts in ways that aligned with the empire’s goals.
  • Quirks: Wears a crown of clover leaves during council meetings, symbolizing his connection to the Mother’s Covenant.

Minister of Territories

  • Name: Duke Alaric Tormain
  • Personality: Charismatic and opportunistic, Alaric specializes in managing newly annexed territories. He has a talent for placating resistance while ensuring loyalty to the empire.
  • Background: A former noble whose family wealth came from managing trade hubs, Alaric was appointed for his ability to stabilize rebellious regions.
  • Quirks: Always carries a beautifully engraved map of Lavania, marking territories under the empire's control with green ink.

Overseer of Unity Camps

  • Name: Lady Severine Kaelmont
  • Personality: Cold and pragmatic, Severine is a master of subtle coercion. She oversees the empire’s secretive unity camps, ensuring compliance through fear and indoctrination.
  • Background: A former spy who orchestrated the downfall of multiple rebel factions, her loyalty to the empire is unquestionable.
  • Quirks: Keeps a collection of small trinkets from individuals who were “re-educated,” using them as reminders of her work.

Chancellor of Trade and Resources

  • Name: Lord Eryan Velgrath
  • Personality: Ambitious and sharp, Eryan excels at ensuring the empire’s economic dominance. He believes in leveraging trade as a weapon and securing resources to fuel expansion.
  • Background: A merchant-turned-politician, Eryan built the empire’s largest trading fleet before joining the council.
  • Quirks: Frequently twirls a quill made from a rare bird’s feather, a gift from a foreign dignitary.

Master Architect of Expansion

  • Name: Architect Vezra Drolan
  • Personality: Visionary and meticulous, Vezra oversees the empire’s infrastructure projects, including roads, fortresses, and settlements. She views her work as the backbone of imperial strength.
  • Background: A prodigy in engineering, Vezra gained favor after designing the empire’s impenetrable mountain fortresses.
  • Quirks: Often sketches building designs on scraps of parchment, even during unrelated discussions.

Diplomatic Envoy

  • Name: Sir Lorian Drayke
  • Personality: Smooth-talking and perceptive, Lorian handles the empire’s foreign relations. His charm hides a ruthless streak, as he’s not above using coercion or bribery to achieve his goals.
  • Background: Born into a family of minor nobles, Lorian gained prominence after brokering a peace treaty that secured a key trade route for the empire.
  • Quirks: Wears an intricate signet ring that conceals a small poison compartment, a relic from his more dangerous negotiations.

Territorial Governance in the Valgarien Empire

Prefecture of Verdant Lowlands

Focus: Agriculture and food production.

Traits: Rich farmlands supplying grain and other crops to the empire’s core regions.

Challenges: Small uprisings due to overtaxed peasants.

Prefecture of Ironvale

Focus: Mining and metallurgy.

Traits: Home to iron and copper mines, supplying the empire’s weapons and tools.

Challenges: Labor shortages

Prefecture of Stone Marches

Focus: Fortifications and border security.

Traits: Rugged terrain with key defensive positions along the empire’s border with Tepesh Forge.

Challenges: Harsh climate and frequent raids.

Prefecture of the Southern Trade Corridor

Focus: Commerce and trade.

Traits: Controls access to the Republic of Sarnica and oversees trade caravans.

Challenges: Corruption among officials due to the wealth of the region.

Prefecture of the Sacred Heartlands

Focus: Religious and cultural oversight.

Traits: Contains key sites for The Mother’s Covenant, enforcing unity through faith.

Challenges: Religious dissent and enforcement of imperial orthodoxy.

Prefecture of Brakken Lands (Recently annexed)

Focus: Resource extraction and military occupation.

Traits: Rich in minerals and seafood, heavily monitored by the empire.

Challenges: Persistent rebellion and sabotage by local populations.

Capital City: Verdantia

Description:

Verdantia, the empire’s heart, is a sprawling metropolis of green and brown stone, surrounded by fertile farmland and forests. It is a city of grandeur, blending religious devotion with imperial authority.

Key Features:
  • The Verdant Citadel: A grand palace where the emperor resides. Its walls are covered with ivy and mosaics depicting scenes of unity and conquest.
  • The Mother’s Grove: A sacred garden at the city’s center dedicated to The Mother’s Covenant. Accessible only to the emperor and the Verdant Conclave, it houses some of the oldest living trees in Lavania.
  • The Emerald Forum: A massive open-air market and political center where citizens gather for trade, announcements, and public debates.
  • The Unity Spire: A towering monument celebrating the empire’s expansion and devotion to the Mother, engraved with the names of all conquered territories

The Mother’s Cave

Description:

The most sacred site in the empire, located in the Kindred Mountains, where the religion of The Mother’s Covenant originated. It is heavily guarded and closed to the public due to the toxic clover that surrounds it.

Key Features:
  • The Verdant Hall: A nearby temple where followers gather to pray and leave offerings.
  • The Guardian Perimeter: A series of fortified outposts manned by the Guardians of the Sacred Grove, ensuring no one enters the cave unbidden.
  • Faithful's Path: A winding trail leading to the outer edges of the cave, lined with shrines and inscriptions recounting the Mother’s mythology.

Fortress City: Ironvale

Description:

A militarized city located on the empire’s western border, Ironvale is a bastion of defense and strategy. It is known for its formidable fortifications and disciplined soldiers.

Key Features:
  • The Bastion of Unity: A massive fortress that serves as a training ground for elite imperial forces.
  • The Iron Forge: A sprawling industrial complex where weapons and armor are crafted for the empire’s armies.
  • The Hall of Tactics: A library and war room where generals and strategists plan campaigns and study historical battles.

Trade Port: Gildentide

Description:

A major coastal city that serves as the empire’s primary trade hub. Gildentide is bustling with merchants and ships from across Lavania and beyond.

Key Features:
  • The Golden Harbor: A massive port lined with merchant ships and imperial warships, protected by a series of towering sea walls.
  • The Merchant’s Pavilion: A luxurious hall where trade deals are negotiated and guilds convene.
  • The Beacon of Prosperity: A grand lighthouse adorned with intricate carvings of the empire’s conquests and symbols of the Mother.

The Kindred Plains

Description:

Vast grasslands that serve as the empire’s agricultural heartland, providing food for its massive population and armies.

Key Features:

  • The Verdant Granaries: Massive storage facilities where surplus grains and supplies are kept for times of war or famine.
  • The Festival Grounds: An open field used for seasonal celebrations honoring the Mother’s gifts of fertility and abundance.
  • The Path of Blooming Fields: A sacred route where processions and rituals are performed to bless the crops.

Religious Center: Virelia

Description:

A city entirely devoted to religious worship, Virelia is the seat of the Verdant Conclave and a destination for pilgrims from across the empire.

Key Features:
  • The Verdant Cathedral: The largest temple in the empire, built entirely from green marble and adorned with intricate carvings of the Mother’s mythology.
  • The Conclave Chambers: A secure complex where the high-ranking members of the Verdant Conclave gather to make decisions about the faith’s direction and doctrine.
  • The Mother’s Embrace Fountain: A sacred fountain believed to contain water blessed by the Mother, used in religious ceremonies.

Esper Island

Description:

A strategically located island controlled by the empire, serving as a vital link between West and East Lavania.

Key Features:
  • Fort Esperus: A heavily fortified military base ensuring the empire’s dominance over East Lavania’s trade routes.
  • The Whispering Shores: A tranquil beach where soldiers and sailors make offerings to Thalrina, blending local beliefs with imperial faith.
  • The Shimmering Bazaar: A market attracting traders from across Lavania, known for exotic goods and luxury items.

Eastern Frontier

Description:

The empire’s territory in East Lavania, largely unexplored but essential for expansion.

Key Features:
  • The Pioneer Settlements: Small villages established by settlers and military outposts.
  • The Wildwood Borderlands: Dense forests at the edge of the empire’s reach, rumored to be home to mysterious creatures and hostile tribes.
  • The Iron Horizon Outpost: A military stronghold guarding the frontier and maintaining order in newly claimed lands.

Economy

Exports

  • Weapons and Tools: High-quality products from Ironvale’s forges.
  • Agricultural Goods: Grain, fruit, and other foodstuffs from the Verdant Lowlands.
  • Luxury Items: Fine crafts and religious artifacts from the Sacred Heartlands.
Imports
  • Exotic Goods: Spices, silks, and rare materials from Sarnica.
  • Timber: Wood from nearby forests to support construction projects.
  • Livestock: Supplemental animals from neighboring regions.
  • Weapons and Tools for war from Tepesh forge

Trade Challenges
  • Strained relations with neighbors like Tepesh Forge and Sarnica.
  • High taxes and centralized control stifle local economic growth.

Society, Culture, and Religion

People
  • Citizens are expected to conform to strict social hierarchies.
  • Emphasis on discipline, loyalty, and hard work.
  • Some think the Empire's rule is best because class is more even amongst the people

Cultural Policies
  • Religious Propagation: The Mother’s Covenant permeates all aspects of culture, from laws to festivals.
  • Education: Focuses on instilling loyalty to the empire and the Verdant Path from a young age.
  • Economy: Fueled by trade networks, taxation, and labor extracted from conquered territories.

Influence on Society:

Religious Integration:

The religion reinforces obedience through spiritual teachings, promoting the emperor as the chosen guide of the Mother’s will.

Non-converts are often marginalized and viewed as disloyal to the empire.

Unity Policy:

  • Citizens are expected to either embrace the empire’s religion and culture or face exile.
  • Unity Camps: Secret facilities where dissenters are sent under the guise of reeducation. These camps serve as either labor camps or death sentences for the uncooperative.
  • Conversion and Control: The empire requires conquered territories to convert to their religion, presenting it as a moral obligation for salvation. Those who resist are labeled heretics and face severe punishment. The empire uses religion to justify its expansion, and rebellious factions are often framed as enemies of the divine order.
  • Clergy and Surveillance: Religious leaders are powerful within the empire, both as spiritual guides and political enforcers. They monitor the population for signs of dissent and ensure that the empire’s laws are followed. The empire uses its clergy to control the spiritual lives of its citizens, ensuring loyalty to the emperor and the empire.

Traditions

Grand festivals celebrating the emperor’s rule and religious holidays. Military parades and community events are common to rally morale

Military

Army:

A professional standing army trained in Ironvale and the Stone Marches.

Known for its discipline, efficiency, and advanced weaponry.

Navy:

Controls key waterways and trade routes, ensuring maritime dominance.

Based out of ports in the Southern Trade Corridor and Brakken Lands.

Tactics:

Prefers overwhelming force and strict formations.

Heavy reliance on siege weaponry and defensive fortifications.

Relations with Neighboring Regions

Brakken Kingdom:

Current Status: Occupied and isolated.

Impact:

Heavy exploitation of resources and suppression of rebellion. Enforces trade blockades to cut the kingdom off from allies.

Republic of Sarnica:

Relationship: Strained due to the empire’s aggressive expansion.

Impact:

Trade disputes and occasional skirmishes. Mutual reliance on trade prevents open war.

Dominion of Tepesh Forge:

Relationship: Wary neighbors with frequent resource disputes.

Impact:

Competition over mineral-rich borderlands. Tepesh Forge merchants often support smuggling into Brakken lands.

Festivals

Valgarien Empire: The Verdant Offering (Summer and Winter)

Summer Festival:

Name: The Mother’s Embrace

Focus: Celebration of fertility and growth in honor of The Mother.

Activities:
  • Offerings of fruits and flowers are left at sacred groves and temples.
  • Public feasts feature dishes using fresh produce from the empire’s vast lands.
  • Followers of The Mother’s Covenant perform “circle dances” around effigies of vines and clover.

Winter Festival:

Name: The Verdant Vigil

Focus: Reflection and preservation during the cold months.

Activities:
  • Temples hold candlelit ceremonies, symbolizing the perseverance of life through winter.
  • Special seeds are distributed to families, representing hope for the next planting season.
  • Storytelling sessions recount the origins of The Mother and the balance she maintains.

West Lavania (Temperate to Semi-Arid Regions)

Agricultural Resources:
  • Grains: Wheat, barley, and rye are cultivated in the fertile plains, forming the backbone of the empire’s food supply.
  • Fruits and Vegetables: Orchards of apples, pears, and plums, alongside hardy vegetables like cabbage and onions.
  • Herbs and Medicinal Plants: Fields of lavender, rosemary, and medicinal herbs used for trade and healing.
Forestry Products
  • Timber: Dense forests provide hardwoods (oak, elm) and softwoods (pine, cedar) for construction and shipbuilding.
  • Resin and Tar: Extracted from coniferous trees for sealing and preserving materials.
  • Wild Game: Venison, boar, and small mammals for food and trade.
Mineral Resources:
  • Iron and Copper: Mined from rocky outcrops and foothills, essential for tools, weapons, and trade.
  • Salt Deposits: Coastal areas and salt flats are major sources of salt, a valuable preservative.
  • Limestone and Marble: Quarried for construction and monuments.
Water Resources:
  • Rivers and Lakes: Provide freshwater, fertile land for irrigation, and fish species for sustenance.
  • Fish and Shellfish: Abundant in rivers and along coastal regions.

East Lavania (Drier and More Rugged Terrains)

Livestock:
  • Cattle, Sheep, and Goats: Adapted to semi-arid climates, providing meat, milk, and wool.
  • Horses: Renowned for their stamina and speed, used in military and trade.
Exotic Plants and Herbs:
  • Drought-Resistant Crops: Millet and sorghum, alongside desert herbs like sage and thyme.
  • Rare Medicinal Plants: Found in oasis-like environments, used for healing and alchemy.
Precious and Semi-Precious Stones:
  • Amber, Garnet, and Opals: Mined from eastern territories, prized for jewelry and trade.
  • Quartz and Jasper: Found in rocky plateaus, used for ornamentation and tools
Metals and Gems:
  • Gold and Silver: Extracted from deep mines in the eastern mountains, vital for currency and decoration.
  • Coal and Sulfur: Used for fuel and in alchemical practices.
Textiles and Dyes:
  • Wool and Leather: From livestock, traded across Neo for garments and armor.
  • Natural Dyes: Saffron, indigo, and madder from cultivated and wild sources.
Desert Resources:
  • Sandstone and Clay: Used for construction in dry regions.
  • Oasis Springs: Vital for fresh water and creating small pockets of fertile land.
Trade and Manufactured Goods:

The Valgarien Empire’s abundant resources allow for the production of:

  • Weapons and Armor: Made from iron, copper, and leather.
  • Luxury Items: Fine textiles, dyed fabrics, and jewelry crafted from local metals and stones.
  • Processed Goods: Preserved foods (salted fish, cured meats), oils, and alcoholic beverages.


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