Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

  1. Locations

Holy Empire of Acolytius

Empire

The Holy Empire of Acolytius is a vast, prosperous nation that encompasses a majority of Impatria. Founded on the goals of advancement and opportunity, the Empire has unified a diverse blend of cultures and people under one banner and has grown to become the most powerful nation in the world. People from all over Asobria travel to the Empire in the hopes of amassing wealth, fame, or even just a better life. Its history, rooted in the vision of its founder Acolytius, is marked by expansion, innovation, and unity. The nation serves as a beacon of democracy and economic prosperity, and it continues to expand its influence even today.

Provinces and Geography

The Empire is split into eight Provinces, which each act as self-governing bodies that answer to the Throne. Each Province is distinct in its own way, both in its environment and in its culture. Below are the Provinces:

Tersodia: One of the largest Provinces in the Empire, Tersodia's name means 'the heartland' and is regarded as the nation's birthplace. It was the home of Acolytius himself, and the ancient kingdoms and city-states once found here were the first to embark on the journey of development and expansion. Tersodia is also the 'breadbasket' of the Empire, characterized by a temperate climate and the highly fertile soil of the Verdant Plains. The countless waterways, such as the Cadsoline River, have both contributed to the land's fertility and have also led to many large cities being developed throughout its territory, including the Province's capital of Magnegris. Even with its many urban environments, the region still holds its fair share of wilderness, such as the forested hills of the Emerald Forest and the coastal plains of the Cadsoline Peninsula.

Flumultria: An expansive region, Flumultria is known for its many spring-fed streams that flow throughout the Province. Found on the western side of the Empire through Pioneer's Pass, the Province consists of expansive ranges for the Empire's cattle. A majority of the Province is either rangeland or uninhabited plains, but sparse settlements can be found throughout. Many cities and towns of Flumultria, including the Province's capital of Azurmuth, are trade ports that utilize the coasts of the Gulf of Mana and Sea of Kings to connect the Empire together.

Penoccida: Encompassing the Silvery Peninsula on the westernmost end of the Empire, Penoccida is home to many of the nation's fishing towns and trade ports. Surrounding the western end of the Bay of Bounty, the waters around the Province are plentiful with fish, providing the Empire with almost all of its maritime resources. Many of its ports also bring in various foreign goods, and the Provincial capital of Southport serves as a crucial stop for any ships crossing the Sea of Kings. Aside from its strong merchant and seafaring tradition, most of the Peninsula remains as wild coastal plains.

The Sunfall Isles: Being the smallest Province in the Empire, the Sunfall Isles encompass a multitude of islands within the Sea of Kings. The Province is named after Sunfall Isle, which is the largest and most inhabited of the islands found just off of the tip of the Silvery Peninsula across the Strait of Sunfall. Much like the neighboring Penoccida, the Province also contains many fishing towns and trade ports. Its capital of Brunswick Port is the largest of these cities and one of the busiest ports of the Empire. The region also has a rich history of seafaring, especially on the islands of New Cadsoline and the Brunswick Islands. Other uninhabited islands, such as the Cavnos Islands, hold untamed wilderness to be explored.

Palprofundia: Stretching across the southern coast of the Empire, Palprofundia is one of the nation's smaller Provinces. Home to the expansive Deep Marsh, a majority of the Province is uninhabited wetlands that are notoriously difficult to traverse but provide resources unique to the environment. Other parts of Palprofundia are home to quaint rolling meadows and forests, providing lumber to the rest of the Empire. Many places in Palprofundia, including its capital of Fallowburn, are mainly famous for their cultural and historical significance, as the Province is home to many Halfling communities and the iconic Altar of Giants.

Towerfirth: Densely covered by majestic forests, Towerfirth is the largest Province in the Empire. The ancient forests house plentiful wild game, so the region has historically provided abundant hunting resources. Being the ancestral home of the Silvauri, Towerfirth's oldest cities are distinct for being harmonious with the surrounding trees and act as cultural hotspots for Silvan traditions, with no better example being the Provincial capital of Kemitsu Lons. Some more recently established cities have brought a contrasting Imperial architecture and culture, focusing on harvesting lumber from the dense forests. Even with this recent development, however, Towerfirth still holds natural beauty in locations such as Lake Kemitsu and Dryaedurae's Labyrinth.

Minaltum: Characterized by the towering peaks of the Skyfract Mountains, Minaltum is found in the north of the Empire. At a first glance, the Province appears to be mostly uninhabitable mountain peaks, with only a couple small towns in the surrounding foothills. Yet much more lies beneath the surface, as the biggest cities of Minaltum have been carved from the bowels of the very mountains. These cities are feats of Dwarven architecture and have long served to harvest the abundant mineral resources of the surrounding mountains. The Provincial capital of Ga-Hiomriach is the largest and most prosperous of these mining cities, and many travel to the city to experience Dwarven culture. Many also come to Minaltum to explore the rich history and adventuring opportunities, such as the ruins of Bor-Hiomriach or the wilds of Rufka's Woods.

Norderia: Norderia is both the northernmost and the newest Province of the Empire, located north of Linlow's Gap and sharing a border with the Kingdom of Kalvete. Being the newest Province, very few settlements have been established within its borders, with only the capital of Smithskeep and a few outlying villages. Due to its northern location, however, it provides some valuable resources unique to these regions. Norderia also has a reputation for being a "new frontier," due to a majority of the Province being claimed by the rocky peaks of the Spine of the North or the forests of the King's Grounds. Travelers here must be cautious, however, as the Kalvetian people are not too fond of their unwelcome visitors.

The Empire's capital city of Vatepor is the largest city in all of Asobria, with a highly developed urban environment home to countless people of virtually all backgrounds. Due to the city being the capital, it falls within its own district despite being geographically within the Province of Tersodia. This ensures that all Provinces are equal in power, with each having its own local government.

The Empire has additionally established two distant colonies. The first, Reefway, is found in the tropical regions of the Carcharian Isles and serves to harvest exotic crops and animals. The second, Frontier's Edge, is located in the Savage Lands of Jalafar and is a hub for those wishing to explore and study the untamed savannas.

History

The origins of what would later become the Empire are found in the temperate heartland of Impatria. In the aftermath of the Cataclysm, countless tribes were drawn to the fertile Verdant Plains and established early city-states throughout. One of these early tribes were the Cadsolites: A group of Imperials who thrived through agriculture and early trade. Seeking an ideal location to live, they made their way to the Cadsoline Peninsula and made their home at the mouth of the Cadsoline River. In 464 CE, they built a city and named it Neapolis, and they soon discovered how strategic their location was. Being located at a central location within both mainland Impatria and the Sea of Kings, the people of Neapolis could establish control over a multitude of early trade routes to their benefit. Their city soon became well-known across Impatria, and, unfortunately for them, their land became highly coveted. Neighboring tribes wished to reap the benefits of Neapolis' ports, and they formed an alliance to challenge the dominance of the Cadsolites. While the Cadsolites defended themselves as best they could, they were outmatched by their invaders. Those who refused fealty were pushed out, sailing across the sea to eventually settle on what would later be known as New Cadsoline. As for their invaders, they seized control of Neapolis and renamed it to Vatepor, establishing a small but growing kingdom that they named Tersodia in 516 CE.

The people of this new kingdom successfully maintained control over the lands of Vatepor, as well as slowly expanding their borders to take more of the Verdant Plains under their dominion. Yet the lands were plagued with constant war, and the many Imperial tribes and local Halfling communities were disillusioned by the conflict into perpetual hostility. But all that changed with a man named Acolytius, who was born in 688 CE, who became a studied scholar and charismatic leader. By rallying the local peoples, Acolytius promoted a peaceful future for Tersodia. Through diplomatic and tactical brilliance, Acolytius soon rose to a position of power. Once he was elected as Tersodia's King in 723 CE, Acolytius then set the foundation for a governance that gave structure to the growing lands of his kingdom and allowed for the freedom and opportunity of the individual. While initially basic, this served as the framework for the sophisticated hierarchy of the modern Empire. And this new form of rule quickly spread, and many neighboring peoples wished to ally themselves with Tersodia. Whether it was the Imperial herders of Flumultria or the Halfling settlers of Palprofundia, this finally marked the birth of the new Empire in 771 CE. While this new nation did bring about Acolytius' visions of peace and prosperity, he unfortunately passed soon after its establishment. The Empire was soon named after Acolytius, eternally honoring its unifying leader.

It was with the birth of the Empire that a new era began for Asobria, as the Great Change soon began in 788 CE. The Great Change was a period of great advancement in all fields, and it is the time when the Empire fully realized its identity. It began with Lucius the Reformer, an official from Vatepor who saw a need to reform the nation's governing body and legal system. It was Lucius' ideas that reformed the nation's noble hierarchy and established a codified legal system that was ensured to be fair to all within the Empire. But his most notable work was granting the common people more of a voice, allowing for many positions in the government to be voted on or impeached by the will of the nation's citizens. Soon after Lucius began his work, the Empire's infrastructure vastly improved to connect and benefit all the people of their vast nation, with extensive roads connecting every corner of the Empire to Vatepor. But the greatest improvement of all was made to the Empire's academies and education, all thanks to Valaris the Mage. Valaris was a brilliant woman who saw how interconnected science and Magic were, and her actions later saw the fundamentals of Magic being taught in basic schools. Yet, Valaris wanted opportunities for new innovations to be born, establishing the College of the Arcane as the first strictly Magic-based institution in the world. Many others followed, and Magic was soon both a part of daily life and the driving force behind an unprecedented time of technological advancement. And it was during this time of development where Brunswick the Mariner set the foundation for the Empire to further expand its borders. Brunswick sailed throughout the Sea of Kings, eventually crossing to the shores of the Silvery Peninsula. His travels not only helped to establish the Provinces of Penoccida and the Sunfall Isles, but his name was also to be immortalized in the names of locations he sailed to. But Brunswick was not yet satisfied, and he soon created the Wanderer's Guild to promote others to adventure to all manner of distant lands. Soon after, Brunswick set out to map the entire world of Asobria and establish connections with foreign nations as an official envoy of the Empire. And while he was successful in connecting the Empire to the Janiib Sultanate and Carcharian Isles, he soon after disappeared at sea in 1015 CE. His disappearance marks the end of the Great Change, but the Empire had already vastly grown in territory, population, development, and wealth.

Some time passed since the Great Change, and we eventually get to the reign of Emperor Hadrius I. Hadrius, wishing to further fulfill Acolytius' dream of peace and prosperity, sought to spread the Empire's dominion further throughout Impatria. He first set his sights on the neighboring lands of Towerfirth in 1108 CE, hoping that the native Silvauri would be open to a diplomatic solution. His first attempt, however, was met with refusal. The Silvan elders strictly believed in their independence, as they had lived undisturbed within the ancient forests for centuries. Soon after they turned Hadrius away, however, the war that would later be known as the Silvan Retribution began in 1114 CE. Facing an invasion by the Umbrauri, the Silvans of Towerfirth quickly found themselves fighting a losing battle. Hadrius saw this as an opportunity and later approached the Silvan elders again with a new offer. In return for their fealty, the Empire would turn the tide of the war and drive out the Umbran invaders. With no alternative options, the Silvan elders agreed, and the war soon ended in 1121 CE. With the expansive forests of Towerfirth now under Imperial control, Hadrius then set his sights on the northern lands of Minaltum. The Dwarves proved to be less agreeable than the Silvauri, responding to Hadrius' initial proposal of an alliance with hostility. While Hadrius planned to remain as neighbors, Minaltum then sent raids against nearby Imperial settlements. Hadrius soon declared war on Minaltum, beginning a series of conflicts known as the Òrdan Wars, named after the Dwarven King Òrdeinn who ruled Minaltum at this time. These wars began in 1124 CE and lasted for over a century, and Hadrius II had taken his great-grandfather's place by their end. The Empire emerged victorious, taking the Dwarven capital of Ga-Hiomriach and claiming Minaltum as a new Province in 1251 CE. The Empire, however, strived for benevolence and integration in the aftermath of the war. Minaltum and the Dwarves saw a new age of prosperity under Imperial rule, and any lasting tensions have since been eradicated.

This puts us at the modern age for the Empire, where they have continued to see development and prosperity. Over the generations that followed the Òrdan Wars, life in the Empire was further strengthened by the talents and cultures of their new inhabitants. The Empire established their newest Province of Norderia on their northern border in 1315 CE, wishing to continue to spread order to all of Impatria. The nation also began to seek this goal on a larger scale, later establishing the distant colonies of Reefway and Frontier's Edge in the further corners of the world, in the years of 1324 CE and 1332 CE respectively. The Empire has continued to grow as more and more people come with the hopes of new beginnings and opportunities. And while the Empire has had its times of uncertainty or pressure, such as its recent conflicts with the newly established Kingdom of Kalvete, the Empire remains steadfast as a testament to it and its people's unwavering adaptability and enduring vision. Its goal has been made immortal in its motto: At Gloratia Omnusum ("For the Glory of All").

Government and Politics

The Holy Empire of Acolytius operates under a hierarchal but meritocratic system, where control is placed in the hands of nobles but with the people's voice still playing a role.

The Empire's government is headed by the Throne, occupied by either an Emperor, Empress, or Emperum. Based in the capital of Vatepor, this individual acts as a supreme ruler and has full authority over any and all facets of the Empire but is expected to strive for the common people's interest. The Throne's occupants are chosen via hereditary succession, with the current occupant's firstborn child having rights to the Throne. If the firstborn is deemed unfit for rule, then rights go to the second born child, and so on so forth. The spouse of the current Throne may also take rule if there is no heir and circumstances require it. In the event of there being no potential successor to the current Throne, then the Empire's citizens hold a vote to select one of the current members of the Imperial High Council to take the Throne. Additionally, if the current occupant of the Throne infringes on their power, other officials or even the Empire's citizens have methods of challenging the Throne or even vacating its current occupant. The current occupant of the Throne is Empress Belivere Valeria.

The Throne is advised by the Imperial High Council, which assists the Throne in making decisions and overseeing the Empire's policies and major institutions. Members of the High Council are chosen by the common people's votes. Their position possesses the power to contest or veto the Throne's decisions, and they are able to remove the current occupant with reasonable cause. They additionally possess similar authority over their fellow High Council members. The High Council consists of five roles, listed below:

  • Grand Steward: The Grand Steward oversees all administrative operations within the Empire and spend most of their time within the Imperial Palace. They oversee the formulation of new policies and decrees and ensure that they are implemented throughout the Empire. They also serve as the closest confidant and representative for the Throne, often being sent as an intermediary between the Throne and Provincial leaders. The current Grand Steward is Lady Perra Birch.
  • High Priest: The High Priest represents all religious institutions within the Empire, acting as the liaison between them and the Throne. They provide guidance on all manner of spiritual practices and issues to the Throne and promote harmony between different religious practices. They also advise on matters of morality, often becoming involved with the legal system of the Empire. The current High Priest is Pontiff Aurelius Agbani.
  • Grand Marshal: The Grand Marshal is the highest commanding authority in the entirety of the Empire, overseeing the strategy, organization, and preparedness of the military. They also determine how the nation's troops are distributed throughout its many Provinces, ensuring that its people are all safely guarded from any potential threats. When issues of national security arise, they alert the Throne to discuss a plan of action. The current Grand Marshal is Sir Ephraim Jolan.
  • Chancellor of the Treasury: The Chancellor manages all of the Empire's finances, including taxation, trade, and expenditures. They allocate funds to various facets of the Empire, providing for infrastructure, the military, and public welfare. They also advise the creation of all manner of economic policies and promote financial stability and prosperity. The current Chancellor of the Treasury is Octavius Cassian.
  • High Archmage: The High Archmage represents the arcane community, overseeing the study, education, and regulations of the practice. Any matters that involve Magic involve the High Archmage, as they prevent its misuse while also finding ways for it to better the Empire's advancement. The current High Archmage is Alistair Seraphus.

The members of the High Council, as well as the Throne themselves, also maintain relations with neighboring regions, balancing alliances, rivalries, and trade.

On a Provincial level, the Empire's government follows an identical structure that exercises authority over a more localized region. Each Province is ruled by a King, Queen, or Sovereign, and they possess an advising Council comprising of a Steward, Priest, Marshal, Treasurer, and Archmage. While they have similar expectations of those above them, they are allowed autonomy to best address the needs of their Province. And much like before, any individual presiding over a Province can be removed by their fellow authority or the common people if necessary. The Province's rulers and council are found in the Provincial capital. Every other city or town in a Province is overseen by a Governor and their advisors, who answer to the Provincial authority. Governors and their council cannot create new policies but instead serve to enforce them. These roles are all determined by local votes.

The Empire's legal system is based on a codified framework that has been appended to over many generations. It covers an extensive body of various civil, criminal, and arcane conducts and serves as a reference in every court of law. Positions in court are held by Magistrates, who are chosen by local votes of their fellow citizens and then receive the necessary training for their duties. These Magistrates oversee various regional tribunals for appeals and trials, and a Supreme Court in Vatepor handles issues of national importance. Additional specialized branches handle arcane-related issues and disputes, overseen by both the Court and the High Archmage. Common citizens are provided access to legal counsel and can petition for fair trials, as well as Citizen Assemblies and Referendums to give their input in the government. Assemblies are held in urban centers, allowing citizens to voice grievances, propose changes, and organize petitions in a formalized setting. These gatherings are held to present issues to Provincial rulers or, in certain cases, directly to the High Council. Referendums are processes that are triggered by widespread petitions, where gathering enough citizen votes can compel local or even national rulers to address important proposals or grievances. These systems ensure that all people of the Empire have a voice, as freedom and justice are the right of all.

Finally, the Empire's military is made up of the Imperial Legions, who themselves are made up of selfless individuals of the common people. Whether a part of a regional militia or a specialized sect, the Legions are known for their discipline, strategy, and bravery. They all strive to maintain peace and safety for the Empire's people, from the local guards enforcing the law in the smallest towns to the esteemed Divine Aegis that guards the Throne and High Council.